Dr Venkman
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I'm designing a desert CTF map, on the Afghanistan map, and i realised when i was testing it, that if you take the the flag and you're a BAS Delta or Ranger unit...you won't see the flag. - Kinda annoying, anyone else realised that?
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I'm designing a desert CTF map, on the Afghanistan map, and i realised when i was testing it, that if you take the the flag and you're a BAS Delta or Ranger unit...you won't see the flag. - Kinda annoying, anyone else realised that?
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Far out that took ages to find it, had to go to lost brothers site to find it, then some other site which was supported there. Heres the link if anyone wants the face pack http://flashpoint.xaos.ru/nland/download/idf_faces.zip http://flashpoint.xaos.ru/nland/downloads.html That bottom one has links to more arab units etc.
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Excellent thanks very much for that. Perhaps someone should make the addon with that already done. Like Sebnam pack 2 with the VC and NVA etc. Pretty silly making an iraq pack, and having white russian faces on it.
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Can anyone please tell me the "Setface" command to get the iraqi looking faces from that screenshot? I don't seem to see it in the readme's for this addon, and i DONT want pastey white russians for it! lol
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hmmmm, anyone know why i get Russian faces on these Iraqi units? Really annoying me. Maybe i have some sortve .pbo that is screwing with i? I'm running 1.91
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Toadlifes weapon respawn script
Dr Venkman replied to Dr Venkman's topic in OFP : MISSION EDITING & SCRIPTING
I'm running 1.91, but it says for 1.85 - Does that mean that i can only use this script for that version.... -
Toadlifes weapon respawn script
Dr Venkman replied to Dr Venkman's topic in OFP : MISSION EDITING & SCRIPTING
Ok im putting this now into the Unit Init ["w1",0] exec "weapons_respawn.xsqs" Which is working, but now i got this weird 'scarlar |#|bool array string 0xfcffffef': Error Unknown operator bool WTF!!!!!!!!!!!!!!!! -
Hi there, im sortve new to scripting. I'm getting an error when i enter in this "w1",0 exec "weapons_respawn.xsqs" ..into the Unit Init in the Advanced Editor. I don't think i quite understand what the instructions say inside that script. It says... ;intialize like this: ["unitname",0] exec "thisscript.sqs" ; Or this: ["unitname",1] exec "thisscript.sqs" ; ; * "unitname" = The name of the player the script runs on (must be enclosed by quotes! ; * 0/1 = method of repleneshing weapons ; **if method is 0, the player gets the same weapons he stated out with every time ; **if method is 1, the player gets the same weapons he had when he died ....eh? Is it in the Unit, or is it a trigger? I have respawn working, but i don't respawn with the same guns as i spawned with...goes to a stupid m16 with 30shots. You're help would be much appreciated as the search is not helping me out. Just links to scripts or threads that arent valid anymore.
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Getting ai to stay in the watch tower
Dr Venkman posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi, Ive been playing around trying to get this damn thing to work. Im trying to have an AI unit, acting safe standing up in a watch tower. Through a clever position script, ive been able to get the co-ordinates to setpos my unit but he continually falls out of the watch tower (much to my amusement at first, cuz he'd break his legs upon falling) Can someone please help me with the correct code to make the unit stand up, in safe mode and STAY IN THE f*cking TOWER!? I would like to have a few watch towers in this town for a WW2 mission im making, and it would be nice to have some units up there.