DrBobcat
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Posts posted by DrBobcat
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You can already tell with the shadows on the faces and vehicles that bump mapping is already implemented. I imagine the game will fully support DX9, which helps a lot of things... the best being that the game will run better then the original OFP because of better directx driver support. New video cards use DX9 but since the orig FP is DX8, it is outdated... So, in essence (if they code it right), we will get prettier graphics and better performance. YAY!
Cat
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Not to mention all the original islands will be done with newer, higher-resolution textures. And that, to me, is a brand new island altogether
Cat
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1. Band of Brothers
2. Saving Private Ryan
3. Midway
4. Red Dawn
5. The Enemy at the Gates
All great movies... red dawn was surprisingly impressive in some parts, especially in the props used. Still had some "80's feel" to it in some parts that brought it down...
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For what it is, its a good game. For sim junkies (such as I, and I imagine, the majority here on the FlashPoint forums), the game is nothing but an arcadey mediocre abuse of things that have already been played upon. Leaches on the sheer action of gameplay but offering very little realism (practically nil).
Production wise (ie visuals and audio), the game is succeeds. Gameplay wise, the game blows. Simple as that. I was looking foward to see how the game turned out but wasn't surprised when it was another EA dairy experiment gone wrong. Poor cows and their abusive milkings.
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Armed Assault is due in Q4 2005... just so you know. and on the topic, I due rekon there will be a demo around augest or so. Don't know for sure but hey, we can all dream, can't we?
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Good news everyone! I edited the pack because well...I love it when my game has a lot of stuff....and well.....this pack is awesome. The only issues really were that it was too quiet and too smooth. using my "ub3r-l337" sound editing skills, I fixed both those issues and I have to say......WOOHOO! Sounds awesome. I prefer russian side now =D. Will upload it somewhere as soon as the author can give me persmission to....Stay tuned!
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What OS are you running, bro? if its below windows 2k you are in deep crap because audigy cards dont really work well with older operating systems, ESPECIALLY in OFP (Crashing + lots of lag + crackling + distorted/odd sounds). I had the EXACT same issue with my Audigy 2 ZS when I was back on windows 98se. If you are on 2000 or XP then I have NO clue what the issue could be....
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What can I say.......very VERY interesting mod. Had a lot of fun just lining up some Union troops by the fences and sending in a ton of Confederates charging in. Worked pretty well with some WP manipulation. Had a large artillery battery in the background, roughly....24 or so. You need to slow down the animations for reloading so that way it doesnt seem so off with amount of time it takes. Also need to speed up the sprint animations because they move at normal speed but their legs do not. Loved the sharpshooters but I just think they need to be more accurate considering their use, commonality and such. Didnt have much lag issues which was cool. The distance LODs do need to be edited but other then that, I didnt notice much wrong with this...oh...blood anims would be cool....but arent really needed. Appreciate all the effort gone into it so far, and I hope you guys wont stop.
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BUZZARD @ Dec. 06 2004,22:28)]Hmm, I was just wondering, does slow motion like setaccttime only work with camera.sqs or could it be made to work without camera.sqs but in a mission, as a script performed by a player during the whole duration of the mission? You know, like a MaxPayne continuous bullet-time?Yes, you could say (example) setacctime 0.5 in the beginning of a mission and they mission would be slowed down the WHOLE ENTIRE MISSION. But, of course, this doesnt work in MP and can,literally, make the mission last twice as long.
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Perhaps the STUPIDEST things in society is that the older folks always paint labels onto the "deviant adolescents". They find it easier that way to go about their days, not take everyone into consideration, and just scream out "rebel", "bad kid", or "troublemaker" because 16 year ol Ms. Jessy Jones got pregnant down the street. Â WELL GUESS THE FUCK WHAT!? Its not all the kid's fault, and everyone has an impact, including the older people (WOW!? NO WAY!?! US, THE OLDER PEOPLE EFFECT OTHER PEOPLE AROUND US? WE AREN'T HIGH AND MIGHTY GODS THAT ARE ALWAYS RIGHT?).
And another thing, adults are just as bad adults, as they are as kids, just in different ways. No one is perfect, and if you claim you are, why are you playing a game where you shoot fictitious russians on a mature rated game (which then, 99% of all the fundamentalist christians of the USA will say are "destroying our society"). No, get it right, admit the truth, have some fucking courage, and know that we are all part of the issue and we all need each other in order to grow.
Continuing on, do not EVER use age as a bookmark to tell how "ahead in life they are". Comparing everyone is just making the world a worse place in this highly conservative and discrimitory society. Â I am 17 and I am in college and know some things that a 60 year old never knew. Some people have strengths and weaknesses that others do not have. That is why their is more then one of us in the first place.
I respect my elders who give me respect back. Â I do not believe that just because they are older, that they must be wiser, and thus "better" then me. Â Just because your ~60 years old, does not mean a title rains down from heaven and says that everyone on the planet must treat you as better because you are elderly.
Some of my friends are not in the same spot I am in life. I believe that every person in the world starts out as a "tree" and then begins to "bloom" at different points. Â Most never fully bloom at all. Â A few of my friends say they want to join the KKK, or they want to lay the best looking chick at school. Â I will agree with everyone here that they are illminded idiots. Â They are yet to realize even a hint of the truth.
The truth: the world is is messed up. Some few people decide to help it be less so, while most ride the wave and die realizing how fruitless it was to be here at all.
- A sociologist in training, the Dr BC
EDIT: And just to really hit it home: I've never done drugs, never drank, never smoked, and I like electronica music, not hip-hop or metal. I like to party, but I never do drugs, or drink because I dont think I have to in order to have fun. The illminded youth trash (yes, I agree, they do exist, all you ol'-timers), think that the ONLY way to have fun is to corrode their own mental/physical/emotional wellbeing with narcotics and alcohol, and numb their senses of reality,responsibility, and mortality. But then again, I know of some 34 year old djs (I am an amatuer dj), that stay out all night, are going to college (of course they don't know their major, they are too busy out partying), and then are late to class the next day, and cannot do take their exams because they are still so hungover. But let me ask this one question.....
Why can 34 year olds sniff crack or puff a peter and then be labled as normal, while a 15 year old does the same and gets painted as a "spot-on example of all rebellious youths"? Did the older one earn this right? Is it all about points? Why exactly does the older one automatically get all the points in the first place?
THINK OUTSIDE THE BOUNDRIES OF WHAT IS NORMAL AND WHAT IS NOT
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I use SetAccTime 0,005 and work fine,good for take aircraft picswith 0,001 can't move the camera
No flame intended here, but you already do know, right, that you can change the transition time between camera to camera (with waits or camCommit)? If you are having VERY slow time, have VERY short waits (or very short camCommits). With some basic math, and experimenting with Fx, you can (actually, very easy), do a "Matrix" shot just by making like 4 (maybe more if you want smoothness) camera transitions with very short waits and very short camera commits with accTime @ 0.001. Try to make the camera spin around the object and the yummyness commences.
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I mod crap all the time and run my radeon 9800 pro 256 mb @ a radeon 9800 xt (not much of a gain, but I can push past that even, like, radeon 9800 PT ). Cooling is NO DOUBT the most important thing when over clocking anything. And th only things I see as worth OCing is a CPU (processor) or a GPU (video card). Everything else is for those paranoid freaks . Look around on sites like XoXide.com and you will surely like what you see. Not too expensive and not bad looking at all. I plan on running my now aging P4 2.6ghz/533mhz fsb @ ~3.0 (or so). As soon as I get my gpu cooler, I want to push it to its max limits (the highest I can go without artifacts).
Drivers also can help tweaking a system without causing any hardware "eek"ness. The ones I can best recommend from experience are the Omega Drivers. Try stuff out, experiment, be cautious, and try to learn stuff. GOOD LUCK!
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Played Nogova ZEUS CTI COOP on a LAN with one of my bros
Specs of systems
(My Computer)
p4 2.6 ghz
radeon 9800 pro 256 mb /w omega drivers (latest version)
1gb 2700 DDR
SB Audigy 2 ZS
- Played with DxDll, Llaumax, FlashFx, and Satchel's Dynamic Range Pack
- 8.12 visual quality, 1200x1024x32 resolution, frame rate @ 7.12, all shadows on
- 512 cockpit textures, 512 environment textures, 1024 object textures, 512 special effects textures, and 54k geo performance
(Family, aka The Bitch, Computer)
p4 1.8 ghz
radeon 9000 128 mb /w omega drivers (latest version)
256 mb 2100 ddr
SB Live! Value
-Played with Llaumax, FlashFx, and Satchel's Dynamic Range Sound Pack
- 5.12 visual quality, 800x600x32 resolution, frame rate at 7.12, all shadows on
- 256 cockpit textures, 256 environment textures, 512 object textures, 128 special effect textures, and 3500 geo performance
Before We Started
- West coop. Friend was on "my computer" and was commander. I was just another player (Hotel), and was on his side (on the family pc)
- Average opposition and all 9 enemy AI on east
Issues during play
- Got the same error message regarding the mortars as the other folks, later on in the game, though, ~ 3 hours in. Caused 5-10 seconds of sheer freezing on BOTH of the pcs.
- Never played CTI much before but are salvagers supposed to get rid of dead armoured units? All throughout the course of the map, the enemy sent WAVE after WAVE of 50+ t72s, t80s, and shilkas. Started to bog down both of our systems even and "my computer" always seems to run OFP like a champ. There needs to be a way to clear out those dead units or it just bogs like shit
- Reported the EXACT same issue with the helicopters too. Was getting demolished near the beginning as the enemy had ~ 10 or so hinds/ka-50s. Was annoying just trying to move 5 ft towards a town and then get hit with an at6 or something....haha
Overall
Still had a freaking blast. Me and my buddy loaded up a scavenger with like 24 mines and just laid them out where the enemy was coming from. Got mighty rich after so many kills. Just kept doing that for a while before I hopped in a captured enemy shilka and then cleared out a runway near the road. Took off with an A10 LGB and looked for their base. Found it, and called in mortars (this is where the 10 second lag thing started to happen, once those mortars started goin). Since mortars were not working, I just bombed the fuck out of it, blew up the enemy mhq and we won .
I have played MFCTI 1.16 coop before and it was MUCH laggier then this, but still, I noticed some very annoying querks that made the ai almost impossible to fight against . Keep it going, and I know how to script pretty great as well. I could also help you with testing if you need me to. Send a PM with a IM handle, so we can talk, or just email me.
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Quote[/b] ]That sounds good . Can it be done with a formula?
That was exactly what I was planning on doing. I could make it user defined with a "suggested" amount in the comments section. I dont have to change any of the other scripts besides the main controllers (realplane.sqs/realchopper.sqs)
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Quote[/b] ][heli,groupLeader] exec loadChopper.sqs
uhh..oops! yes, follow your gut man!, it is [groupLeader,heli] exec "loadchopper.sqs"
Quote[/b] ]Then, working through the script, I can figure out what everything does....but I can't see which bit actually orders the troops to get in the helicopter. In the Unloadchopper.sqs, you have code which unassigns squad member (n) from the chopper, and then issues him a GET OUT order. Does it need an assign statement and then a GET IN order to get the troops to get in in this script?
No. the script will automatically shove everyone out besides the gunner and the pilot out of the chopper in the unload script. The load script lets you tell it what group is getting in. The chopper will move and then the script will be activated by the waypoint (takes some moving around of the waypoint to get the right approach in landing) and then it will wait on the ground until that group is in before taking off again. EDIT:
The squad must be player controlled. Was intended for multiplayer. Will make an ai version....
Quote[/b] ]_dir = getDir _chopperThat was indeed another little spoof on my end. You can delete that line from the script. it doesnt do ANYTHING but I was planning on doing something else fancy and forgot about it.
Quote[/b] ]_trpAmount = count _loadGrpI did that to make SURE the script works because they may get killed during the time each one is getting out and if even one does, it fucks up the whollllle process (the heli might not even take off).
I did that delay just to represent "realism" in a sense. I like using random anything when I can because I feel it is important to. makes it not the same every time its executed.
Not really that big of a deal. Just what I do
Quote[/b] ]It would be nice to have some control over the speed or level of these failures, passed to the scripts as input variables. That would give the mission maker full control over the damagae potential and leave the effects in place.
I tried your script with Diesel's A-10 and now that plane's reputation, for flying with missing wings and one engine, is dust.So, being able to customize the effects per plane or mission would be very usefull.
Well.....yeh. I tried the same thing and his a-10 got mutilated. Keep in mind though that the script at the line....
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
#SENSOR
? _damage < getDammage _unit : goto "START"
~0.05
goto "SENSOR"
..... is detecting whenever he takes ANY DAMMAGE whatsoever (_ANY). he could be at 0.11 one sec, and the very next shilka round could be 0.12. This could either give him two effects, one effect, or none at all (in just 0.01 difference in dammage). Thus, when taking small rounds fire, it is VERY easy to just get torn apart into little tiny pieces.
I will think of a way to make it more dynamic as you suggested. expect a new post up here on that within the week or so, probably.
Quote[/b] ]Great script collection bob!
May these script be used in addons when credits are given?
YES! Of course. Use em all you'd like (as long as Im in the credits, I love you! :P). Also, just keep in mind I am going to be getting into more batches of these soon as the school semester is ending. Also, for sure new control scripts of realplane and realchopper will be made as well!
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Well, I gave REALPLANE a try. Basically it just caused a swifter failure of my plane - very swift, in fact. It was sort of like the scripted effect of the fuel leaking A-10 in the CWC campaign, where the pilot thereafter is captured by the Russians.So this script very much affects gameplay.
Well, heh, that is pretty much what it was supposed to do. Its for making flying missions that much more difficult. OFP, IMO, peached down the air combat to add to more playability but after a while, I think we all get "past" that and are better skilled. the REALPLANE set is to just make it hard again and make sure we are more cautious in enemy territory (just as they are IRL)
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OK NOW!
I am 17 years old and I live in California, the United States of America and am currently in college persuing my AA and BA degrees in Social Science (ROFL!). I am a amatuer electronica dj, a computer programmer, and a gamer.
I have read over a large amount of this board and I lovvvvvvve to see some controversy, but I have noticed that some of you sure dont like to even think outside of your box.
One of the most important things I have learned over the past few years is a term called "sociological mindfulness". It means, basically, to think about the reasons behind someone's actions and then try to understand why they do the things they do. Why are they racist, sexist, radically-religious, shy, etc, etc. Really is a important thing for one's being to learn, that I can say. It doesnt mean you have to DO or SAY anything to that person. You dont have to change them or yourself. You just have to understand.
Now after that last paragraph, you quick on the draw are all probably screaming "holy fuck he is a liberal". Actually, no, I aint. And I sure as hell am not conservative either. I do, yes, believe that cloning doesn't seem right as it isnt in the natural order of things. But does that make me a republican? FUCK NO! I hate those anti-abortion arguements and "religious" (more like anti-sociologically mindful) attacks on on homosexuals and lesbians. I also believe that it is fine for a person to have sex before they're 18 (/w protection as getting pregnant that young is a life-trasher). I also believe in the use of sex toys as a marital aid. Its not that I am imcompetent or anything but I believe that she deserves the best I can give. Sometimes she wants something particular and she can have it .But does that make me a democrat, once again, FUCK NO! I love art, handbuilded things, construction, farming, animals, and such. I aint a hick. I love computers, gadgets, music, and shopping. But I aint a geek.
I absolutely LOVE war. I love chaos, and I love to see people conflict and whittle away into their most innerself so that they become most connected with what is right and wrong (someone's heart). In the movies and such, the "heart" has been attacked to being confusing or picky. You are who you are because of how you were raised. But also, you carved yourself. You made the decisions that got you to the now.
War a very grosteque and extreme way to play out the course of your heart.
(Dont want to go into the Iraq war, that isnt this topic)
I believe that the only way to truly live is to fall in the middle. If you are an extreme conservative, you are probably going to think that all girls should wear dresses, and wear a protective iron shield around their pussies until they are 18, that way they cannot be "defiled" by some "unpredictable" teenage boy. And if your an extreme republican, then I would imagine you would ask your kids to have sex at the earliest age possible so that your family could sky-rocket in numbers.
Using this as an example, you have to take into consideration two very important. Money makes the world go round and if there was so many people on the earth, then we couldn't have enough jobs to go around (a "conservative" approach). And most 12 year old boys are not EMOTIONALLY or MENTALLY responsible enough to be fathers (a "liberal" approach)!
My main point is, is that we are all here together, in the United States, in England, in wherever, its always the same. We work off each other's postives and negatives. Liberals need Conservatives and vice-versa. Its good to argue, its good to debate, but INSULTS are COMPLETELY 100% SPAM.
Not trying to be a moderator but just a healthy suggestion.
Oh. And before anyone jumps on the band waggon and takes this post from a "hippy". No. I aint, at all. I eat meat. I shoot stuff with guns. But lol, yes, I do like my salad from time to time
- Hail to OFP, conflict, love, life, simplicity, complexity, and contentedness
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I have the exact same VGA and I was experiencing a "slower then expected" FPS in OFP even with extensive overclocking and setting changes. Figured out it was the drivers. I HIGHLY* recommend downloading the unofficial OMEGA drivers and I can almost gauruntee a performance increase.
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Very nice work, Bobcat!Will the extraction/insertation and the 2 vehicle-drop scripts work in mp, too?
MfG MEDICUS Â
YES! They will. Use them just as you would in SP and indeed they do work. Its just fun setting off a trigger/cutscene to rain in some WGL jeeps and such. Did so on a mission on a while back and everyone loved it. The insertion/extraction ones work fine too, and help a lot in COOP missions where you need AI to drive . Thanks everyone for your input and yes indeedy, I will submit these to OFPEC soon!
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1. Operation Flashpoint (_BEST DAMN GAME EVER_)
2. Icewind Dale II (I love 2d rpgs!)
3. Halo (PC. Console FPSs are....well....stupid)
4. Tribes Vengeance (SMACK! in your face super-fragging)
5. Arcanum (Another 2d/3d rpg with some nice rp features)
6. Metal Gear Solid 2 (I love the confusing storyline!)
7. Warzone 2100 (First 3d RTS ever. Excellent gameplay!)
8. C&C Red Alert 2 (Fun to mod, and fun to play)
9. Final Fantasy 7 (PSX. Very fun classic console rpg)
10. BF1942 (If you get past the "ub3r l337" 9 year old bastards and the repetive gameplay, the graphics,sounds, and concept are all pretty spot)
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A side note: I absolutely LOOOOOVE Interactive Fiction games (Multi-user dungeons and such). The ideas and such are practically limitless and the "combat" is very fast and its a good place for the imagination to run amuck and such. *parries for the incoming insults*
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Lastly is my most coveted set of scripts, my RealPlane and RealChopper sets. These are like a micro version of the FlashFX mods that can be attached to planes or helicopters and giving them some extra snazzy effects. (I aint very good at animations but I gave it a shot!)
*** ALL WORK IN MP!!!!
REALCHOPPER
Consists of -
* - Oil leak (causes random engine shutdown + smoke)
* - Fuel leak (leaks fuel from the helicopter  )
* - Electrical Malfunction (Lights flicker and weapons go offline)
* - Engine Fire (Helicopter catches on fire...goes boom after a bit  )
* - Rotor Failure (Causes the helicopter to spin at a random speed in a random direction plummeting towards the ground. OW! Â Random deaths/injuries. A small chance of the helicopter exploding right on impact )
MAIN SCRIPT (Detects dammage and executes other scripts)
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Realistic Heli Damage Script by Bobcat
; RARRRRRRRRRRRRRRRRRRR!!!!!!!!!
; Must have a folder called "RealChopper" in your mission directory and must have the 4 other scripts along with it:
; "FuelLeak.sqs","OilLeak.sqs","ChopperFire.sqs","ElecMalf.sqs"
; To use, just select any chopper and in its INIT line put:
; [this,wepCon,rotorCon] exec "realChopper\RealChopper.sqs"
; wepCon = 0 for manned guns, 1 for no manned guns
; rotorCon = 0 for no rotor failure, 1 for rotor failure
_unit = _this select 0
_cond = _this select 1
_cond2 = _this select 2
_unit setDammage 0
_fuelLeak = false
_oilLeak = false
_fireStart = false
_elecMalf = false
_fuelLeakDone = false
_oilLeakDone = false
_fireStartDone = false
_elecMalfDone = false
_rotorFailDone = false
_damage = getDammage _unit
#SENSOR
? _damage < getDammage _unit : goto "START"
~0.05
goto "SENSOR"
#START
? getdammage _unit <=0.1 : goto "RESET2"
? not(alive _unit) : Exit
? _fuelLeak and not(_fuelLeakDone) : [_unit] exec "RealChopper\FuelLeak.sqs"; _fuelLeakDone = true
? _oilLeak and not(_oilLeakDone) : [_unit] exec "RealChopper\OilLeak.sqs"; _oilLeakDone = true
? _fireStart and not(_fireStartDone) : [_unit] exec "RealChopper\HeliFire.sqs"; _fireStartDone = true
? _elecMalf and not(_elecMalfDone) : [_unit,_cond] exec "RealChopper\ElecMalf.sqs"; _elecMalfDone = true
? _rotorFail and not(_rotorFailDone) : [_unit] exec "RealChopper\RotorFailure.sqs"; _rotorFailDone = true
_rnd1 = random 5
_rnd2 = random 5
_rnd3 = random 10
_rnd4 = random 5
_rotarRnd = random 10
? _rnd1 < 1 : _fuelLeak = true
? _rnd2 < 1 : _oilLeak = true
? _rnd3 < 1 and speed _unit > 50 : _fireStart = true
? _rnd4 < 1 : _elecMalf = true
? _rotarRnd < 1 and _cond2 == 1 : _rotorFail = true
~0.05
#RESET
_damage = getDammage _unit
goto "SENSOR"
#RESET2
_damage = getDammage _unit
_fuelLeak = false
_oilLeak = false
_fireStart = false
_elecMalf = false
_fuelLeakDone = false
_oilLeakDone = false
_fireStartDone = false
_elecMalfDone = false
goto "SENSOR"
OIL LEAK SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Oil Leak" script by Bobcat
; RRAAAAAAAARRRRRRR!
; [unit] exec "OilLeak.sqs"
; Unit = unit affected
_unit = _this select 0
_unit vehicleChat "WARNING! OIL LEAK DETECTED!"
#OIL
~random 5
? not(alive _unit) : Exit
? getdammage _unit <=0.1 : Exit
_rnd = random 20
_rnd2 = random 6
;? _rnd > 0 and _rnd < 2 : _unit action ["Engine off"]; _unit setFuel 0; _unit vehicleChat "ENGINE FAILURE! THE ENGINES ARE OUT!"; Exit
? _rnd > 0 and _rnd < 5 : _unit vehicleChat "ENGINE MALFUNCTION!"; goto "ENGINE"
#SMOKE
_xPos = getPos _unit select 0
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
_rnd = _rnd - 1
drop ["cl_basic" , "" , "Billboard" , 120 , 25 , [_xPos,_yPos,(_zPos + 2.5)] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [3.5,40] ,[[0.1,0.1,0.1,0.2],[0.05,0.05,0.05,0.3],[0,0,0,0.3],[0,0,0,0.2]] , [0] , 0.2 , 0.2 , "" , "" , ""]
~0.1
? _rnd > 1 : goto "SMOKE"
goto "OIL"
#ENGINE
_xPos = ((getPos _unit select 0) + random 3 - random 3)
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
? _rnd2 <= 0 : goto "SMOKE"
_unit action ["Engine off"]
_rnd2 = _rnd2 - 1
drop ["cl_basic" , "" , "Billboard" , 120 , 25 , [_xPos,_yPos,(_zPos + 2.5)] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [3.5,40] ,[[0.1,0.1,0.1,0.2],[0.05,0.05,0.05,0.3],[0,0,0,0.3],[0,0,0,0.2]] , [0] , 0.2 , 0.2 , "" , "" , ""]
~0.5 + random 3
goto "ENGINE"
FUEL LEAK SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Fuel Leak" script by Bobcat
; [unit] exec "FuelLeak.sqs"
_unit = _this select 0
_unit vehicleChat "WARNING! FUEL LEAK DETECTED!"
#FUEL
? not(alive _unit) : Exit
? getdammage _unit <=0.1 : Exit
_fuelLev = fuel _unit
_fuel = _fuelLev - 0.001
_unit setFuel _fuel
~0.1
goto "FUEL"
ELECTRICAL MALFUNCTION SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Electrical Malfunction" script by Bobcat
; RAAAAAAARRRRRRRRRRRRRRRRRR!!!!!!!
; [unit,cond] exec "ElecMalf.sqs"
; Unit = unit affected
; Cond: 0 = false 1 = true (if you want any weapon malfunctions or not. Make it false for choppers with manned weps)
_unit = _this select 0
_cond = _this select 1
_wepList = weapons _unit
_wepCount = count _wepList
_unit vehicleChat "WARNING! ELECTRICAL MALFUNCTION DETECTED!"
#ELEC
_wepListCons = weapons _unit
_rnd = random 30
? _rnd <= 1 : goto "WEPMALF"
? not(alive _unit) : Exit
? getdammage _unit <=0.1 : _i = 0; goto "QUIT"
_unit action ["Light off"]
~random 1
_unit action ["Light on"]
~random 1
goto "ELEC"
#WEPMALF
? _cond == 0 : goto "ELEC"
? count _wepListCons == 0 : goto "ELEC"
_wepRnd = random count _wepListCons
? _wepRnd > 0 and _wepRnd < 1 : _wepNum = 0
? _wepRnd > 1 and _wepRnd < 2 : _wepNum = 1
? _wepRnd > 2 and _wepRnd < 3 : _wepNum = 2
? _wepRnd > 3 and _wepRnd < 4 : _wepNum = 3
? _wepRnd > 4 and _wepRnd < 5 : _wepNum = 4
? _wepRnd > 5 and _wepRnd < 6 : _wepNum = 5
_wep = _wepListCons select _wepNum
_msg = format ["WEAPON %1 IS NOT RESPONDING",_wep]
_unit vehicleChat _msg
_unit removeWeapon _wep
_wepListCons = _wepListCons - [_wepNum]
goto "ELEC"
#QUIT
_wepCount = count _wepList
? _i > _wepCount : Exit
_wep = _wepList select _i
_unit removeWeapon _wep
_unit addWeapon _wep
_i = _i + 1
~0.1
goto "QUIT"
ENGINE FIRE SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Heli Fire" script by Bobcat
; [unit] exec "HeliFire.sqs"
; Unit = unit affected
_unit = _this select 0
_unit vehicleChat "WARNING! WARNING! ENGINE FIRE!"
#FIRE
? not(alive _unit) : goto "BOOM"
? getdammage _unit <=0.1 : Exit
_time = 60
_i = random 5
#BURN
_xPos = getPos _unit select 0
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
_time = _time - 1
? not(alive _unit) : goto "BOOM"
? getDammage _unit > 0.7 and _i > 4 : goto "BOOM"
_dmg = getDammage _unit
_dmg2 = getDammage driver _unit
_dmg3 = getDammage gunner _unit
_damage = _dmg + 0.0015
_damage2 = _dmg2 + 0.0008
_damage3 = _dmg3 + 0.0008
_unit setDammage _damage
(driver _unit) setDammage _damage2
(gunner _unit) setDammage _damage3
drop ["cl_fire" , "" , "Billboard" , 1 , 1.5 , [_xPos,_yPos,_zPos + 2] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [2,4] ,[[(0.4 + random 0.7),(0.4 + random 0.7),(0.4 + random 0.7),random 0.5],[(0.4 + random 0.7),(0.4 + random 0.7),(0.4 + random 0.7),random 0.5]], [0] , 0.2 , 0.2 , "" , "" , ""]
drop ["cl_basic" , "" , "Billboard" , 120 , 25 , [_xPos,_yPos,(_zPos + 4)] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [3.5,40] ,[[0.1,0.1,0.1,0.2],[0.05,0.05,0.05,0.3],[0,0,0,0.3],[0,0,0,0.2]] , [0] , 0.2 , 0.2 , "" , "" , ""]
~0.05
? _time > 1 : goto "BURN"
goto "FIRE"
#BOOM
_xPos = getPos _unit select 0
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
_unit setFuel 1
boom1 = "MortarShell" camCreate [_xPos,_yPos,_zPos]
boom2 = "MortarShell" camCreate [_xPos,_yPos,_zPos]
_unit setFuel 0
_unit setDammage 1
Exit
ROTOR FAILURE SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Rotor Failure" script by Bobcat
; [unit] exec "rotorfailure.sqs"
; Unit = unit affected
; Note: The script has a lot of randomness to add some realism. Sometimes the chopper may hit the ground and explode outright
; while other times it will land and the occupants will be killed or injured. If the chopper hits anything while it is spinning,
; it will be destroyed. Another script will be made for cinematics (a player cannot be killed). This script is optomized for MP/SP
_unit = _this select 0
_i = 55
_i2 = 0
_rate = 0
_unit vehicleChat "WARNING! ROTOR FAILURE!"
_rMsg = random 3
? _rmsg > 0 and _rmsg < 1 : _unit sideChat "OH SHIT! WE'RE HIT, WE ARE HIT!!!"
? _rmsg > 1 and _rmsg < 2 : _unit sideChat "OH NO! WE ARE GOING DOWN!!!"
? _rmsg > 2 and _rmsg < 3 : _unit sideChat "THIS CANNOT BE GOOD.... OUR ROTOR HAS BEEN DAMAGED AND WE ARE GOING DOWN!!!"
"_x allowFleeing 0" forEach crew _unit
_rnd = random 2
_typeRnd = random 2
_velRnd = 2 + random 4
? _rnd > 0 and _rnd < 1 : _factor = 2 + (random 2)
? _rnd > 1 and _rnd < 2 : _factor = -2 - (random 2)
#LOOP
_crewCount = count (crew _unit)
_xPos = getPos _unit select 0
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
? not(alive _unit) : Exit
? getPos _unit select 2 < 0.7 and _typeRnd < 1.1 : goto "LOOP2"
? getPos _unit select 2 < 0.55 : _unit setVelocity [0,0,0]; goto "QUIT2"
_unit setDir (getDir _unit + _factor)
_unit setVelocity [(velocity _unit select 0),(velocity _unit select 1),-(8 + _velRnd + _rate)]
_rate = _rate + 0.07
~0.0001
goto "LOOP"
#LOOP2
_crewCount = count (crew _unit)
_unit setDammage 0.7
_rnd2 = random 4
_unit setFuel 0
? _i > 1 : _unit setVelocity [0,0,-0.5]
? _i < 1 : goto "QUIT"
? _crewCount <= _i2 : goto "CONT"
? _rnd2 < 2.5 : ((crew _unit) select _i2) setDammage (0.6 + random 0.25)
? _rnd2 > 2.5 : ((crew _unit) select _i2) setDammage 1
#CONT
_i = _i - 1
_i2 = _i2 + 1
~0.01
goto "LOOP2"
#QUIT
~2 + random 4
"_x leaveVehicle _unit" forEach crew _unit
Exit
#QUIT2
_unit setDammage 1
"_x setDammage 1" forEach crew _unit
boom1 = "MortarShell" camCreate [_xPos,_yPos,_zPos]
boom2 = "MortarShell" camCreate [_xPos,_yPos,_zPos]
Exit
**********************************************
REALPLANE
Consists of -
Everything that helicopter has except for rotor failure  . Also, a wheel brake script was added because my (ex) clanmates were having trouble on the runways  .
MAIN SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Realistic Plane Damage Script by Bobcat
; RARRRRRRRRRRRRRRRRRRR!!!!!!!!!
; Must have a folder called "RealPlane" in your mission directory and must have the 4 other scripts along with it:
; "FuelLeak.sqs","OilLeak.sqs","PlaneFire.sqs","ElecMalf.sqs"
; To use, just select any airplane and in its INIT line put:
; [this] exec "realPlane\realPlane.sqs"
_unit = _this select 0
_cond = _this select 1
_unit setDammage 0
_fuelLeak = false
_oilLeak = false
_fireStart = false
_elecMalf = false
_fuelLeakDone = false
_oilLeakDone = false
_fireStartDone = false
_elecMalfDone = false
_damage = getDammage _unit
_unit addAction ["Wheel Brake","RealPlane\WheelBrake.sqs"]
#SENSOR
? _damage < getDammage _unit : goto "START"
~0.05
goto "SENSOR"
#START
? getdammage _unit <=0.1 : goto "RESET2"
? not(alive _unit) : Exit
? _fuelLeak and not(_fuelLeakDone) : [_unit] exec "RealPlane\FuelLeak.sqs"; _fuelLeakDone = true
? _oilLeak and not(_oilLeakDone) : [_unit] exec "RealPlane\OilLeak.sqs"; _oilLeakDone = true
? _fireStart and not(_fireStartDone) : [_unit,_cond] exec "RealPlane\PlaneFire.sqs"; _fireStartDone = true
? _elecMalf and not(_elecMalfDone) : [_unit] exec "RealPlane\ElecMalf.sqs"; _elecMalfDone = true
_rnd1 = random 5
_rnd2 = random 5
_rnd3 = random 10
_rnd4 = random 5
? _rnd1 < 1 : _fuelLeak = true
? _rnd2 < 1 : _oilLeak = true
? _rnd3 < 1 and speed _unit > 50 : _fireStart = true
? _rnd4 < 1 : _elecMalf = true
~0.05
#RESET
_damage = getDammage _unit
goto "SENSOR"
#RESET2
_damage = getDammage _unit
_fuelLeak = false
_oilLeak = false
_fireStart = false
_elecMalf = false
_fuelLeakDone = false
_oilLeakDone = false
_fireStartDone = false
_elecMalfDone = false
goto "SENSOR"
OIL LEAK SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Oil Leak" script by Bobcat
; RRAAAAAAAARRRRRRR!
; [unit] exec "OilLeak.sqs"
; Unit = unit affected
_unit = _this select 0
_unit vehicleChat "WARNING! OIL LEAK DETECTED!"
#OIL
~random 5
? not(alive _unit) : Exit
? getdammage _unit <=0.1 : Exit
_rnd = random 20
_rnd2 = random 6
? _rnd > 0 and _rnd < 2 : _unit action ["Engine off"]; _unit setFuel 0; _unit vehicleChat "ENGINE FAILURE! THE ENGINES ARE OUT!"; Exit
? _rnd > 0 and _rnd < 5 : _unit vehicleChat "ENGINE MALFUNCTION!"; goto "ENGINE"
#SMOKE
_xPos = ((getPos _unit select 0) + random 3 - random 3)
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
_rnd = _rnd - 1
drop ["cl_basic" , "" , "Billboard" , 120 , 25 , [_xPos,_yPos,(_zPos + 1.5)] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [3.5,40] ,[[0.1,0.1,0.1,0.2],[0.05,0.05,0.05,0.3],[0,0,0,0.3],[0,0,0,0.2]] , [0] , 0.2 , 0.2 , "" , "" , ""]
~0.1
? _rnd > 1 : goto "SMOKE"
goto "OIL"
#ENGINE
_xPos = ((getPos _unit select 0) + random 3 - random 3)
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
? _rnd2 <= 0 : goto "SMOKE"
_unit action ["Engine off"]
_rnd2 = _rnd2 - 1
drop ["cl_basic" , "" , "Billboard" , 120 , 25 , [_xPos,_yPos,(_zPos + 1.5)] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [3.5,40] ,[[0.1,0.1,0.1,0.2],[0.05,0.05,0.05,0.3],[0,0,0,0.3],[0,0,0,0.2]] , [0] , 0.2 , 0.2 , "" , "" , ""]
~0.5 + random 3
goto "ENGINE"
FUEL LEAK SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Fuel Leak" script by Bobcat
; [unit] exec "FuelLeak.sqs"
_unit = _this select 0
_unit vehicleChat "WARNING! FUEL LEAK DETECTED!"
#FUEL
? not(alive _unit) : Exit
? getdammage _unit <=0.1 : Exit
_fuelLev = fuel _unit
_fuel = _fuelLev - 0.001
_unit setFuel _fuel
~0.1
goto "FUEL"
ELECTRICAL MALFUNCTION SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Electrical Malfunction" script by Bobcat
; RAAAAAAARRRRRRRRRRRRRRRRRR!!!!!!!
; [unit] exec "ElecMalf.sqs"
; Unit = unit affected
_unit = _this select 0
_wepList = weapons _unit
_wepCount = count _wepList
_unit vehicleChat "WARNING! ELECTRICAL MALFUNCTION DETECTED!"
#ELEC
_wepListCons = weapons _unit
_rnd = random 30
? _rnd <= 1 : goto "WEPMALF"
? not(alive _unit) : Exit
? getdammage _unit <=0.1 : _i = 0; goto "QUIT"
_unit action ["Light off"]
~random 1
_unit action ["Light on"]
~random 1
goto "ELEC"
#WEPMALF
? count _wepListCons == 0 : goto "ELEC"
_wepRnd = random count _wepListCons
? _wepRnd > 0 and _wepRnd < 1 : _wepNum = 0
? _wepRnd > 1 and _wepRnd < 2 : _wepNum = 1
? _wepRnd > 2 and _wepRnd < 3 : _wepNum = 2
? _wepRnd > 3 and _wepRnd < 4 : _wepNum = 3
? _wepRnd > 4 and _wepRnd < 5 : _wepNum = 4
? _wepRnd > 5 and _wepRnd < 6 : _wepNum = 5
_wep = _wepListCons select _wepNum
_msg = format ["WEAPON %1 IS NOT RESPONDING",_wep]
_unit vehicleChat _msg
_unit removeWeapon _wep
_wepListCons = _wepListCons - [_wepNum]
goto "ELEC"
#QUIT
_wepCount = count _wepList
? _i > _wepCount : Exit
_wep = _wepList select _i
_unit removeWeapon _wep
_unit addWeapon _wep
_i = _i + 1
~0.1
goto "QUIT"
ENGINE FIRE SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Plane Fire" script by Bobcat
; [unit] exec "PlaneFire.sqs"
; Unit = unit affected
_unit = _this select 0
_cond = _this select 1
_unit vehicleChat "WARNING! WARNING! ENGINE FIRE!"
#FIRE
? not(alive _unit) : goto "BOOM"
? getdammage _unit <=0.1 : Exit
_time = 60
_i = random 5
#BURN
_xPos = ((getPos _unit select 0) + random 3 - random 3)
_xPos2 = ((getPos _unit select 0) + random 2 - random 2)
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
_ZPos2 = ((getPos _unit select 2) + random 3)
_time = _time - 1
? not(alive _unit) : goto "BOOM"
? getDammage _unit > 0.7 and _i > 4 : goto "BOOM"
_dmg = getDammage _unit
_dmg2 = getDammage driver _unit
_dmg3 = getDammage gunner _unit
_damage = _dmg + 0.0015
_damage2 = _dmg2 + 0.0008
_damage3 = _dmg3 + 0.0008
_unit setDammage _damage
(driver _unit) setDammage _damage2
(gunner _unit) setDammage _damage3
drop ["cl_fire" , "" , "Billboard" , 1 , 1.5 , [_xPos2,_yPos,_zPos2] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [2,4] ,[[(0.4 + random 0.7),(0.4 + random 0.7),(0.4 + random 0.7),random 0.5],[(0.4 + random 0.7),(0.4 + random 0.7),(0.4 + random 0.7),random 0.5]], [0] , 0.2 , 0.2 , "" , "" , ""]
drop ["cl_basic" , "" , "Billboard" , 120 , 25 , [_xPos,_yPos,(_zPos2 + 1.5)] , [1.5,1.5,0] , 1 , 0.185 , 0.155 , 0 , [3.5,40] ,[[0.1,0.1,0.1,0.2],[0.05,0.05,0.05,0.3],[0,0,0,0.3],[0,0,0,0.2]] , [0] , 0.2 , 0.2 , "" , "" , ""]
~0.05
? _time > 1 : goto "BURN"
goto "FIRE"
#BOOM
_xPos = getPos _unit select 0
_yPos = getPos _unit select 1
_ZPos = getPos _unit select 2
_unit setFuel 1
boom1 = "Heat125" camCreate [_xPos,_yPos,_zPos]
boom2 = "MortarShell" camCreate [_xPos,_yPos,_zPos]
boom3 = "Shell125" camCreate [_xPos,_yPos,_zPos]
boom3 = "MortarShell" camCreate [_xPos,_yPos,_zPos]
_unit setFuel 0
_unit setDammage 1
Exit
WHEEL BRAKE SCRIPT
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Wheel Brake" Script by Bobcat
; RAAAAAAAARRRRRRRRRR!
; this addAction ["Wheel Brake","RealPlane\WheelBrake.sqs"]
; Must have script in dir called "RealPlane" inside of your mission directory
; USE: For emergencies and "skating". Slows down the velocity of the plane by "locking" the wheels
; NOTE: There is no way to turn off the brakes once you have turned them on. They will be released once you have stopped.
_plane = _this select 0
_hitter = _this select 1
_actionId = _this select 2
? not(_hitter in _plane) : hint "You must be in the plane in order to use this action"; Exit
? not(_hitter == driver _plane) : hint "You must be the pilot in order to use this action"; Exit
? getPos _plane select 2 > 0.3 : _plane vehicleChat "YOU ARE TOO HIGH TO USE THE WHEEL BRAKES"; Exit
#LOOP
_plane removeAction _actionId
? speed _plane > 150 : _plane vehicleChat "SPEED IS TOO HIGH TO USE WHEEL BRAKES. MAX SPEED IS 150"; goto "STOP"
? speed _plane > 100 and speed _plane < 150 :_factor = 90
? speed _plane > 50 and speed _plane < 100 : _factor = 45
? speed _plane > 25 and speed _plane < 50 : _factor = 20
? speed _plane > 10 and speed _plane < 25 : _factor = 10
? speed _plane > 1 and speed _plane < 10 : _factor = 4
? speed _plane < 1 : goto "STOP"
_xVel = velocity _plane select 0
_yVel = velocity _plane select 1
_zVel = velocity _plane select 2
_plane setVelocity [_xVel - (_xVel / _factor),_yVel - (_yVel / _factor),_zVel]
~0.1
goto "LOOP"
#STOP
_plane addAction ["Wheel Brake","RealPlane\WheelBrake.sqs"]
Exit
I hope all of you like what I posted here and can have some use to what I gave. Will continue making more if I need to/people want me to. Post your comments,questions, or requests here if you'd like.
-
Sorry for a double post, but I did not want to just paste all of em in one go. So continuing on now....(Hard on the eyes)
Here is a collection of some MP designed HALO scripts. They
allow you to plan HALO jumps by "attaching" the script set to
a plane or helicopter. Fun and not too laggy at all!
Part 1 - Giving the person an option to "begin" the insertion. Not jumping yet, but just locking the thing down (to lower confusion) and giving the other two actions (less clutter!)
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "HALO" Script part 1 by Bobcat
; unit addAction ["Begin HALO Insertion","HALOBJump.sqs"]
_unit = _this select 0
_starter = _this select 1
_action = _this select 2
? !(_starter in _unit) : hint "Get in the vehicle before using this"; Exit
_unit lock true
_unit removeAction _action
HaloJump = _unit addAction ["Jump","HALOJump.sqs"]
_unit addAction ["End HALO Insertion","HALOEJump.sqs"]
Exit
Part 2 - Actually jumping out of the plane/chopper and removing his/her magazines (to make the jump look smoother).
When they land, their weapons are automatically returned!
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "HALO" Script part 2 by Bobcat
_unit = _this select 0
_jumper = _this select 1
_wepList = weapons _jumper
_magList = magazines _jumper
? _jumper == driver _unit : hint "You are the pilot! You cant jump!"; Exit
? _jumper == gunner _unit : hint "You are the gunner! You cant jump!"; Exit
? not(_jumper in _unit) : hint "Get in the vehicle before using this"; Exit
removeAllWeapons _jumper
_jumper action ["GETOUT",_unit]
_jumper setPos [getPos _unit select 0, getPos _unit select 1, (getPos _unit select 2) - 2]
_jumper switchMove "Para"
_xspeed = velocity _unit select 0
_yspeed = velocity _unit select 1
_zspeed = velocity _unit select 2
_jumper setVelocity [(_xspeed + random 20) - random 20, (_yspeed),0]
_jumper addAction ["Pull Parachute","OpenChute.sqs"]
#LOOP
? getpos _jumper select 2 < 1 : goto "QUIT"
~0.01
goto "LOOP"
#QUIT
"_jumper addMagazine _x" forEach _magList
"_jumper addWeapon _x" forEach _wepList
Exit
Pulling the chute - This script is executed when the person wants to pull his chute after jumping out of the chopper. Works great and doesnt jump around (thanks Velocity command!)
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;Open Parachute script by Bobcat
;unit addAction ["Pull Parachute","OpenChute.sqs"]
_chuteMan = _this select 1
_action = _this select 2
_chuteManXPos = getPos _chuteMan select 0
_chuteManYPos = getPos _chuteMan select 1
_chuteManZPos = getPos _chuteMan select 2
~0.1
_chuteMan removeAction _action
? not(alive _chuteMan) : Exit
_newChute = "Parachute" CamCreate [_chuteManXPos,_chuteManYPos,_chuteManZPos]
_xspeed = velocity _chuteMan select 0
_yspeed = velocity _chuteMan select 1
_zspeed = velocity _chuteMan select 2
_newChute setVelocity [(_xspeed + random 30), (_yspeed), (_zspeed)]
_chuteMan moveInDriver _newChute
~random 1
Exit
Part 3 - Ending the insertion and unlocking the unit. Goes back to giving the action to begin, again :P
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "HALO" Script part 3 by Bobcat
_unit = _this select 0
_hitter = _this select 1
_action = _this select 2
? not(_hitter in _unit) : hint "Get in the vehicle before using this"; Exit
_unit removeAction HaloJump
_unit removeAction _action
_unit lock false
_unit addAction ["Begin HALO Insertion","HALOBJump.sqs"]
Exit
-
I have made a few scripts over the past few years that have been used quite extensively in my private collection of missions. These have never been seen by anyone but me and I find them pretty useful, even thought he main idea has been beaten to hell. Keep in mind I taught everything to myself and maybe some of the coding is not conventional. I dont have any place to host these so I will just post code! Also, these are all mission based, not addon based or anything like that. IF YOU WANT TO USE THESE IN A MISSION, PLEASE COPY THE CODE EXACTLY AS IS SO I GET SOME CREDIT!
loadchopper.sqs - helicopter lands,people get in, takes off
[heli,groupLeader] exec loadChopper.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Land and Load Chopper" Script by Bobcat
; RAAAAAAAAAAAAAAAAAAAAAARRRRR
_group = _this select 0
_chopper = _this select 1
~0.5
_chopper flyInHeight 2
_chopper lockWp true
_loadgrp = units group _group
_chopper setSpeedMode "limited"
~random 1
_i = 0
goto "START"
#START
_dir = getDir _chopper
_trpAmount = count _loadGrp
_chopper flyInHeight 0
? getpos _chopper select 2 < 7 : _chopper setvelocity [(velocity _chopper select 0)-(velocity _chopper select 0)/20,(velocity _chopper select 1)-(velocity _chopper select 1)/20,(velocity _chopper select 2)]
? _i >= _trpAmount : goto "STOP"
? (_loadGrp select _i) in _chopper : _i = _i + 1
~0.01
goto "START"
#STOP
_chopper lockWp false
_chopper flyInHeight 50
_chopper setSpeedMode "full"
Exit
UnloadChopper.sqs - helicopter lands, unloads peeps, takes off
[heli] exec UnloadChopper.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; "Land and Unload Chopper" Script by Bobcat
; RAAAAAAAAAAAAAAAAAAAAAARRRRR
_chopper = _this select 0
_height = getpos _chopper select 2
~0.5
_chopper flyInHeight 2
_chopper lockWp true
_loadGrp = (crew _chopper - [(driver _chopper)])
_loadGrp = _loadGrp - [(gunner _chopper)]
_chopper setSpeedMode "limited"
~random 1
_i = 0
_i2 = 10
goto "START"
#START
_chopper flyInHeight 0
_trpAmount = count _loadGrp
? _i >= _trpAmount : goto "STOP"
? getpos _chopper select 2 < 7 : _chopper setvelocity [(velocity _chopper select 0)-(velocity _chopper select 0)/20,(velocity _chopper select 1)-(velocity _chopper select 1)/20,(velocity _chopper select 2)]
? getpos _chopper select 2 < 1.5 && _i2 <= 0 : unassignVehicle (_loadgrp select _i); (_loadgrp select _i) action ["GETOUT",_chopper]; _i2 = 10
? not((_loadGrp select _i) in _chopper) : _i = _i + 1
_i2 = _i2 - 1
~0.1
goto "START"
#STOP
_chopper lockWp false
_chopper flyInHeight _height
_chopper setSpeedMode "full"
Exit
ParaVeh.sqs - parachute a vehicle onto the ground (no drift)
[Pos,Height,Dir,"Type"] exec "ParaVeh.sqs"
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Vehicle paradrop script by Bobcat (Accurate Dropping)
;[Pos,Height,Dir,"Type"]
;"Pos" is the position of the paradrop (best to use game logics as they are invisible)
;"Height" is the height of the vehicle being paradropped
;"Dir" is the direction of the vehicle
;"Type" is the type of vehicle being dropped. Must be the correct ID or it wont work
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
_pos = _this select 0
_height = _this select 1
_dir = _this select 2
_Type = _this select 3
_posXPos = (getpos _pos select 0) + (14 * cos _dir)
_posYPos = (getpos _pos select 1) - (14 * sin _dir)
_posZPos = getPos _pos select 2
~0.001
_newVeh = _type createVehicle [(_posXPos),(_posYPos),(_posZPos)]
_newVeh setpos [(getPos _newVeh select 0),(getPos _newVeh select 1),(getPos _newVeh select 2) + _height]
#NEXT
_newChute = "Parachutewest" createVehicle [0,0,0]
~0.001
_newVeh setDir _dir
_newVeh setpos [_posXPos,_posYPos,(0 + _height)]
_newVeh moveInDriver _newChute
#LOOP
_vehXPos = getpos _newVeh select 0
_vehYPos = getpos _newVeh select 1
_vehZPos = getpos _newVeh select 2
? not(alive _newVeh) : goto "SHITLANDING"
? getDammage _newVeh > 0.7 : goto "SHITLANDING"
? isNull _newChute : goto "GOODLANDING"
_newChute setDammage 0
_newChute setPos [(_vehXPos),(_vehYPos),(_vehZPos)]
_newChute setVelocity [0,0,-5.5]
_newVeh setpos [(_posXPos),(_posYPos),(getPos _newVeh select 2)]
_newVeh setVelocity [0,0,-5.5]
_newVeh moveInDriver _newChute
~0.001
? not(_newVeh in _newChute) : goto "LOOP"
#SHITLANDING
_newVeh setdammage 0.7
_newVeh setVelocity [(random 20) - random 20,(random 10) - random 10,(velocity _newVeh select 2)]
#LOOP2
deleteVehicle _newChute
? (getPos _newVeh select 2) < 2 : goto "SHITLANDING2"
~0.001
goto "LOOP2"
#SHITLANDING2
"MortarShell" camCreate getPos _newVeh
"MortarShell" camCreate getPos _newVeh
"MortarShell" camCreate getPos _newVeh
"Heat125" camCreate getPos _newVeh
"Heat125" camCreate getPos _newVeh
_newVeh setdammage 1
Exit
#GOODLANDING
_newVeh setVelocity [0,0,0]
deleteVehicle _newChute
Exit
ParaVeh2.sqs - Same as before but with a drift (more lag)
[Pos,Height,Dir,"Type"] exec "ParaVeh2.sqs"
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
; Vehicle paradrop script by Bobcat
;[Pos,Height,Dir,"Type"]
;"Pos" is the position of the paradrop (best to use game logics as they are invisible)
;"Height" is the height of the vehicle being paradropped
;"Dir" is the direction of the vehicle
;"Type" is the type of vehicle being dropped. Must be the correct ID or it wont work
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
_pos = _this select 0
_height = _this select 1
_dir = _this select 2
_Type = _this select 3
_posXPos = (getpos _pos select 0) + (14 * cos _dir)
_posYPos = (getpos _pos select 1) - (14 * sin _dir)
_posZPos = getPos _pos select 2
~0.001
_newVeh = _Type camCreate [(_posXPos),(_posYPos),(_posZPos)]
_newVeh setpos [(getPos _newVeh select 0),(getPos _newVeh select 1),(getPos _newVeh select 2) + _height]
#NEXT
_newChute = "Parachutewest" createVehicle [0,0,0]
~0.001
_newVeh setDir _dir
_newVeh setpos [_posXPos,_posYPos,(0 + _height)]
_newVeh moveInDriver _newChute
_vehXVel = (random 10 - random 10)
_vehYVel = (random 10 - random 10)
#LOOP
_vehXPos = getpos _newVeh select 0
_vehYPos = getpos _newVeh select 1
_vehZPos = getpos _newVeh select 2
? not(alive _newVeh) : goto "SHITLANDING"
? getDammage _newVeh > 0.7 : goto "SHITLANDING"
? isNull _newChute : goto "GOODLANDING"
_newChute setDammage 0
_newChute setPos [(_vehXPos),(_vehYPos),(_vehZPos)]
_newChute setVelocity [_vehYVel, _vehYVel, -5.5]
_newVeh setpos [(_vehXPos),(_vehYPos),(getPos _newVeh select 2)]
_newVeh setVelocity [_vehYVel, _vehYVel, -5.5]
_newVeh moveInDriver _newChute
~0.001
? not(_newVeh in _newChute) : goto "LOOP"
#SHITLANDING
_newVeh setdammage 0.7
_newVeh setVelocity [(random 20) - random 20,(random 10) - random 10,(velocity _newVeh select 2)]
#LOOP2
deleteVehicle _newChute
? (getPos _newVeh select 2) < 2 : goto "SHITLANDING2"
~0.001
goto "LOOP2"
#SHITLANDING2
"MortarShell" camCreate getPos _newVeh
"MortarShell" camCreate getPos _newVeh
"MortarShell" camCreate getPos _newVeh
"Heat125" camCreate getPos _newVeh
"Heat125" camCreate getPos _newVeh
_newVeh setdammage 1
Exit
#GOODLANDING
_newVeh setVelocity [0,0,0]
_newVeh2 = _type createVehicle [(getpos _newVeh select 0),(getpos _newVeh select 1),(getpos _newVeh select 2)]
_newVeh2 setDir _dir
_newVeh2 setPos getPos _newVeh
deleteVehicle _newChute
deleteVehicle _newVeh
Exit
-
If anyone would like to start a project of some sort, that would be fine with me and you would all get my "1337 uber" scripting skills of lagless doom! .....rite and also we could use some of the newest addons released as of lately, I.E. HYK's infantry pack or FM/TomiD's planes, bleh bleh. Hit me up and we can do something.....or contact me by msn (because all other messengers have very stupid sounds ) @ spazmansg@Hotmail.com. I can make missions and script for them quite well, but I dont release anything because I think people will stab me
AA Islands
in ARMA - GENERAL
Posted
&
That explains it really.... all a matter of opinion, and in my opinion, we really don't need to worry about the islands the game comes with when we can make new ones ourselves (we all know bis is gonna supply some kick ass mofo editing tools for making islands, etc. OF COURSE!!!!!!!!11111oneoneone)
More importantly, we need some good missions to play...
Cat