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Duck of Death

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About Duck of Death

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    Private First Class
  1. Duck of Death

    Spawn Script, how to edit Unit Skill

    http://ofp.info/cgi-bin....5;st=15 Scroll down, there's an explanation of the createunit command.
  2. Duck of Death

    Co-pilot takes control

    pilot moveincargo chopper; copilot moveindriver chopper.
  3. Duck of Death

    Co-pilot takes control

    No. There's only one driver's position in vehicles used in OFP.
  4. Duck of Death

    Co-pilot takes control

    not alive pilot ---> copilot moveindriver chopper
  5. Duck of Death

    Switching between follow/fixed cam

    Make a looping script, leave the loop, make another loop.
  6. Duck of Death

    lock/unlock

    apc lock true apc lock false
  7. Duck of Death

    Scripting question

    Both is impossible. Maybe with some unofficial addons..
  8. Duck of Death

    Center Flag?

    Which part of what I said don't you understand?
  9. Duck of Death

    Scripting question

    Sure, place a trigger that covers the camp and choose "not present" in it's menu. Condition: player distance flag < 4 and noflagOn activation: hoistflag = player addaction ["Hoist flag", "hoistflag.sqs"] On deactivation: player removeaction hoistflag The trigger is activated repeatedly hoistflag.sqs looks that way:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">flag setflagtextrure "flag.jpg" noflag = flase Unfortunately, there's no such animation.
  10. Duck of Death

    Trigger

    It doesn't matter, both of them work.
  11. Duck of Death

    Can someone check my description.ext?

    Radio sound files cannot be activated by playsound. The command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit sideradio "sound"is used for that instead. Define them as sounds and it will work.
  12. Duck of Death

    Can someone check my description.ext?

    Sounds are supposed to be defined via Class cfgsounds, not cfgradio. It is explained here.
  13. Duck of Death

    Trigger

    Activate this script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> alphaone sidechat "All enemies killed." ~2 "1" objstatus "done" [WEST,"HQ"] sidechat "Great. We're sending a chopper to pick you up." trigger1 setpos getpos player ~2 "2" objstatus "visible" alphaone sidechat "Recieved and understood. We're heading for the rendevouz point." chopper move getpos trigger1 exit The chopper is linked to trigger1. On activation, use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper land "land" Here's a script that checks if everyone is onboard a vehicle. The command is<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">variable1 and unit1 not in chopper and unit2 not in chopper...Variable1 is to be set on true after the chopper is boarded.Once everyone left the chopper, use<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chopper move getpos an_object_far_away
  14. Duck of Death

    Center Flag?

    Click me.
  15. Duck of Death

    Scripting question

    Click me.
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