Duck of Death
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Private First Class
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Spawn Script, how to edit Unit Skill
Duck of Death replied to Hit_Sqd_Ack's topic in OFP : MISSION EDITING & SCRIPTING
http://ofp.info/cgi-bin....5;st=15 Scroll down, there's an explanation of the createunit command. -
Co-pilot takes control
Duck of Death replied to -ONS-Anton's topic in OFP : MISSION EDITING & SCRIPTING
pilot moveincargo chopper; copilot moveindriver chopper. -
Co-pilot takes control
Duck of Death replied to -ONS-Anton's topic in OFP : MISSION EDITING & SCRIPTING
No. There's only one driver's position in vehicles used in OFP. -
Co-pilot takes control
Duck of Death replied to -ONS-Anton's topic in OFP : MISSION EDITING & SCRIPTING
not alive pilot ---> copilot moveindriver chopper -
Switching between follow/fixed cam
Duck of Death replied to kittycat's topic in OFP : MISSION EDITING & SCRIPTING
Make a looping script, leave the loop, make another loop. -
apc lock true apc lock false
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Both is impossible. Maybe with some unofficial addons..
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Which part of what I said don't you understand?
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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.
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It doesn't matter, both of them work.
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Can someone check my description.ext?
Duck of Death replied to cobra@pulse's topic in OFP : MISSION EDITING & SCRIPTING
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. -
Can someone check my description.ext?
Duck of Death replied to cobra@pulse's topic in OFP : MISSION EDITING & SCRIPTING
Sounds are supposed to be defined via Class cfgsounds, not cfgradio. It is explained here. -
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
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Click me.
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Click me.