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Dr.Pepper

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Everything posted by Dr.Pepper

  1. Dr.Pepper

    drop weapon

    Hi there. While playing the game as a teamleader you can order your men to drop weapons or magazines... So, I think there must be a command for the AI somewhere (?) Does anybody know if it´s possible to let a AI drop a weapon with a script-command ? And if yes how ? (not with removeweapon, because someone else should be able to pick it up)
  2. Dr.Pepper

    drop weapon

    Great Thanks to both of you
  3. Dr.Pepper

    Operation Farmland Mod

    Hi Zombie1, if you did not do this already, I have a suggestion: place a few lines at the beginning of the zombieinit-script, to give them random zombie-faces. I tried it and it works wih a dedicated server without a problem... here are some screens of my experiment: Well, they are not the best face-textures ever, but I think they look better than just the wound-texture-faces.
  4. Dr.Pepper

    Carry Addon release

    I see. That´s a good thing. Seems Lester´s Comref is not complete. I´ll look at the OFPEC comref in future... But now that we are using a sepereted inventory system it doesn´t really matter, if you use weapon or magazine to define the items. Or did I miss a thing again ?
  5. Dr.Pepper

    Carry Addon release

    Save it as check_item.sqf. Run it with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_item_bool = [man_name,item_name] Call Loadfile "check_item.sqf" If _item_bool returns false, unit doesnt have searched item, if it return true, unit has it. sample <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_item_bool = [player,"M16"] Call Loadfile "check_item.sqf" ?(_item_bool):hint "You still have M16 magazine!" ?!(_item_bool):hint "You have no M16 magazines!" Not sure, if this will work, havent tried it (Im not on my PC, where I have OFP). Maybe I made some mistake ... hmm, well. your scripts are nice, but we want to produce an addon that... 1. is easy to use for mission makers (with no need for them to script very much...if possible) 2. has the weapons-inventory and the items-inventory seperated and independent (a visible inventory for the items is planed via dialogue... and no you won´t be able to carry tenthousand things) How could you create the condition @ (player hasweapon "dummyweapon") with your scripts? You´ll need a loop, that checks the magazines repeatly all the time, don´t you? I admit I´m not the scripting-master, so every advice will be appreciated.
  6. Dr.Pepper

    Carry Addon release

    Seems I didn´t express my point clearly... You can do this: Count Magazines? with hasweapon "AS_tragen"... but you cannot say what kind of magazines, (so which things) the player carries. With the hasweapon-command you can. Did you try the MERCS-Safe addon? Maybe then you´ll understand. There would be much less limitation with the things defined as dummy-weapons. Here are a few more things that should be carriable: - different keys, a key-card, a bunch of keys - Passport, pass permit - Crucifix - different tools - police badge
  7. Dr.Pepper

    Carry Addon release

    I think you can define all carryable things as "dummy weapons". Take a look at the MERCS Safe-Addon: http://ofp.gamepark.cz/index.php?showthis=9984 They defined the code-number for the safe as a dummy weapon. It does not need any space in your inventory, but you can use the "hasweapon"-command with it. And if the player carrying it gets killed, he drops it and everyone can take it, just like a weapon. quote from the addon-readme: "In the demo mission an enemy officer carries the Note with the Code and drops it like any other "weapon" once he's killed, allowing the player to pick it up and access the Code. The officers init field looks like this: this addWeapon "MERCS_Code_Paper"; If you want the player to have that Note with the Code right away, just put that same line in his own init field. A player that has that Note can check the Code anytime using the action menu. " Shouldn´t be to difficult to make your carry addon more like this and it would have so many advantages for mission editing. If you need help with the config, I´ll try to help... eg. you could add a jpg (or .paa-file) of the blueprint that could be shown, if with an action-menu entry like "view blueprint"... or something like "count money" if you´re carrying money or "smoke a cigarette" if you carry cigarettes (with the smoking anim someone made...)
  8. Dr.Pepper

    Unified zombie pack release imminent

    ok,... try this: do not write [] exec "initmalezombie.sqs" in your trigger. write: [unitname,1] "exec hasbeenbit.sqs" ofp needs to know on which unit it should use the script and with the ",1" you avoid the error-message -------------------------------------------------------- your hasbeenbit.sqs looks right... but to the next error... hmm well, ok I see...  Althoug you write publicvariable right , it might occur that the gblBitList is different on server and client-PCs. Seems like the whole zombiescripts could use an upgrade for better multiplayer-editing with all variables shown to each client-PCs... If you give me some time, I´ll try to do it. I would try to add some soundactivation for the zombies too. I hope Zombie-mod won´t mind. I think the condiadte 4 has not been released yet, and scott is not working on it anymore... Am I right ? What´d you say ? Would you test it and report for bugs then ?
  9. Dr.Pepper

    Unified zombie pack release imminent

    This works great, but when playing multiplayer the clients dont have them stand up. On the server side pc they do stand up but the other computers they float over the ground. Any fix to this? But for the rest it works like a charm and is better then to "spawn" zombies out of nowhere Well, actually it does NOT work that great, because the units behave like zombie, but they ARE NOT the "real" zombies... They don´t get the "Zombie-Armor" either and you can kill them with just one shot... I found a better thing: "[deadruskie,1] {exec \zombiescripts\hasbeenbit.sqs}" or, if the deadruskie is the leader of more dead units: "[_x,1] exec {\zombiescripts\hasbeenbit.sqs}" foreach units group deadruskie; The only thing is, that this takes the same time and probability to respawn a dead unit as a zombie which is set in the game logic... If you want to change this time, you have to make your own version of the game-logic. Replace the medium- or hardgamelogic with a normal logic called "server" and write following in the init-line: [] exec "lotdgame.sqs"; gblalltargets = [your victims ARRAYS] (what the variables in the lodtgame.sqs stand for is explained in the zombie mod readme) But the important things are: - Zombies are destructable, - Every human unit bit by a zombie will respawn as one - it will take 30 seconds to respawn a killed human unit as a zombie So, here´s my lodtgame.sqs: (I´m not really sure if you need the publicvariable-lines in this script, but I had not time to try it with a dedi-server) ------------------------------------------------ gblIndestructibleZombies = 0 publicvariable "gblIndestructibleZombies" gblZombieEvalTime = 6 publicvariable "gblZombieEvalTime" gblZombieResrWait = 5 publicvariable "gblZombieResrWait" gblHumanResrWait=30 publicvariable "gblHumanResrWait" gblHumanResProbability = 1 publicvariable "gblHumanResProbability" gblZombieDamage = .30 publicvariable "gblZombieDamage" gblZombieCarDamage = .15 publicvariable "gblZombieCarDamage" gblZombieAPCDamage = .05 publicvariable "publicvariable" gblZombieTankDamage = 0 publicvariable "publicvariable" gblZombieBuildingDamage = 0.01 publicvariable "publicvariable" gblZombieDelPause = 2 publicvariable "gblZombieDelPause" [] exec {\zombiescripts\initialise.sqs} [] exec {\zombiescripts\initresurrect.sqs} exit --------------------------------------------------- Multiplayer-editing is always much more difficult in OFP than SP-editing, so you cannot avoid a bit scripting... the problem is that the "initmalezombie.sqs" and the "hasbeenbit.sqs" too are beginning with "?!local Server: exit" So they only run on the server... Only solution I have is to copy the scripts into your missions-folder and modify them: - delete the line "?!local Server: exit" - you have to let the server know, when you chance a variable, so you need the "publcvariable"-command everytime you change one of the variables the zombies need. eg. gblBitList = gblBitList + [_u] publcvariable "gblBitList" --------------------------------------------------- As I said in a post above, I realized some problems with respawn markers on the map. But I found out and wrote how it works with respawn=2. Take a look at my post from July 20 2006,11:53 And you just cannot respawn players as zombies (though their dead bodies will be zombies). Yes, you can do this setdammage and strokefist thing, but your player-zombies will be very weak and they will be killed fast. I have not tried out D@ve´s idea yet, but it sounds good... ----------------------------------------------------- Well being lazy will not help to make a good mission :P Now get going and write your configs and scripts. Your idea sounds like a good to me.
  10. Dr.Pepper

    Unified zombie pack release imminent

    You don´t need to write an own script. The "zombiescripts\initmalezombie.sqs" ist already in the zommbiescripts.pbo, which you already have in your addons-folder, don´t you ? zombie1 gave you this link: http://ofp.gamepark.cz/_hosted...._b3.rar So. Just try it as I described it...
  11. Dr.Pepper

    Unified zombie pack release imminent

    for a single dead soldier... place a soldier on the map. set his health to 0. give the dead soldier a name, eg "deadruskie" place a trigger around him with 10m radius (or just as you like it...) condition: "west present" if your player-unit is west on activation: [deadruskie] exec "\zombiescripts\initmalezombie.sqs" ----------------------------------------------- or for more units, put them in an array and write on activation: "[_x] exec {\zombiescripts\initmalezombie.sqs}" foreach ARRAYNAME (all units in the array should be male )
  12. Dr.Pepper

    Unified zombie pack release imminent

    my script for the gblalltargets and player-respawn-problem... This will work with dedicated servers. first I wrote this in my init.sqs: playunits=[s1]+[s2]+[s3]+[s4]+[s5] publicvariable "playunits" "[_x] exec {playertarget.sqs}" foreach playunits -------------------------------------------------------- And this is the playertarget.sqs: ? !(local player): exit #loop @ !(alive player) gblAllTargets=gblAllTargets-[player] publicvariable "gblAllTargets" @alive player gblAllTargets=gblAllTargets+[player] publicvariable "gblAllTargets" goto "loop" ;end -------------------------------------------------------- of course, the line in the gamelogic is gblAllTargets=[s1]+[s2]+[s3]+[s4]+[s5] "gblAllTargets= playunits" did not work.... wonder why ------------------------------------------------------------ I´ve found out that after I respawned the second time, the zombies will not attack again... only the ones that spawn after I respawned attacked me, or if they were "eating" while I respawned... Where´s the bug? OK THAT`S WEIRD: It works only if you do NOT have an marker called "respawn_west" on the map... I do not understand why, but that´s it. So respawn=2 is ok in your description.ext but not respawn=3 but you have this @alive player in the scipt, so you can transport your players to the base manually after they respwan with: player setpos getpos WestHQ (a flag or building called WestHQ is needed here)
  13. Dr.Pepper

    Unified zombie pack release imminent

    I think it´s called "HeadlessZombieEx" not "Headlesszombie"... Works in my mission...
  14. Dr.Pepper

    Unified zombie pack release imminent

    this mod is... UNDEAD Well at the moment there´s not much to hear about it, but there are still some people working with it. Perhaps, when I will find the time, I´ll make my "Land of the dead" - CTI Type map... Would you like to play something like that ?
  15. Dr.Pepper

    FFUR - Huge Release !!

    I just downloaded your pack... I like it very much, but look at the civilians... "Man" & "Man 6" (right side) look exactly the same... there are enough other nice models to use. the third man in the back row needs face 23 or face 28, perhaps you could add a line in the config. The chest-skin is too dark for a white face and looks a bit strange... or mention it in the readme (with the right face he looks much better bi-forums morecivs-thread) Ah, the readme  Well, ok you used  2 ( !? ) men form my morecivspack1.1. That´s ok, but you could have informed me about that. And at least spell my name right: It´s "Dr.Pepper" NOT "Peeper".  !
  16. Dr.Pepper

    New Civilians

    This is my modest little contribution to OFP... 2 Packs with Civilians: The first pack contains the standard OFP-RES-Models with new textures... 41 diffent lookig men on civilian side (10 of this men are found as "agents" on RES-Side armed and with "SpecOps-Abilities") You can download it at http://www.kanonenfutter.de.tc/ (There´s also a Forum for Feedback on the page and a foto-gallery...) The second pack brings you 36 women ( 5 as "agents") and 5 new female faces... All my civilians are compatible with the ZOMBIES-MOD (dead men resurrect as zombies, when you use it with the zombie-mod), but you can use it for any other mission as well. MIG allowed me to use some of his config & scripts from the fml_civilians. Thank you MIG
  17. Dr.Pepper

    New Civilians

    Thanks to all who like my ladies. Treat them good and with respect. Don´t hurt my fatherly feelings. Well... I hope there will be another update with the proxies fixed... sometime in the future... What is a "faceplant" ? And: in all probability there will be another men pack... if no one else makes a pck with suits & smokings... HotShot is right. I love this bus too. There are other cool vans in the pack... I don´t have a clue how to do this... but you could make a script that runs at the mission-start and adds women (with createvehicle) randomly chosen to a standard-civilian (for he may have way points and triggers could use the groupname of this unit) and then delete the standard-civilian... (I hope this was understandable) Hmm... where can I find this Generic OPFOR ? maybe the makers allow me to learn from their work...
  18. Dr.Pepper

    New Civilians

    Well, it´s been a while... Now here´s an update. the pack contains over 80 women. You can download it at: Kanonenfutter.org - The textures are now pac-files (nomore jpgs) - the "zombie-face-bug", that D@ve reported, is corrected. - sadly I was not able to correct the proxie-stuff... if anyone knows how to do it & would send me one p3d-file of each of the five models, I will make a new update  - I added five new Faces, that JGreyNemo made (look at the last pic) - I made some more different clothes... well, just look at the pics...
  19. Dr.Pepper

    CarWars released by Hitcher

    Yes, Baphomet is right. That´s excactly what I thought, when playing the mod. Another thing, that fits very well to this mod, is the Twilight Island made by D.murphy man
  20. Dr.Pepper

    Ironsight's Architecture Pack

    Jippie ! And we need a video-store too. And a model of "Silent Bob"
  21. Dr.Pepper

    American Civil War Mod v.1.2 released.

    Your mod has developed really nice since the beginning... (thinking back of the Cavalry without horses... ) Will you make Missions like CTI or similar to CTI ? I think this could be very exciting...
  22. Dr.Pepper

    Some Siege Equipment

    Great Stuff !   Again it´s amazing what´s possible in OFP. When I first saw the siege-weapons I thought: "Well, this with OFP ? Where destroyed buildings look like crap ?" But then... look at this one (if you haven´t seen it yet): Destroyable Interactive Buildings http://ofp.gamepark.cz/index.php?showthis=9518 (in the english news of OFP.info) If you could combine this thing with your buildings and siege weapons , it would be really great. Keep up your Work ! Â
  23. Dr.Pepper

    New Civilians

    Well, isn´t that the same as in the zombie-mod and with the fml_civilians ? They all just use the "injured-face"-texture, don´t they ? I did not make extra-zombie-faces for them...
  24. Dr.Pepper

    New Civilians

    OK, well I updated my morecivs-addon. - all textures are now pac-files (nomore jpgs) and it´s now smaller (7 MB) - masks added, so that you can use the civilians as terrorists... (see below) - added 8 new (ugly ) guys... well just look at the pic - The pack is compatible with the previous version... and I updated the demo-mission too... DOWNLOAD at www.Kanonenfutter.de.tc upgrading the women-addon will take a bit longer...
  25. Dr.Pepper

    New Civilians

    As you wish ok I will do that in the next update. Will the addon with pac/paa be compatible with the former addon ?
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