Frugo_PL
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Go to www.winzip.com. Download the program from there and then double click on the script. Then click the extract button and follow the instrructions that WinZip gives you.
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It's sad, but true... Â Â The AI somewhat seems to screw up on the WP's. I am working on a campaign and I guess that I'll have to rework it after a new patch comes out, cuz I adjusted the triggers to the swaying way the AI drives/pilots. I have noticed however that the AI screws up only on long distance WP's. On short range it does everything corectly. Also, I have noticed that the AI in helis doesn't land at WP's, but goes a long way after the WP. I have adjusted my campain to this bug... and will have to rework it later... Â Â Â Example (would be grateful if someone could tell me whether it's my scripting problem or is it the patch): I place a WP that's activated when b= true. B is true when the player uses the radio. The WP has this in its Init field: h1 (the chopper) land "getin" Even though the heli has its speed set to limited, it speeds past the WP, makes a long loop, then comes back and starts to hover about 5 meters over the ground, which is too high to get in... Tried putting h1 land "land", but the same thing happens... Â Is it my mistake or the patch is screwed up?
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This question bugs me - Can I do Rambo style actions? Â I.e. Can I make a soldier run and shoot at the same time? It is possible to do if you are the player, so how can it be done with AI? AI usually stops before shooting...
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*************UPDATED SCRIPT************** Here is a sample script: (name it "carbomb.sqs") </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;Speed Car Bomb Script by Frugo_PL ;Usage: [Car_to_explode] exec "carbomb.sqs" _car=_this select 0 #loop1 ? speed _car >50: goto "bomb" ~1 goto "loop1" #bomb ? speed _car <50: _car setdammage 1 ? speed _car >50: goto "bomb" ~1 exit<span id='postcolor'>
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Captive soldier animation
Frugo_PL replied to hellfish6's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (iNeo @ Feb. 15 2003,18:24)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Frugo_PL @ Feb. 14 2003,20:33)</td></tr><tr><td id="QUOTE">I don't know why BIS did it, but any cammand that starts with "FX" has to be scripted in a separate *.sqs file.<span id='postcolor'> Or trigger. It's just init.field that doesn't work.<span id='postcolor'> Thx for the info. -
Launching a script when a flare is shot up
Frugo_PL replied to Frugo_PL's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Doolittle @ Feb. 14 2003,21:05)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">onFlare.sqs - launched when illuminating shell is lit(since 1.45) Â Â - arguments: [[r, g, b], gunner] - r, g, b is light color <span id='postcolor'> They knew EXACTLY what you wanted, eh? Doolittle<span id='postcolor'> What good is this info to me if I don't have the script? Could you tell me where I can get this script? -
Launching a script when a flare is shot up
Frugo_PL posted a topic in OFP : MISSION EDITING & SCRIPTING
I have been wondering how to make initiate a script when the player luanches a flare up in the air. As far as I know there is no command for checking if the flare was launched, so I'm just curious if there's a walk around. -
Captive soldier animation
Frugo_PL replied to hellfish6's topic in OFP : MISSION EDITING & SCRIPTING
You did everything right with the script. I don't know why BIS did it, but any cammand that starts with "FX" has to be scripted in a separate *.sqs file. So just copy the last part of your script and then activate it from the initialization field of the soldier like [this] exec "yourscript.sqs" -
How do I specify in an outside script when a mission ends and tell the game to load another, specific mission?
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Is it posible to let a jeep float?
Frugo_PL replied to Marss911's topic in OFP : MISSION EDITING & SCRIPTING
As walker said, you'd have to use oxygen to edit the model of the jeep... However, since the original models are encrypted, you can't edit them. The only way is to find the old demo, extract the model from there and use the current config.cpp with CanFloat= True. Then you'd have to edit the model using the Oxygen tool and edit the wieght distribution. -
There aren't amny shotguns for OFP and those that were made are almost all Moosbergs... How about some military shotgun? SPAS12 is probably the most known one. It is used by special forces all over the world. Most good games have it: GTA3, CS, and Dino Crisis just to name a few. Here is a pic: Here are links to more images: http://www2t.biglobe.ne.jp/~ohige/tsuhan/marui/spas12_01.jpg http://www.dirtyapes.com/images/hardware/spas12_2.jpg http://www.to-center.com/content....012.jpg
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Figher jets now engage with missles
Frugo_PL replied to madmedic's topic in OFP : CONFIGS & SCRIPTING
I played around with the missle config... Try putting 1000 to the missle's manuveurblility   and watch what happens!   -
Use WRPEdit
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The US Colonial Marines Mod is in a desperate need of island makers. I you can make islands, relatively flat with some rises in the terrein, then please contact me. No need to place objects. Just simple terrain. Plaese contact me at frugo_pl@interia.pl or PM me. Thx in advance.
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I tried to use Terragen to make islands. When I start it, it reads some files and gets stuck on "Calling... TerrainHasChnaged()". Anybody know how to fix it?