Frugo_PL
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Everything posted by Frugo_PL
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OK, then I guess that you probably could've done it better if you spent more time on it. However, the fixed script is excellent for mp since all players can pick up many vehicles. It always annoyed me that most of the scripts are made in sp versions, being able to make it work only on one thing activated by one player. These scripts can't be used then in mp. I really think that ppl should make scripts that work both, in sp or mp, or make 2 versions of the script. The script above works well in both, mp and sp.
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PS. There are some not neededd parts of script. If you manage to optimize the script, feel free to post it here
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Then i will just stick on making missions for the original OF
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why do so many ppl make resistance missions??? there's lots of folks that do not have the expansion Can't ppl make two versions???
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when I see scripts like this i feel like crying! Your scritp can't be implanted in any other mission! I decided to make a few chnges here, so that the script can be executed in mp games... CREATE A FILE NAMED "LIFT.SQS"!!! put the following in it: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_jeep=_this select 0 @vehicle Player distance _Jeep <10 Vehicle player addaction ["Lift","Lift.sqs"];hint "Now You Can Lift Up The Vehicle!" Drop=false vehicle Player removeaction 0 vehicle player addaction ["Drop","Drop.sqs"] #Loop _Jeep setpos [getpos vehicle player select 0,getpos vehicle player select 1,(getpos vehicle player select 2)-3] _Jeep setdir getdir vehicle player ?!Drop:goto "Loop" Chute="Parachutewest" camcreate [getpos _Jeep select 0,getpos _Jeep select 1,(getpos _Jeep select 2)+10] #Loop2 _Jeep setpos getpos Chute ?!Alive Chute:Exit goto "Loop2"<span id='postcolor'> NEXT CREATE FILE NAMED "DROP.SQS": put the following in it: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Drop=true exit<span id='postcolor'> THIS SCRIPT WAS ORIGINALLY MADE BY InqWiper MODIFIED BY FRUGO_PL Description: now when you fly over a vehicle less than 10 meters, it will attach to the chopper/plane. If you want to drop it, select "Drop" from the action menu and watch the car parachute to the ground. Usage: place the following in init field of the vehicle to be lifted: [this] exec "lift.sqs" you can put this in as many vehicles as you want and it will work! It's perfect for mp! Note: player has to be the pilot!
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Help for a newbie editor please
Frugo_PL replied to FlashPointFreak's topic in OFP : MISSION EDITING & SCRIPTING
You gotta know outside editing. To get started I'd say this one is the best tutorial for noobs to editing: OFSC Tutorials -
I put the following script: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_player=_this select 0 _heli1=_this select 1 _pos= GetPos _player _cx=_pos select 0 _cy=_pos select 1 [_heli1,1] setWPPos [_cx,_cy] ~10 TitleText ["The Choppers Are On The Way!","plain down"] Exit <span id='postcolor'> Then I put a radio trigger to activate it. I want the choppers to come to the player's current position. The game executes th script (i can see the text) but no choppers show up
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Great thx! It works perfectly!
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i will check this one out
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Make sure that you name the units! There is a little space that says "Name" when you place the unit. If you have an M113 and you put "tank1" in the name section, make sure that you write Tank1 [do something], etc., not M113 [do something]!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">(2) "count = 5;" - You got me on this. What value does the # represent? <span id='postcolor'> I think that the # stands for the number of weapons "in stock".
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I make the following code: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _car=_this select 0 _carpos= GetPos_car _cx= _carpos select 0 _cy= _carpos select 1 _cz= _carpos select 2 _car SetPos [_cx,_cy, 50]; exit<span id='postcolor'> I get an error message about '_car SetPos [_cx,_cy, 50]; exit' If I change _cx and _cy to numbers then everything stays fine. Wht's the problem?
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Normally the waypoint starts to be activated at the start of the game. My question: How do you (or what's the script) make waypoints active only when, let's say, you activate radio commad?
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Hey! I guess that its time to announce my first map! Here are some details: Type: MP Capture and Hold # of Players: ~25 Progress: Finishing up with the map (placing stuff) Features: Loads of new stuff (airlifting, new units, vehicules, planes, etc.) Main Objective: There are 3 sides of conflict: Resistance, US and Russia. The main point is to capture and hold the falgs (there's one in each town/base/samall island). You score 5 pts. for each minute of holding a single flag (1 pt. for a town flag, 5 pts. for a main base flag, 10 pts. for hard-to-get-to flag). Location: Malden Imiges: More info soon!
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Battlefield online preview
Frugo_PL replied to Frugo_PL's topic in OFP : MISSION EDITING & SCRIPTING
To hell with the mission! One stupid addon scrued up the whole mission! But dont worry - I am planning to make a new version of the mission Battlefield Online: Welcome to sunny Vietnam. The name is self explenatory -
Sure, i found a simple script. Just fly over a car and it will atteach itself to the plane/heli.
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While I am developing "Battlefield Online", I would like to know in what part of the day should the mission be set on? For more info go to Battlefield Online Preview
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could someone answer this? I am really interested to know the answer to this question.