Gaswell
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Everything posted by Gaswell
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Are there any other sound cards besides Creative's that provides the same kind of hardware acceleration, without the footstep bug?
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Group the trigger with the unit (F2), then edit the trigger and look for something different. Instead of the trigger being activated by "East", "West", "Anybody", etc., you can now select "Whole group", "Any group member", and a few more.
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How do i assign a group to a vehicle? (cargo)
Gaswell replied to Mouse's topic in OFP : MISSION EDITING & SCRIPTING
In the init field of, say, the group leader, type: "_x moveincargo VehicleName" foreach units group this -
Yes, but SEARCH AND DESTROY makes the group move to the waypoint even if there aren't any enemies there. The thing about the DESTROY waypoint is that it is skipped if there's nothing to attack nearby. It may be "cheating", but in in this case that's exactly what I want. I can get the same result by using some triggers and stuff, but I'm still puzzled that the DESTROY waypoint not only causes fratricide but also suicide. If there's nothing else to destroy, destroy yourself?
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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">er....we already have amphibious APCs (BMP, M113, etc)..<span id='postcolor'> True, and I'd happily cross a well-behaved river in an M113. However, I have some doubts about their seaworthiness.
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I'd like a way to insert 12 men (or 24) using only one landing craft. An amphibious APC would be great, as it could also provide some degree of fire support further inland.
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You're welcome. Hope it helped.
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list command results not static?
Gaswell replied to zovirl's topic in OFP : MISSION EDITING & SCRIPTING
Good tip. Thanks. -
About [_x] exec "blabla.sqs": You could try this: s="blabla.sqs"; "[_x] exec s" foreach ArrayOfunits Don't know how to get quotes inside strings, though.
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Yes, I've used DESTROY that way too if I want to hit specific units. But let's say that I want a helo to attack all enemy units that dare to move near points A, B, or C. Unless I'm totally mistaken, I can do that with a simple DESTROY-DESTROY-DESTROY-MOVE-CYCLE loop (MOVE to make the helo return to a safe position when A, B, and C are clear). If the helo only attacked enemies, then I'd be a happy camper. I'm NOT a happy camper when I'm the first recon unit to come near point C, only to discover that there's an incoming Apache trying to score a friendly kill.
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Guarded by _x: This trigger is used with the GUARD waypoint and works as shown in the following example. First, let's say you have 3 groups (West) that each have reached a GUARD waypoint. As you've probably seen, that'll make them hang around a bit, and come to the rescue of other nearby units if needed (after which they'll return to their GUARD location). Second, put down 2 triggers, and change their type to "Guarded by West". No other changes really needed. Now the interesting part; two of the groups will move to these triggers' locations, each group to its closest trigger, to guard it (that is, any nearby friendlies under attack). The third group, the one farthest away from the two "Guarded by"-triggers, will stay put. Let's say that one of the two groups at the "Guarded by"-triggers is killed. The two remaining groups will reorganize, each moving to its closest "Guarded by"-trigger. That could even mean that a group will leave its current location at a "Guarded by"-trigger to move to another "Guarded by"-trigger, it this group is closest to the second trigger than any other group. As you see, "Guarded by"-triggers are a convenient way to set up terrain objectives for AI squads, without having to do a lot of work. They can also be used to heavily randomize a mission. AFAIK, "Guarded by"-triggers will never go off, and only their type is important. Everything else seem to be ignored, unfortunately including radius. Note that you can group a "Guarded by"-trigger with a unit, with expected results. Switch: Triggers can be synced with certain waypoints to control the movement paths of units/groups. Some obvious ones are GUARD, HOLD, SEARCH AND DESTROY, and SUPPORT. When the synced trigger goes off, the waypoint is done and the group can move to its next waypoint. Another use is to sync triggers with CYCLE waypoints. When the trigger goes off, the group's next waypoint will become the waypoint immediately following the synced CYCLE waypoint. This allows you to set up multiple waypoint paths for a group, or to break free of a waypoint loop. Now, all this is fine and dandy, but for it to work you need to set the synced trigger's type to "Switch". I know that this is required for the CYCLE thing to work, and I'm pretty sure that you need to use type "Switch" for the other stuff, too. If you sync a trigger with a CYCLE waypoint, and NOT set the trigger type to "Switch", then it'll go off but not affect the waypoint.
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I like your Resistance idea; an UAZG with an M2 or (drool) some AT weaponry would be very useful, in a "Toyota Wars" kind of way.
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I did, but then I remembered that I had to increase my FPS slider in the video options. After that I can't really say that I've noticed any difference from 1.2x. And you're right; it's an awesome game, and it just keeps getting better and better as I learn how to work the squad AI.
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Intruder is correct. Also, the trigger must be of type "Switch" (defaults to "None", but that won't work).
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It would at least be nice to have some more props, similar to the LST. A wider range of landing craft would be welcome, too; the boats we have today are quite hampered by their low carrying capacity.
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You could try disabling the radio with "enableRadio false".
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Let's see if I remember this off the top of my head: Add a Move waypoint after the Cycle waypoint, and sync the Move waypoint with a trigger. Once the trigger goes off the cycle is broken, and the group will continue to the waypoints following the Move waypoint.
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Easy mission. My squad lost only one man, and I counted only five casualties in the other squads (at least one to friendly fire). I just sat behind some sand bags and watched as four machine gunners stopped the enemy advance again and again. Whenever an enemy machine gunner opened up, I'd lay down some fire on him with my M16. Of course, it helped that both the M1A1 and the Bradley survived the initial attack. Everon isn't really the place to come walking slowly into a fortified position. I had preferred an assault with maybe recon elements, 3 or 4 squads, a tank platoon, CAS, and support (medevac/AAA).
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Tricky one, and I haven't figured that out myself. What I do is use "setdammage 1", but I also remove all fuel and ammo from the unit so it won't blow up. Just a bit of smoke, that's all.
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Making Blue side channel talk ?
Gaswell replied to 2G4U Assulter's topic in OFP : MISSION EDITING & SCRIPTING
Easiest way, without a sound file: unitname sidechat "YO MAMA!" -
Good idea. That would require some extra careful mission design though, and I'm not sure all mission types (esp. those that require some stealth) would work with AI squad leaders. But I think it's an interesting idea.
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The squad leader missions are by far the most interesting. Unfortunately, there aren't too many of them.
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Yep, the more the merrier, although I'd also like to see something besides the newest, sexiest hardware. Take a look in Steel Panthers II, for example, and set the timeline to 1985. All that stuff in the resulting unit database, that's what I want to play around with.