Gidcon
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made entry via buttonAction command how do I return the value of who pressed the button so that i can make that individual react to to his environment?
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well is it.... I tried to add a m21 and nothing happened in initialization field i put this addWeaponCargo ["M21", 1] is it not possible to add weapon to this vehicle?
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Ok let me get this straight.......
Gidcon replied to Gidcon's topic in OFP : MISSION EDITING & SCRIPTING
got it... deleteVehicle player -
U can't actually play the intro in multiplayer right? I mean... I created a mission and made an intro from the drop down box as well. After exporting to multiplayer it goes straight to the mission and bypasses the intro So.... I need to make the intro part of the mission right? and if so... can I delete or destroy completely the units I created for the intro so that they will not be seen when the actual mission begins? (head spins around) (spews) "How do u stop this contraption I want off"
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primaryWeapon vehicle example given : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">primaryWeapon player<span id='postcolor'> I've tried it and it tells me that i have an unknown operator I tried : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">primaryWeapon w3<span id='postcolor'> Want to use it to c if a player has any type of weapon in script it would look like something like this </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #Weaponcheck _wepcheck = primaryWeapon w9 ?not(_wepcheck == "") : goto "Haswep" ~5 goto "Weaponcheck" #Haswep armed = true exit<span id='postcolor'> any suggestions on how this could be done with or without this command
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Need help on who detects enemy and who is enemy
Gidcon replied to Gidcon's topic in OFP : MISSION EDITING & SCRIPTING
Ahhh... hint thingy there.. I had my units set wrong... it was sending back (null) for west side... Can't thank u enuff.. -
Need help on who detects enemy and who is enemy
Gidcon posted a topic in OFP : MISSION EDITING & SCRIPTING
Need some help here.. Came up with this last night but can't get it to work... In theory I would like to enter 4 inputs 1. West side group. 2. East side soldier 3. East sides backup 1 4. East sides backup 2 Would check to c if East side soldier has seen enemy and when he does see the enemy to assign backup 1 and 2 to him and order them to target the enemy. Here is the script ;_Wgrp is West group ;_Esold is East soldier ;_BkupA is Backup soldier A ;_BkupB is Backup soldier B _Wgrp = _this select 0 _Esold = _this select 1 _BkupA = _this select 2 _BkupB = _this select 3 ;Count Units _WgrpVektor = Units _Wgrp _numWgrp = count _WgrpVektor _i = 0 ;See if _Esold knowsabout units in West group ;and go to selector if so. and if not wait 5 sec ;and Redo #Update _WVek = _WgrpVektor select _i ?(_Esold knowsAbout _WVek) > 2 : goto "Selector" ~1 _i = _i + 1 ?(_i < _numWgrp) : goto "Update" ~5 _i = 0 goto "Update" ;BkupA and BkupB join _Esold ;_Esold gives commandTarget to target seen #Selector _BkupA join _Esold _BkupB join _Esold _Esold commandTarget _WgrpVektor select _i exit I put it in the initialization field of unit "e1" and place a member of west sides unit "w1" in front of him and he just keeps going throught the loop... Do I have the sytax wrong in this line or what [/b]?(_Esold knowsAbout _WVek) > 2 : goto "Selector"