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Geosword

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About Geosword

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core_pfieldgroups_3

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  1. Grrrrr... Code looks like this at the end now. [objNull, _ldr, rSAY, "US8"] call RE; // Join preselected units (POWS) to callers group, silently. Hostage1 enableAI "ANIM"; Hostage1 enableAI "MOVE"; Hostage1 setCaptive false; {Hostage1 addmagazine "30Rnd_762x39_AK47"} foreach [1,2,3,4,5,6,7,8]; {Hostage1 addmagazine "HandGrenade_East"} foreach [1,2]; {Hostage1 addmagazine "SmokeShell"} foreach [1,2]; Hostage1 addweapon "ACE_AKM"; Hostage1 selectweapon primaryweapon Hostage1; [Hostage1] joinSilent _UnitLeader; If I am the one that talks to the Colonel, all executes fine. If a client talks to him all the speech works and he joins the squad but the weapons he is given only spawn for a second and then vanish from his body and the enableAI stuff does not fire to make it so he can start moving again. What does the syntax look like for rADDMAGAZINE and rADDWEAPON? It's still a bit confusing. I am slowly getting it and I appreciate the help. This is becoming very frustrating as this one last bug is IT. There are no other bugs on this map. This one little thing is preventing me from releasing this product as completed.
  2. Looking much better. Thanks a bunch Demonized. One issue left. Here is the new version of the officertalk.sqf file. if (TalkFired == 1) exitWith {}; _per = _this select 0; // Person who had the addAction _ldr = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction // Group given in the arguments section (ie: [POWS] _grp = _this select 3 select 0; // Remove the rescue option _per removeAction _act; // _nic = [objNull, _dog, rSAY, "dog_01"] call RE; [objNull, Hostage1, rSAY, "Russian1"] call RE; sleep 7; [objNull, _ldr, rSAY, "US1"] call RE; sleep 3; [objNull, Hostage1, rSAY, "Russian2"] call RE; sleep 6; [objNull, _ldr, rSAY, "US2"] call RE; sleep 10; [objNull, Hostage1, rSAY, "Russian3"] call RE; sleep 13; [objNull, _ldr, rSAY, "US3"] call RE; sleep 5; [objNull, Hostage1, rSAY, "Russian4"] call RE; sleep 15; [objNull, _ldr, rSAY, "US4"] call RE; sleep 2; [objNull, Hostage1, rSAY, "Russian5"] call RE; sleep 16; [objNull, _ldr, rSAY, "US5"] call RE; sleep 3; [objNull, Hostage1, rSAY, "Russian6"] call RE; sleep 17; [objNull, _ldr, rSAY, "US6"] call RE; sleep 11; [[west,"HQ"], nil , rsideRadio, "Radio1"] call RE; sleep 11; [objNull, _ldr, rSAY, "US7"] call RE; sleep 5; [objNull, Hostage1, rSAY, "Russian7"] call RE; sleep 9; [objNull, _ldr, rSAY, "US8"] call RE; // Join preselected units (POWS) to callers group, silently. [Hostage1] joinSilent (group _ldr); Hostage1 enableAI "MOVE"; Hostage1 enableAI "ANIM"; {Hostage1 addmagazine "30Rnd_762x39_AK47"} foreach [1,2,3,4,5,6,7,8]; {Hostage1 addmagazine "HandGrenade_East"} foreach [1,2]; {Hostage1 addmagazine "SmokeShell"} foreach [1,2]; Hostage1 addweapon "ACE_AKM"; Hostage1 selectweapon primaryweapon Hostage1; Hostage1 setCaptive false; TalkFired = 1; if (true) exitWith {}; The new problem: The speech now works great. Every body can hear it in multiplayer and it selects the correct people when the script is fired. The last part of the script though.. The one that renables the AI's movement and animation and the part that issues him a weapon and magazines won't fire now if anyone but me activates him. He joins the squad alright but then just remains frozen in place and no weapons appear on him if anyone but me actgivates the script. I see that the addWeapon and addMagazines is in the MPF list of commands but the enableAI stuff is not. Any ideas on how to get the guy moving again and armed in multiplayer sessions?
  3. Hello everyone. I am putting the final touches on a Multiplayer mission. There is a Russian Colonel you can locate and talk to during the mission. The problem I have is getting the Unit Say "Whatever" to function across all machines. First... The colonel has the following code in his INIT field POWS=[Hostage1]; removeAllWeapons Hostage1; Hostage1 setCaptive true; Hostage1 disableAI "MOVE"; Hostage1 disableAI "ANIM"; this addAction ["Interrogate","mission\officertalk.sqf",[POWS],1,false,true,"","(_target distance _this) < 3"]; Basically.. you get within 3 meters of him, interrogate shows up on the player's action menu. Now for the officertalk.sqf code. if (TalkFired == 1) exitWith {}; waitUntil {(isDedicated) || !(isNull player)}; _per = _this select 0; // Person who had the addAction _ldr = _this select 1; // Person who used the addAction _act = _this select 2; // ID of the addAction // Group given in the arguments section (ie: [POWS] _grp = _this select 3 select 0; // Remove the rescue option _per removeAction _act; Hostage1 say ["Russian1", 100]; sleep 7; _ldr say ["US1", 100]; sleep 3; Hostage1 say ["Russian2", 100]; sleep 6; _ldr say ["US2", 100]; sleep 10; Hostage1 say ["Russian3", 100]; sleep 13; _ldr say ["US3", 100]; sleep 5; Hostage1 say ["Russian4", 100]; sleep 15; _ldr say ["US4", 100]; sleep 2; Hostage1 say ["Russian5", 100]; sleep 16; _ldr say ["US5", 100]; sleep 3; Hostage1 say ["Russian6", 100]; sleep 17; _ldr say ["US6", 100]; sleep 11; [West,"HQ"] sideRadio "Radio1"; sleep 11; _ldr say ["US7", 100]; sleep 5; Hostage1 say ["Russian7", 100]; sleep 9; _ldr say ["US8", 100]; // Join preselected units (POWS) to callers group, silently. {[_x] joinSilent _ldr} forEach _grp; Hostage1 enableAI "MOVE"; Hostage1 enableAI "ANIM"; {Hostage1 addmagazine "30Rnd_762x39_AK47"} foreach [1,2,3,4,5,6,7,8]; {Hostage1 addmagazine "HandGrenade_East"} foreach [1,2]; {Hostage1 addmagazine "SmokeShell"} foreach [1,2]; Hostage1 addweapon "ACE_AKM"; Hostage1 selectweapon primaryweapon Hostage1; Hostage1 setCaptive false; TalkFired = 1; if (true) exitWith {}; So, I know that the Say function only fires locally. I need it to fire on all machines so everyone standing within a 30 meter radius can hear the colonel and the soldier who activated the sequence talking to each other. Using the crude method of a trigger with a publicVarible going true and firing off the script via the Trigger's onActivation area only works half way because I don't know how to pass on the local variables of _LDR (the player that triggered the interrogation sequence) and the rest. So only the colonel can be heard by all players during the Multiplayer session and not the triggering player's part. I guess the question is how can I pass along globally to all machines who _LDR is so that everyone can hear both sides of the conversation during a multiplayer game? I hope this makes sense. I am kind of new to the whole local vs. server side stuff but learning a bit daily.
  4. NORRNCustomExec1 ="[20, 0.75, 0.5] execVM 'f\common\f_recog\setupRecognize.sqf'"; // Exec1 occurs following being revived NORRNCustomExec2 =""; // Exec2 occurs when you team kill NORRNCustomExec3 ="[_name,'USS Khe Sanh'] execVm 'respawnSpecial\respawnSpecial.sqf'"; // Exec3 occurs when you spawn at base NORRNCustomExec4 =""; // Exec4 occurs when you try and spawn at base but it is still occupied NORRNCustomExec5 =""; // Must use variables: MAP_r_rejoin (false - first time, At the very end of the Revive_Init.sqf files there are places to make code execute in certain situations. I tried #1 which states it fires off following being revived. As you can see, I tried to fire off the part of the code that kicks in the tagging. The initial code only sets up the Key press watcher and then it goes on to like the SetupRecognize.sqf file but no results. The toggle works and the Off and On hints work but the text just won't appear back over your teammates head. UPDATE: Resolved. Put [] execVM "f\common\f_recog\recog_init.sqf"; in both CustomExec1 and in Custom Exec3 after the RespawnSpecial if you are using LHD carrier repsawning. Player just has to hit T again when they are revived or respawn to turn labels on again. UPDATE #2: I lied. Not resolved. It sort of works. Name tags only work when in vehicles and sometimes they will kick on but they are no longer over the players head but centered on their body. And some player testers couldn't get any tags to start off until someone died. We have also confirmed something else weird. I don't know if this is the intended result but when we are playing and someone JIPs suddenly everyone has their total lives left reduced to the JIP setting (default 2). And if you have already died twice when someone JIPs in you get the infamous text saying there are no living playable units and you need to exit the game and pick a playable unit. I noticed the current version of Norrin's Revive .50 Beta is not what is in the F2 Framework pack. Will upgrading that component screw up the rest of the F2 framework?
  5. Maybe I missed something and I couldn't spot a fix in the 31 pages already here so I'll ask. I love the F2 Framework. I have a few issues with the Norrin Revive script side of things. The one I am looking for a solution for is this; I have the Name Tags feature turned on and everything works great but when you are killed and either revived or forced to respawn back the base the name tag functionality stops. You can still press T to turn tags on and off and it says they are on/off in the hint dialogue box but name tags above the players heads vanish and never come back. Is there a known way to fix this? I tried putting the initalization code for the Name Tags int he NorronCustm fields in the revive_int.sqf file but the name tags still don't come back. For the Norrin side of things, it works for the most part but sometimes when a player clicks on a spawn point from the list they spawn no where near that point or they respawn where the Respawn_West marker is which we don't want to happen since that marker isn't suppose to be near the battlefield. Any thoughts?
  6. Geosword

    ECP and NEW SARUGAO Island

    This line is preventing the "melting polygons" destruction for any classes to which this line is added to. And that is why the mapfact barracks can't be destroyed in the melting polygons way. So if you want to see your mapfact buildings being destroyed while playing with ECP , the easiest way would be to edit the ECP Config.cpp (the hard way would be to edit the config for each mapfacts buildings) To do so, just open the config.cpp that can be found in the "Bin" folder of your ECP mod folder with a simple text editor. Look for : Just remove the line i put in bold and save the changes. Nothing more. Now each time you will play with the mapfacts barracks in ECP you will be able to destroy them in the "melting polygon" way. You are most wise in the ways of OFP science. If I release this mini campaign I will need to include instructions or a copy of the fixed Config.CPP with instructions on putting it in the player's @ECP I guess. Thank you for your help. Much appreciated. The buildings fold like kites now when hit by 2000 pounders. Back to editing! Was there a reason for defining the Fence class as not destroyable? I see no difference in how the fence pieces die over normal operations.
  7. Geosword

    ECP and NEW SARUGAO Island

    I placed a couple of lone Baracken buildings on the BIS stock Desert Island, setup the trigger then rigged a radio signal to blow the building. When i trigger the radio command the building does nothing. If I hit it with a tank, nothing. Bombs, nothing. This is only when ECP is on. If I turn it off and just load the map the buildings blow up as normal. Damn it... this is cheesing me off. Something always has to gum up the works every mission I design
  8. Geosword

    ECP and NEW SARUGAO Island

    EDIT: If you're using an addon units for soldiers and vehicles, then you must put one original BIS unit on the map for trigger to take effect. I did what you suggested below. I created a single trigger which detects if ANYBODY is present. I tried it with Once and Repeatedly for the frequency and put the code snippet in the On Activation field. I am only using original units and weapons. The Mapfact buildings still refuse to die when hit by the 2000 lbs. bombs while ECP is active. I am using Kegetys OFP Launcher to load my mods. Is there something to the order the mods are loaded? I'll give it a shot with a manual command line edit.
  9. I am currently working on a campaign using the New Sarugao island which basically is the same as the original map but uses Mapfact's Baracken buildings, towers and fences. Coding was going great until on mission #2 during testing of the laser drop by an F117 something very very bad happened... The LGB hit the base right on the money and killed every vehicle and man but when the smoke cleared... the mighty Baracken buildings of the base were intact... tough stuff to take a 2000 lbs. bomb through the roof. I know for a fact that it is the ECP MOD causing this as the buildings crumble like paper when the MOD is turned off. I have looked everywhere to find a solution to making the Mapfact buildings destroyable on the island with ECP running. Is there a way around this? Is it fixable? I'd hate to have to turn off ECP just because some buildings won't die but they HAVE to die for the objective to complete properly. Anyone else run into indestructible buildings while using ECP on player made maps? Has a solution been found? HELP! I have spent two hours Searching through the forums and have nothing to show for it. Until I can solve this problem I can't continue code work.
  10. Geosword

    FFUR/SLX 2007

    First I would like to extend my gratitude for the FFURSLX MOD. This is the most outstanding piece of work I have seen for OFP and it has revitalized my love for the game. Thank you Tbird for this great gift. I had deleted it from my drives and put the CDs into storage to watch them collect dust but I recently blow off the dust and reinstalled because my girlfriend wanted to play a realistic shooter type game and she had never tried OFP and it is to me, the best when it comes to CO-OP play. So I installed and poked around my old community sites for news of new stuff and stumbled upon this masterpiece of modding! There are two things in this MOD however that is driving me absolutely nuts to the point of cursing aloud whenever it happens and making me not want to play and I am wondering if there is a reason why these things happen and if there is a way to stop it from happening. 1) When I am in combat my guy is all gung-ho and ready to chew nails and spit bullets until the first enemy bullet whizzes by him. Then he spazzes out and wets himself. He immediately starts breathing like he's run four marathons and it becomes near impossible to shoot anything that isn't 50 meters in front of you because he is shaking like a leaf... Come on, from one bullet hitting 10 feet away? He is supposed to be a trained soldier. I could understand if a tank shell exploded 10 feet away... I'd poop myself. But for game playability it is really annoying and it gets worse. When the second bullet lands nearby he does what I can only describe as PANIC. I lose control of MY character. He starts doing things on his own, pulling weapons or binoculars on his own. Example: BMP-2 is coming up the road... we are under fire from enemy infantry. My squad leader tells me to use my AT launcher to knock out the BMP. I can't... because when I make it my active weapon he pulls it out then while I aiming suddenly he changes weapons to his rifle and then lays down and starts breathing like a obscene phone call. If this is suppose to simulate suppression that is fine for the AI but a player should never have control of their personally controlled character taken away from them. I should choose when to panic and run away. Is this normal behavior for the MOD? It has cost me my life on several occasions now. I understand that your guy goes nuts when he is on fire, that I understand. But in a fight where I am healthy.. STOP with the weapon changes and position changes and crawling around on your own... AHHh.. HELP ME! Oh, and control of my character is always taken from me sometimes when the squad leader issues commands, especially in multiplayer (Which I know is not tested). He just does his own thing during the script cycle it seems like. When the script exits then I can take control of my character again. 2) I am a mission creator and I am working on some new set of missions to play with the FFURSLX MOD but I have a terrible problem. The AI is overriding my waypoints and doing its own thing. EXAMPLE: I have several bunkers on a mission that are full of guys and there are men on guard duty outside the bunkers at the doors and I have men up in guard towers. They all have one waypoint which sets their behavior to SAFE so they stand with their weapons down and it’s a SENTRY waypoint so they should stay right there and be sentries. This is not happening. After about 5 seconds into the mission every one of them decides to make their weapons active and they run away from their post and congregate in what can only be described as a Town Meeting. @_@ And I think I know exactly what they are doing. Correct me if I am wrong but I think the AI is analyzing the fact they are a single guy and not in a unit. They see other single guys standing around and the AI gets a thought in its head to form a new squad with the individual units to become a STRONGER fighting unit. This behavior is not welcomed when it comes to making a sentry guard do his job. The end result is when I get to the base all the guards are no longer guarding, the have formed a twelve man squad and are running around looking for milk and cookies. Is there a way to FORCE them to stay put? Is there some code snippet to make them ignore the new AI behavior code and make them follow the waypoints I have assigned? Please help if you can before I chew a hole in my desk from frustration.
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