Hinny
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From what I remember you can't get the pitch positions to work properly, so if the boat pitches upwards the gun posistions wont match properly... This ain't a huge problem with boats on flat water, but tanks on hilly terrain would be a bit of a problem i think...
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Did you add the script override game logic?
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I'd imagine the conveniatley put 'Remove Bayonets' command would come in helpful there.
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Don't the JAM AP RPGs target people?
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What happens if you are crawling with bayonet fixed and get close to an enemy? Or if you are in the crounch posistion, then run up to the enemy. Do you drop down on one knee, then the animation happen? What if an enemy walks into your path while you're are crouching?
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That's some good shiiiit.
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Ah, but for that you'd have had to set the original unit ranks which would kinda go against the point of this script. Which is to allow players to have the right rank slide despite what slot they decide to put themselves in MP games.
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I did the same as I orignally posted but also added the lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(name player == Bob) : a = player; publicvariable "a" ?(name player == Joe) : b = player; publicvariable "b" ?(name player == Tim) : c = player; publicvariable "c" ?(name player == Tom) : d = player; publicvariable "d" Then called another script with the lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">a setObjectTexture [2,"\rank_cpl.paa"] b setObjectTexture [2,"\rank_cpl.paa"] c setObjectTexture [2,"\rank_lcpl.paa"] d setObjectTexture [2,"\rank_lcpl.paa"]
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Woo, took me some time but I've done it Thanks for your help.
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It is public, but the script only initiates the texture for the player, rather than everyone else too.
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Here's the code I'm using. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Bob = "[CPL] Bob" _Joe = "[CPL] Joe" _Tim = "[LCP] Tim" _Tom = "[LCP] Tom" #CPL ?(Name player == _Bob) : player setObjectTexture [2,"\rank_cpl.paa"] ?(Name player == _Joe) : player setObjectTexture [2,"\rank_cpl.paa"] #LCP ?(Name player == _Tim) : player setObjectTexture [2,"\rank_lcpl.paa"] ?(Name player == _tom) : player setObjectTexture [2,"\rank_lcpl.paa"]
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That would actually be quite good, not quite what I was looking for, but good nonetheless However it suffers one problem. I want it to work globally rather than just locally. With that method the assigned textures only appear to the person they were activated on, whereas I want everyone to see them.
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I think the Project UKF guys are gonna beat you to it with a good SA80.
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Ok, this is for MP games. For my squad there are various people of different ranks, and I would like to make these ranks displayable in game. I have a way of doing this in script form, but the tricky bit is assigning them to players. As we don't necessarily know who will be playing the game that evening it's impossible to edit the mission so the appropriate script for each person is initiated in the unit's init line. Instead I want to create a 'rank box', like an ammo box except people go up to it, pick the appropriate rank and have the appropriate script run to display it. However I have no clue as how to code this. Anyone care to help?
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Okay, I want to set up a script where if me or my team are in a captured enemy vehicle we'll appear friendly to them unless we get too close. The questions I need answering is how can I make a script that checks this (bearing in mind there can will be loads of possible enemy vehicles). Also how do I then check distance from an enemy unit? I could do this if it were a specific enemy unit but what about them in general?