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johnnyboy

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Everything posted by johnnyboy

  1. Bargates built into the map are static, and cannot be opened/closed. Bargates placed via the editor can be opened and closed. See this OFPEC forum post on how to do this: http://www.ofpec.com/index.p....28690.0 On about the 9th post down (in the above ofpec forum link), I uploaded a test mission showing a bargate in action.
  2. johnnyboy

    AI to place satchel charges

    "player" is a local variable in MP (each human player in MP is considered a "player"). So you should specifically name the unit to be joined. In example below, the unit to be joined is named dude1: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[man1, man2, man3] join dude1
  3. johnnyboy

    Player in thislist

    Did you actually try the 'vehicle player in thislist' and still have this problem? I believe that "vehicle player" is equal to "player" when the player is on foot. Therefore 'vehicle player in thislist' should work for trigger activation in both cases (player on foot, or player in vehicle). If that is not true, please post more details of your problem.
  4. johnnyboy

    make a car to drive straight

    I'm confident that Mandoble's Chase script would work for you. Check it out: http://www.ofpec.com/index.p....29119.0
  5. johnnyboy

    Cras that burn forever

    Yes sir. That is exactly how my script works. It waits until the object's damage = 1. Then it runs a loop to replace the object with an identical burning object every 10 seconds. Before replacing the object, it first set's the new replacement object's damage to 1 at position [0,0,0] so the player never sees the new object explode. This keeps the fire burning without seeing a new explosion every 10 seconds. Its seemless. You can try the sample mission (see link two posts above).
  6. johnnyboy

    Cras that burn forever

    I posted another simple script that accomplishes the same thing at OFPEC: http://www.ofpec.com/index.p....29103.0 This one works for any burnable object that you want to burn a long time (i.e., tanks, cars, barrels, ammoboxes, fuel tanks, etc.);
  7. johnnyboy

    Burning Buildings

    Nice script dude. Very useful. Looked at your code and it nice and clean.
  8. Coup De Grace script is now posted on the OFPEC forums at: http://www.ofpec.com/index.p....g198133 Features: 1) When AI soldier walks near a dead enemy, he will stop, target and shoot that enemy once or twice to "finish him off". 2) Shooter AI may also say a taunt (like "Die Mother F***er!") before shooting. You can add your own voice taunts if you like. Or toggle the voice taunts off if you choose. Used sparingly, its good for immersion. This is inspired by the old shooter Vietcong, where after a firefight, your teammates would check the dead, and sometimes pump a few rounds into them.
  9. johnnyboy

    Coup De Grace script available

    The AI soldiers will do what they normally do, which is follow their leader, shoot known enemies, etc. But if the AI soldier happens to walk within 3 meters of a dead enemy running this script, then he will target that dead enemy, say a taunt, and shoot once. The AI soldier then returns to formation and goes about his normal business.
  10. Anybody interested in an oil pump destroy script? I've posted one over at OFPEC here: http://www.ofpec.com/index.p....29071.0 This script explodes, sinks, tilts, and burns the oil pumps. Also includes a metal falling/twisting sound effect for when rig falls. If you have any feedback on the script, please post it on OFPEC...as I think it is a better place to develop a community library of scripts. See pic below.
  11. Glad it helped. There are many cargo animations that work pretty well. Good to mix them up if sitting soldiers around for a cutscene. Here's a few more good ones: _dude switchmove "MH6_Cargo01"; -- weapon between legs, 02 good too. _dude switchmove "MI17_Cargo02"; -- weapon between legs _dude switchmove "Basic_Driver"; _dude switchmove "Truck_Cargo01"; -- good, hands in lap _dude switchmove "Truck_Cargo02"; -- lean forward...thinker _dude switchmove "Truck_Cargo03"; -- arm up _dude switchmove "MH6_Cargo03"; -- gun between legs, moves around a little
  12. I don't believe there are true smooth animations for sitting. However you can use vehicle cargo animations to place a sitting soldier on an object. The following code set this soldier shown in picture on a bench. I put this in a Talk waypoint on the soldier: dostop this; this switchmove "Truck_Cargo02"; this setpos (bench modelToWorld [-.3,-.1,1.3]); this dowatch (this modelToWorld [0,100,3]); The setpos command uses modelToWorld to place soldier in a position relative to an object. In this case a bench placed via editor (bench object available with addon EditorUpdate_v102). You have to experiment with the modelToWorld values until soldier sits in desired spot. Also note that some objects (like the few chairs I tried, and barrels), don't seem to have enough surface for the sitting solder to stay on them. They either fall through, or slide off. But benches and ammoboxes work very well for sitting soldiers using cargo animations.
  13. johnnyboy

    105 patch demands softwrap re-License WT

    I have the German version downloaded from Morphicon. It is now unplayable after installing the 1.05 patch. I emailed Morphicon support. I totally agree that this is completely unacceptable.
  14. In the single mission "Sabotuer", the mission designer broke a cardinal rule: He allows the player to see enemy ai spawn. That immediately breaks all immersion and feels like cheating. This occurs if you sneak into the base near the objective without tripping the alarm. When alarm sounds, 4 or 5 enemy spawn near the tanks...before your eyes. That is very poor mission design in my book... The mission is also a bit silly in that it way too hard to win unless you actually board the tank and blast your way out (no longer a stealth mission at that point). Love ARMA and will play it for years, so don't get me wrong. Just letting BIS know in case they feel like fixing this before wider distribution.
  15. I can't get the AI to use binoculars for more than a short second at a time. I've tried: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> man switchWeapon "Binocular"; And I've tried switchmove commands for every binocular related animation move I can find in the BIKI. In every case, the AI lifts binoculars briefly, then switches back to weapon. A loop just repeats the lift/switch back to weapon process repeatedly. Any ideas out there? Thanks.
  16. Thanks everybody. It's for a cutscene, so Wolf's suggestion is working the best for me now. Timing it is a trial and error hassle, but whatever it takses. The struggle just makes us stronger.
  17. johnnyboy

    Bar Gates (animation)

    Here ya go: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Close gate gate animate ["Bargate", 1]; // Open gate gate animate ["Bargate", 0]; To open and close doors in a building the commands are similar, but 0 closes and 1 opens: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Close Door 1 house animate ["Dvere1", 0]; // Open Door 1 house animate ["Dvere1", 1]; With building doors, I've only tried this with a building with only one door. But I am assuming buildings with multiple doors would continue the naming pattern of Dvere1, Dvere2, Dvere3, etc. "Dvere" is czech for "door" by the way...
  18. johnnyboy

    Ambulance Chopper

    It would be simple enough to put a medic or two on board a support chopper. There are plenty of examples of helicopter extraction scripts where a chopper is called by a player. These can be modified to have the chopper land, and medics jump out to heal people, and/or medevac. Here's a thread with a sample extraction mission from SNKMAN: Link What we don't have is animations for carrying wounded. Although I think I saw screenshots of an OFP mod that did that, which means such a mod could be made.
  19. Hooray, OFPEC is back up and running. For those that don't know, this is an excellent site for editing resources (scripts, functions, questions, answers, etc.).
  20. johnnyboy

    Sep Pos Height

    @Matt: These commands definitely work in scripts in single player. I have used them. What may be your problem is "this" is only recognized in object initialization fields and waypoints as the current object. In a script, you need to pass in the object name, or reference the object name directly (what you named the object in the editor). You say you want to do this for many objects, so pass in an array of object names, and loop through the array, setposing each object. Also, there is a new command that simplifies the process of finding a position relative to an object: <a href="http://community.bistudio.com/wiki/modelToWorld" target="_blank"> modelToWorld</a>. Example usage: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; following command will move the tank object to a position ; relative to the man object of two meters in front, one meter ; to the right, and 3 meters above ground. tank setpos (man modelToWorld [2, 1, 3 ]); ; following command wil have man1 move to a position that is ; one meter to the left, and two meters behind man2's position. man1 domove (man2 modelToWorld [-1, -2, 0 ]); The modelToWorld command eliminates the need to "getpos this select ..." to get each coordinate. Regarding setpos not working in multiplayer, I have no idea, as I am not set up to test that.
  21. I'm using General Barron's fire script (below) to try and create a fire. In ARMA, the drop command is producing smoke, but no flames. In OFP, it produces nice flames AND smoke. Does anybody know what the correct DROP commands for producing flames are in ARMA? Here's the drop command isolated for ease of reference: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> drop ["\ca\data\cl_fire","","Billboard",100,6*_power/((0.1*(abs speed _obj))+1),[(_center select 0) + _dist * cos _dir,(_center select 1) + _dist * sin _dir, _center select 2],[0,0.3*(speed _obj),_zVel*_power],0,34*_size*_power,27*_size*_power,0.05,[5*_size*_power,7*_size*_power,14*_size*_power,22*_size*_power],[[1,1,1,0.1+0.8*_power],[0.07,0,0,0.1+0.7*_power],[0,0,0,0.1+0.5*_power],[0,0,0,0]],[0,1*_power,0,0.33*_power,0.66*_power],0.2,(_zVel/10)*_power,"","",_obj] The cl_fire parameter creates no visible flame, and terrible looking smoke. If you use cl_basic instead, you get no visible flame, and some OK looking smoke (but it has some issues as its too white at bottom where flames should be, and plus there is a strange dark red color mixed with the black smoke. Maybe there is a way to open up the game object files and see what fire scripts are built into tanks, fuel trucks etc.? Any help would be greatly appreciated.
  22. Ok, I just tried this and it worked for me (if I understand correctly what you are trying to do). My simple test went as follows, in editor: 1. Placed a civilian bus named "bus". 2. Placed an AI T72 named "t72". 3. Placed an Opfor unit to be player to observe the test. 4. In an OPFOR present tigger I placed this code: commander t72 dotarget bus; commander t72 dofire bus; 5. Put a waypoint on t72 so it moved into trigger area and fired the trigger. When trigger fired, the T72 fired the MG on the bus. It did not fire the cannon. In the T72, the Commander fires the MG, and the Gunner fires the Cannon. Hope that helps.
  23. Maybe you need to command the unit manning that particular turret to fire (using dotarget/dofire or commandTarget/commandFire commands). Although I hear there is a problem finding the gunner of a vehicle with multiple gunner positions, so it might be difficult to know who to give this order to.
  24. johnnyboy

    A campaign reshuffle..

    Love the game, hate the campaign. Its a shame, because only the hardcore ofp fans (like me) will stick with it because of the editor, mods, and user made missions. I've been developing my own mission with voice dialogs, dynamic objectives dependent on character interactions, etc. I've probably have over 100 hours in it of developing and playtesting, and am loving it. But I haven't finished the campaign because it is so weak. So ARMA is great for me, but not for most of my friends who want the game to be fun out of the box (i.e., not hardcore game geeks willing to hunt for user made missions or make their own). This will hurt ARMA sales. Let's hope that they make a great campaign for a future expansion pack.
  25. Thanks for sharing this Special Ed. I use disableai alot, and did not realize that it renabled after a save...
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