

Junker
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Everything posted by Junker
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I used to build missions on my 800 and when that started to slow down i knew it was time to delete a few units and finish it, This way i could calculate the lag factor on the server and other peeps computers. The best thing i got the other day was the Spawnmanager2 script very handy to have. REMEMBER: its not about the number but about where you place the enemy units, And the terrain around them. mission makers should TEST TEST TEST TEST
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i was making a test platform for some drop effects so i could see how it would react on a dedicated server, When we tested it peeps liked that much i started to build on it. The mission is about a Town that gets attacked by some sort of unknown enemy and totally wipes out the population, You mission is to go in and see if there is any survivors and see what did happen. MontignacMysteryv1.0 Still in BETA form but im still working on it when i get time  Need CoC Mines Addons Let me know what you think. ScreenShots Pic1 Pic2 Pic3 Pooo posted in wrong thread   sorry Â
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nope thats the updated version. added a few more effects and still building on it
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Mp, rapelling and snypers support pack
Junker replied to Harkonin's topic in OFP : MISSION EDITING & SCRIPTING
did you make it local ? and not Global. -
i say go with the good old fasion way
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i thought these zombies had a new animation with arms streched out and waddle like a penguin ? Or am i missing here ? Maybe a readme with the PBO would help
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Protected spwn zne , intruders blwn away w\ bombs
Junker replied to —=R.I.P.=—™'s topic in OFP : MISSION EDITING & SCRIPTING
i dont like the idea of killing peeps in a protected area so i just Teleport them back to there Spawn area -
I have tried this script and it was cool but it does lag the server at the beginning ALOT. Is there any way you can remove the units 1 by 1 so it doesny pause the players for 10 seconds and create MASS LAG
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SES server will ask all peeps using ECP to turn it off because it does make some players or the server crash out.
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open the mission.sqm in notepad and remove the addon from the 2 lists at the top then scroll down and look for it. When you find it relplace the name with a OFP Stock weapon then save it and run mission.
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lol thats a good old lolsav mission, i helped him test that baby
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Setting an objects height the height of another..
Junker replied to MrZig's topic in OFP : MISSION EDITING & SCRIPTING
i thought the simple This getpos(setpos Plane) would work -
you gotta put that stuff in a script then name the rock, and put this in the init line [rock] exec "smoke.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">drop ["cl_basic" , "" , "SpaceObject" , 120 , 20.0562 , [10534.3,4082.84,-0.00135422] , [1.5,1.5,0] , 1 , 33.7672 , 41.1997 , 0 , [0.249984,75.9701] ,[[0.79291,0.964957,0.132767,0.447407],[0.62,0.72,0.81,0.75],[0.62,0.72,0.81,0.75],[0,0,0, 0.1]] , [0] , 0.2 , 0.2 , "" , "" , _rock]
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Mp, rapelling and snypers support pack
Junker replied to Harkonin's topic in OFP : MISSION EDITING & SCRIPTING
add a finishing animation like a get out of tank anim or something like that. -
I made a LST Smoke while travelling along <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_jet = _this select 0 ; colours _left = [0, 0, 0, 0.2] _left2 = [0, 0, 0, 0] #loop ~0.1 drop ["missilesmoke", "", "Billboard", 1, 20, [0, 0, 0], [0, 1, 0], 1, 0.9, 1.1, 1, [5, 50],[_left,_left2],[0],0.1,2,"","",_jet] ~0.1 drop ["missilesmoke", "", "Billboard", 1, 60, [0, 0, 0], [0, 1, 0], 1, 0.9, 1.1, 1, [5, 50],[_left,_left2],[0],0.1,2,"","",_jet] ~0.1 drop ["missilesmoke", "", "Billboard", 1, 10, [0, 0, 0], [0, 1, 0], 1, 0.9, 1.1, 1, [5, 50],[_left,_left2],[0],0.1,2,"","",_jet] ~0.1 drop ["missilesmoke", "", "Billboard", 1, 15, [0, 0, 0], [0, 1, 0], 1, 0.9, 1.1, 1, [5, 50],[_left,_left2],[0],0.1,2,"","",_jet] ~0.1 drop ["missilesmoke", "", "Billboard", 1, 5, [0, 0, 0], [0, 1, 0], 1, 0.9, 1.1, 1, [5, 50],[_left,_left2],[0],0.1,2,"","",_jet] goto "loop" drop ["missilesmoke", "", "Billboard", 1, <span style='color:red'>20</span>, <span style='color:green'>[0, 0, 0]</span>, [0, 1, 0], 1, 0.9, 1.1, 1, [5, 50],[_left,_left2],[0],0.1,2,"","",_jet] You need to change _left = [0, 0, 0, 0.2]               _left2 = [0, 0, 0, 0] 1st number is RED  2nd Number is Green 3rd Numer is Blue  4th Number is the Transparentcy all ranging from 0 > 1. _left is the start of the smoke and _left2 is the finish of the smoke which is 0 Transparent so it will Fade to Nothing. you need to change the height of the smoke where you want it to come from Hi-Lighted in <span style='color:green'>GREEN</span>. The time the particles are alive is hi-lighted in <span style='color:red'>RED</span> The last number is what i call a waver, it will make the carticle move about in a random radius in this case of 2 metres Hope this helps not done the drop command in ages so some of this stuff might be incorrect  :S WARNING: dont touch the underline number  Best thing to get is the Vektorboson Drop Tutorial  Try this mission for sci-fi stuff:P MontignacMysteryv1.0 This has loads of Lighting affects using the Drop command.
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all of the group zombies brings up an error too.
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nice addons Trace but just 1 little detail The story with zombies is that they only can be killed by seperating the head from the body or penetrating the brain. So your headless zombie (although looks good) Is incorrect. Junkz
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Car wait until team gets in?
Junker replied to kittycat's topic in OFP : MISSION EDITING & SCRIPTING
Do ya want the car to be full..? If so do this. Make a trigger and add this Condition: ? (count crew Carname == 4) Activation: Carname setfuel 1 Hope that helps Junkz -
there is a command to put peeps in the building at a certain position. Something like this<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos ((object 197765) buildingpos 1) only works on some buildings. Lipany Office Building has 27 positions 2 Floor Flats has 7 positions You just need to test Warning: If you got out of position range you will end up at position 0,0,0 and drown  :P Junkz
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Disabling cadet options
Junker replied to Charlie-SWAF-'s topic in OFP : MISSION EDITING & SCRIPTING
just add a trigger to end it much easier and quicker. Condition: CadetMode Ending: End#1 Activation: ForceEnd. Easy :P -
Order the gunner of my tank to target
Junker replied to PicVert's topic in OFP : MISSION EDITING & SCRIPTING
All work but the cannon did not take the target it stay horizontaly and if I give the target by menu to the gunner, the cannon move up. I wish to find a solution for the cannon move up but by script and not by give the order to target by target menu in game... Please HELP lol  Edit : It seems that when dowatch the turret turn to target (good) then when dotarget the yellow square is there (good), but if I put commandtarget nothing append ... and fire is good too the tank fire but not use target it fire horizontaly cause it not take the target proper insted I give the target Heli H by target's menu in OFP ... PicVert the fire command needs the exact weapon to fire you need to read up on weapons and ammo in the unofficial Tut for weap names. T80 = "GUN125" -
Removeallweapons this is the right way Â
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You can put addaction on a vehicle. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_button = _vehiclename addaction ["Ejectorseat","Gonna.sqs"] But it will show when you get close to the car. If you want it to show when you get in the car use the eventhandler or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Vehiclename = _this select 0 #start ? (count crew _unit == 0): goto "start" ~0.01 _vehiclename removeaction _Button ;now put what ever you want under here;) Try this anyway it works for me ;) BTW only prob is you cant make cutscenes execute from this it will only show to those in the car
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Order the gunner of my tank to target
Junker replied to PicVert's topic in OFP : MISSION EDITING & SCRIPTING
try commandfire cus the fire option seems to make the AI fire in the air :S -
Order the gunner of my tank to target
Junker replied to PicVert's topic in OFP : MISSION EDITING & SCRIPTING
does the script contain Unitready _unit do the script wait for each command to complete. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _the select 0 _target = _this select 1 _unit reveal _target _unit commandtarget _target _unitready _unit ~1 _unit dofire _target exit Not tested this but i think it would work