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Junker

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Posts posted by Junker


  1. I got the custom sounds and music to work just fine...

    Try this with RSCtitles and music..

    
    class Header
    {
     gameType = Coop;
     minPlayers = 1;
     maxPlayers = 8;
    };
    
    
    
    OnLoadMission = "FOG of WAR: Dolores Assault";
    OnloadMissionTime = False;
    
    
    class RscStdText
     {
    type=0;
    idc=-1;
    style=2;
    colorBackground[]={0,0,0,0}; 
    colorText[]={1,1,1,1};       
    font="TahomaB";
    size=1;
     };
    
    class RscTitles
    {
    titles[]={fog1,fog2,fog3,fog4,fog5,fog6,fog7,test1}; 
    
    
    
    class fog1
    {
      	idd=-1;
      	movingEnable=0;
      	duration=10;
      	fadein=2;
    	fadeout=2;
      	name="fog1";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\fog1.JPG";
      	  	x=0.25;
      	  	y=0.2;
      	  	w=0.5;
      	  	h=0.5;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    class fog2
    {
      	idd=-1;
      	movingEnable=0;
      	duration=5;
      	fadein=0;
    	fadeout=0;
      	name="fog2";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\fog2.JPG";
      	  	x=0.0;
      	  	y=0.0;
      	  	w=1.0;
      	  	h=1.0;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    class fog3
    {
      	idd=-1;
      	movingEnable=0;
      	duration=5;
      	fadein=0;
    	fadeout=0;
      	name="fog3";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\fog3.JPG";
      	  	x=0.0;
      	  	y=0.0;
      	  	w=1.0;
      	  	h=1.0;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    class fog4
    {
      	idd=-1;
      	movingEnable=0;
      	duration=5;
      	fadein=0;
    	fadeout=0;
      	name="fog4";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\fog4.JPG";
      	  	x=0.0;
      	  	y=0.0;
      	  	w=1.0;
      	  	h=1.0;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    class fog5
    {
      	idd=-1;
      	movingEnable=0;
      	duration=5;
      	fadein=0;
    	fadeout=0;
      	name="fog5";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\fog5.JPG";
      	  	x=0.0;
      	  	y=0.0;
      	  	w=1.0;
      	  	h=1.0;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    class fog6
    {
      	idd=-1;
      	movingEnable=0;
      	duration=5;
      	fadein=0;
    	fadeout=0;
      	name="fog6";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\fog6.JPG";
      	  	x=0.0;
      	  	y=0.0;
      	  	w=1.0;
      	  	h=1.0;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    class fog7
    {
      	idd=-1;
      	movingEnable=0;
      	duration=1;
      	fadein=0;
    	fadeout=5;
      	name="fog7";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\fog7.JPG";
      	  	x=0.0;
      	  	y=0.0;
      	  	w=1.0;
      	  	h=1.0;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    class test1
    {
      	idd=-1;
      	movingEnable=0;
      	duration=10;
      	fadein=0;
    	fadeout=0;
      	name="test1";
    	sizeEx=1;
      	controls[]={"Pic","Text",};
    
      	class Pic : RscStdText
    	{
      	  	style=48; 
      	  	text="image\test1.PAA";
      	  	x=0.0;
      	  	y=0.0;
      	  	w=1.0;
      	  	h=1.0;
    		sizeEx=0.05;
    	};
      	class Text : RscStdText 
    	{
      	  	text="";
    		colorText[]={1,1,1,1};
    		font="TahomaB";
    		size=0.8;	  	  	
      	  	x=0.095;
      	  	y=0.3;
      	  	w=0.8;
      	  	h=0.05;
    		sizeEx=0.03;
    	};
    
    };
    
    };
    
    
        class intro1
        {
             name = "intro1";
             sound[] = {\music\intro1.ogg, 1.0,1.0};
             titles[] = 
             {
             };
        };
    
    };
    


  2. i think police needs some sort of stun weapons ...

    close range stun (electric shock)

    and medium range (~50-100m) stun (e.g. net thrower or tranquilizer)

    that waythey can catch someone w/o killing

    you could script a silenced hand gun to disable the guy in front of you smile_o.gif Just remove the bullet as soon as you fire it smile_o.gif


  3. Ok, Can I just copy

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_i = 10

    #loop

    _bomb = _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType setPos [getpos _bomb select 0, getpos _bomb select 1, (getpos _bomb select 2) +2]

    _i = _i -1

    ? _i < 1: goto "next"

    goto "loop"

    #next

    _theObject setdammage 1

    civvy1 globalchat "Large"

    exit

    into each of the bomb sizes? SO jus replace all of them with that? Or do they need to be modified for each thing?

    ~~EDIT~~ Nevermind, got it working. All sizes work as they should. I also edited the height to .1 and now I can use missles or rockets and they still explode cuz there practically on the ground. Also, when it was set at 2, I could see the ammotype/object actually fall from the sky, so that was no good either, but now it is working and doing it's jobs at 35 m and doing the damage, so thank you both very much!

    and you learned alot out of this too smile_o.gif


  4. check the filters, make sure you havnt typed anything in the server name thingy.

    make sure all the buttons are right and try again.

    If that dont work check your firewall exceptions or block list just in case it accidentally blocked itself wink_o.gif


  5. That's because you're trying to setpos an ammotype, not an object tounge2.gif I didn't look into the whole script, but try this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bomb = _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _bomb setPos [getpos _bomb select 0, getpos _bomb select 1, (getpos _bomb select 2) +2]

    Well, I didn't get an error, but a new problem has arrisin. Now the "bomb object" starts out in the sky, flys about 10 feet over and then explodes away from the actual spot the IED should be. Looked like an RPG fired out of the sky... But thanks, were getting closer to a finished product lol

    change ammotype Your using rockets and they will fly off.

    Try tank type shells.

    Weapons and Ammo Classes

    change this part

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Deterimine the ordinance used to create the explosion

    ? (_theExplosion == "Small") : _ammoType = "R_PG7VR_AT"

    ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA"

    ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA"

    ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB"

    AT And AA are no good for IEDs smile_o.gif


  6. Madus

    Can up explain why multiplayer has hit rock bottom. I ask this because alot of my friends need to know. Some like Arma, but they are short on servers. They try to connect to a ctf and there is none. they ask me "where are they" So what do i say?

    Id say "START YOUR OWN" because thats what everyone else isnt doing and thats why there are none.

    People are just searching for CTF - PvP servers when there is a lack of them, IF YA BUILD IT THEY WILL COME wink_o.gif


  7. all you need know is a mission concept that can support and cope with this type of PvP   smile_o.gif

    Mass scale PvP sounds like a good idea even tho im a Co-Op Fan i could be CONVERTED   :P

    IDEA of mine is a supply line type mission or FRONTLINE type mission (Like WW2 ONLINE) wink_o.gif


  8. Try this

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_i = 10

    #loop

    _bomb = _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType setPos [getpos _bomb select 0, getpos _bomb select 1, (getpos _bomb select 2) +2]

    _i = _i -1

    ? _i < 1: goto "next"

    goto "loop"

    #next

    _theObject setdammage 1

    civvy1 globalchat "Large"

    exit

    Not tested it so it might not work


  9. id script like this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_i = 10

    #loop

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType setPos [getpos _bombLoc  select 0, getpos _bombLoc  select 1, (getpos _bombLoc  select 2) +2]

    _i = _i -1

    ? _i < 1: goto "next"

    ~0.4

    goto "loop"

    #next

    _theObject setdammage 1

    civvy1 globalchat "Large"

    exit

    Something like this.

    Alrighty, now I'm lost more... Does that stay the same for basicly all of it? Just the ammo-type changes?

    ~~EDIT~~ I tried just erasing the entire Large section of the script and adding yours. It works, but with an error at the top-left which I didn't right down. As well as it seems like it explodes like 3-4 times.. My guy gets damages, then damaged again, then damaged again, then finially it will kill me, but by that time i'm looking up at the sky and badly damaged, where i'd like it to just BAM and either wound me if i'm to far, or kill me if i'm in range.

    if ya want one big bang take out the ~0.4 line.

    As for the error i need to know whats causing it so plz post the error here smile_o.gif


  10. id script like this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_i = 10

    #loop

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType setPos [getpos _bombLoc  select 0, getpos _bombLoc  select 1, (getpos _bombLoc  select 2) +2]

    _i = _i -1

    ? _i < 1: goto "next"

    ~0.4

    goto "loop"

    #next

    _theObject setdammage 1

    civvy1 globalchat "Large"

    exit

    Something like this.


  11. Scripted AI = they do the same thing every time - in the same places at the exact same times.

    ArmA uses a function that make s the AI think for it self and decide weather to attack - defend or retreat.

    I wish a dev would support us on this theory smile_o.gif

    Over to you SUMO :P

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