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Everything posted by KingN
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Have you checked that you have put the overview file in the same folder with the briefing file?
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I know a good briefing & overview generator too. The marker jumping thing is easy to use in this one: Just give the name of the marker for the generator. You can also create an overview with a picture for your mission which can be seen in single missions menu. Please try it, it's good! Â It can be found in here: http://flashpoint.bonusweb.cz/download/ofpprogramy.html it's the briefing & overview generator 2.0
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use this script in the units init line: this moveincargo 'nameofchinook'
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Adding me own sound but i hear nothing
KingN replied to Gen_Faculty's topic in OFP : MISSION EDITING & SCRIPTING
Check that the ogg sound plays with 22khz. I had the same problem. First I put a sound file with 44khz and it didn't work for some reason. Then I tried to convert the file again with 22khz and it worked. Don't ask why! -
You can get the modelled FAMAS assault rifle at: http://www.operationflashpoint.cz/
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The UN addon is a good and wide addon. And I'm even making a campaign for it on the desert malden. You are a member of a finnish UN group . The only thing that the addon is lacking is the finnish XA-185 Sisu, which is used by UN.
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Can not get units out of a boat after giving them:
KingN replied to sealion's topic in OFP : MISSION EDITING & SCRIPTING
Yes, it seems that you didn't read my last reply to your topic where you asked this. Just use 'transport unload' and they will come out nice and easy. But what does the 'unload' mean, does anybody know? Or does it mean that the driver come out, because the 'get out' means the same thing. -
Right! when are we gonna get this "oxygen"?
KingN replied to Gen.Carnage's topic in ADDONS & MODS: COMPLETE
Hey, or would you add a cool cannon on the roof? -
Right! when are we gonna get this "oxygen"?
KingN replied to Gen.Carnage's topic in ADDONS & MODS: COMPLETE
Also note that your XA-180 is a little bit too tall and a bit too short. Here's a pic of it. -
Ok.... this is going to sound really stupid....
KingN replied to XtremeX19's topic in ADDONS & MODS: COMPLETE
http://www.operationflashpoint.cz/ Â --- This page is also a really good one. There are dozens of addons, Island, and missions. It's is my favourite. Â -
go to http://www.ofpeditingcenter.com/tutorial.shtml There is some tutorials and a good example mission for camera scripting.
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_cam camsettarget 'targetunitname' The camera will target the moving unit wherever it goes.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Mar. 11 2002,17:23)</td></tr><tr><td id="QUOTE">Umm... To get them into two different boats, dont make the boats part of the group the soldiers are in. Instead, name the boats, ie. "boat1" "boat2" and to the init fields of the solders put in "this moveincargo boat1" or "this moveincargo boat2" to get them sitting in the boat at the beginning.<span id='postcolor'> heh, I already wrote that yesterday on the other topic with the same title and by sealion but oh well... Â
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Does somebody know a good text-to-voice generator wich doesn't sound like a robot?
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It's 'Transport unload', not 'Unload' . I think that the 'Unload' means that the boat crew will come out from the boat and 'Transport unload' means that the boat unloads the units from the cargo of the boat.
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I know. I've got the same problem in my other computer. There was missing a plugin but I don't know what it ment... . The audio stream was kinda laggy too.
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Rename the two boats, Boat1 and Boat2. Then write this script to the first 6 units' init line: this moveincargo Boat1 and this to the 6 others: this moveincargo Boat2. Now the units are grouped already at the beginning of the mission, and gathers when the group has landed from the boats.
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How do i get this camera effect?
KingN replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
the easier way is to make a trigger. Then select 'effects' in the trigger. Then choose 'text' and 'black in' from the title box at the bottom of the window. The problem is only when you start the mission is that the trigger activates with a small delay so the fade-in will happen with a little delay too. If you want that the delay will not happen you must do it with a bit harder way. This is the way you do it: 1)open the note pad in windows. copy this script in there:   titleCut ["","BLACK IN", 2] (the number means the time to fade in in seconds) 2)save this document in your mission folder (users->your name->your mission) as init.sqs  -  remember to choose 'all files (*.*)' now the game will automatically run the init.sqs at the beginning of the mission. Now there shoudn't be any delay with the fade-in reply if it doesn't work -
That is a really good one. Thanks!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Roundboy @ Mar. 06 2002,05:42)</td></tr><tr><td id="QUOTE">I have script to call a heli from the base to my position.. It takes off, and basically flys to within 75m and drops an ammo crate via parachute.<span id='postcolor'> How did you do this ammocreate delivery via parachute? Does it look nice and what is the possible script for this. I could use it too in my missions.
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I'm quite sure that I've seen some pictures of MH-6 nontextured models at http://www.ofpeditingcenter.com/ some time ago but I'm not sure. At least it looked just like that chopper...
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I think this has been asked a million times but how can you make an objective where you must blow up a fuel station? Or how can I know the name of a specified fuel station?
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Deactivate and activate triggers
KingN replied to EagleEye(SW)'s topic in OFP : MISSION EDITING & SCRIPTING
I have done a mission like this before. But I do it this way and it works. 1. First make a trigger where you put:    condition: true    on activation: aliveangelina=true 2. And another trigger where you put:    condition: not (alive angelina)    on activation: aliveangelina=not true; deadangelina=true 3. then group the extraction point area trigger with the player and put into the trigger activation 'whole group'. Then put:    condition: this    on activation: resulttest=true 4. Then make a new trigger again where you put:    condition: resulttest and aliveangelina    Type: loose    effects -> titles ->text: Angelina survived\nMission failed (or something like that ) 5. And the another trigger:    condition: resulttest and deadangelina    Type: End #1    effects -> titles ->text: Mission Accomplished this should make a system where you loose when got to the extraction point and angelina is alive and win if she is dead. Hope this helps you through the problem. Reply if it doesn't work  -
great, thanks!
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It can be done. Put after the cycle-waypoint the waypoint set you want the unit to do after the cycling. Then make a trigger where you put the conditions what you want the cycling to break with. then choose 'switch' from the 'type' in the same trigger. This isn't necessary but you can set the axis a and axis b to 0 because the ranges are not meaning nothing in this case. Then synchronize this trigger with the cycle waypoint with the synchronize tool. Now it should be done! Â ps: Note that the unit stops the cycling immediately after the synchronized trigger activates and continues with the next waypoint set.