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Everything posted by law-giver
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Why not use this script by Doolittle. It does exactly what it says on the tin! Vehicle.sqs requiredVersion "1.91" ? not local Server : exit _obj = _this select 0 _pos = getPos _obj _dir = getDir _obj _type = typeOf _obj _group = group _obj _crew = [] "_crew = _crew + [typeOf _x]" forEach crew _obj "_x addEventHandler [""Killed"", {(_this select 0) removeAllEventHandlers ""Killed""; (_this select 0) setPos getPos (_this select 0); deleteVehicle (_this select 0)}]" forEach crew _obj #clear _t = 0 #alive ~3 ? not alive _obj : _delay = 120; goto "notalive" ? fuel _obj == 1 : goto "clear" ? count crew _obj != 0 : goto "clear" ? _t == 0 : _t = _time + 110 ? _t > _time : goto "alive" "_obj removeMagazine _x" forEach magazines _obj _obj setFuel 0 _obj setDamage 1 _delay = 10 #notalive ~_delay deleteVehicle _obj ~1 _obj = _type createVehicle _pos _obj setDir _dir ? count _crew < 1 : goto "clear" Soldier = [] _crew select 0 createUnit [_pos, _group, "Soldier = this"] Soldier moveInDriver _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 2 : goto "clear" Soldier = [] _crew select 1 createUnit [_pos, _group, "Soldier = this"] Soldier moveInGunner _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 3 : goto "clear" Soldier = [] _crew select 2 createUnit [_pos, _group, "Soldier = this"] Soldier moveInCommander _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] goto "clear" It works a charm. Just type [this] exec "vehicle.sqs" or [this, 60] exec "vehicle.sqs" in the init line and change the 60 to whatever you want. Or am i missing the point. You want vehicles to respawn when you've captured a town or sector or something? Like in Battlefield or Riverbattle if so ignore my suggestion.
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vehicle respawn & teammate location prob
law-giver replied to Lister's topic in OFP : MISSION EDITING & SCRIPTING
Hi Lister Solved it for you. I never loaded the script until now. Goto the #init line and change the _t = 0 to _t = 60 or whatever the delay you want. I tested it and it worked fine. Hope that helps. I will sort the markers out for you asap. Jon  Edit your original script above not the one i put up. -
vehicle respawn & teammate location prob
law-giver replied to Lister's topic in OFP : MISSION EDITING & SCRIPTING
I didn't know you only had OFP 1-46. Just edit the line in you original script _vdelay = 150 and change the 150 to the time your happy with. Hope that helps! Or go and buy resistance, i bought all 3 for a tenner as a backup to my originals. Cheap! Oh and as for the markers i can send you a demo with just the markers if ya want. Its only a simple marker demo it puts an X on all players. You can figure the rest out. -
Hi C4P741N I have a mission just like the one you want to make. You play along with west ai soldiers against ai east soldier who take the sectors and parachute in at last captured sector when you die or at your base if you have no captured sectors. The ai call in artillery or air and armored support. Which continuously respawn. Also implemented Robino's chopper script wich picks you up in a chopper and drops you where you want. And KaRRiLLioNs GUI ammocrate script. And other scripts. I originally uploaded an older version at ofpec but the reviewer played it in SP mode instead of multiplayer so reviewed it with a 4 point score. I was gutted. You can also select morning/day/evening/night and view distance etc. Variable weather in game. I use bremmers ai script as well as spawnman scripts modified by spankmeyer. I play mine offline on my own and haven't uploaded it as i'm a tight git! I can send it to and you can rip it apart if you want. I have a version with waypoints and 1 without. It has a lot of addons but i can change it for you if you want. I have HYK west and ICP east CBT Hmmwvs Bas choppers etc. Looks like i'm trying to sell my mission but i aint, like i said i'm a tight, selfish northern git! Or if you want i cand send you just the sectors which were originally taken from doolitle mission. Or ignore this drivel and tell me to STFU! Cheers!
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vehicle respawn & teammate location prob
law-giver replied to Lister's topic in OFP : MISSION EDITING & SCRIPTING
Hi Lister This is a better script by Doolitle Vehicle.sqs requiredVersion "1.91" ? not local Server : exit _obj = _this select 0 _pos = getPos _obj _dir = getDir _obj _type = typeOf _obj _group = group _obj _crew = [] "_crew = _crew + [typeOf _x]" forEach crew _obj "_x addEventHandler [""Killed"", {(_this select 0) removeAllEventHandlers ""Killed""; (_this select 0) setPos getPos (_this select 0); deleteVehicle (_this select 0)}]" forEach crew _obj #clear _t = 0 #alive ~3 ? not alive _obj : _delay = 120; goto "notalive" ? fuel _obj == 1 : goto "clear" ? count crew _obj != 0 : goto "clear" ? _t == 0 : _t = _time + 110 ? _t > _time : goto "alive" "_obj removeMagazine _x" forEach magazines _obj _obj setFuel 0 _obj setDamage 1 _delay = 10 #notalive ~_delay deleteVehicle _obj ~1 _obj = _type createVehicle _pos _obj setDir _dir ? count _crew < 1 : goto "clear" Soldier = [] _crew select 0 createUnit [_pos, _group, "Soldier = this"] Soldier moveInDriver _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 2 : goto "clear" Soldier = [] _crew select 1 createUnit [_pos, _group, "Soldier = this"] Soldier moveInGunner _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 3 : goto "clear" Soldier = [] _crew select 2 createUnit [_pos, _group, "Soldier = this"] Soldier moveInCommander _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] goto "clear" This removes killed drivers, gunners so the vehicle can respawn when left or destroyed. I asked Doolittle to fix that problem which he kindly did. I think the one you have is an older version. Just type this in the init line of the vehicle: [this, 120] exec "vehicle.sqs"; Where i have put 120 you can put whatever you want its a time delay exexcuting the script. Hope that helps. ;-) -
PRiMEs Revive/Respawn/Spectate
law-giver replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Nice one Prime. Love it! Jon -
Put petrol in it. Sorry couldn't resist it!
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Nice one mate. Downloading now! And merry xmas. Jon
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Error has now gone after installing AGS. Thx guys. Doh!
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I get a missing ags_inds\hanger.p3d (magic) error when firing it up in the editor. Despite that i like it. Maybe it's about time i made my own island! Jon Â
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Works a treat now, thx Viper. Now to try your mission out! Jon
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Now thats a shame!
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HI viper. I can't seem to download from the link you supplied!
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I'm running FDF 1-3 and it works no probs but i still get an error: no entry 'config.cpp/cfgweapons.machinegun7_6_E' other than that it works a treat. But i still get my ass kicked. About time i say!
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Hi djukel I get an error when starting @GMR ( no entry 'config.cpp/cfgweapons.machinegun7_6_E' ). Also the reinforcement eta text in the top right of the screen is merging with the eta time text. A small gripe! And the ai commando captured my supply depot and when i was firing at him, missing many times he never fired a single shot. Maybe he was out of ammo. Besides the small gripes this is a very enjoyable mission idea. Getting my ass kicked! Other than that it works a charm! Can't wait for further updates! Good job! Jon
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Man this looks like the one to get me back online. As i'm a big fan of Battlefield. I dont play online much these days as its becoming a little stagnant in my opinion. I fired this up on my own just to be nosey and it came up with an error relating to east money. Love the gui interface. When i can be assed i will put the error message up. I cant wait for you to finish this one. Keep up the good work mate. I'm glad your still doin' what you do best. Will be keeping an eye on this one!
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UH! Now i am confused! Where's my brain?
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Problem with this description.ext
law-giver replied to cobra@pulse's topic in OFP : MISSION EDITING & SCRIPTING
No problem m8. The sample loadout i sent you did you try that out. As that works. Use it as a template. Do you have the right class names for weapon and mags. -
Viper i noticed that because you've increased the base defences the ai commander builds some of them overlapping one another making it look shitty. I've seen this happen twice now. No other problems so far and i'm playing it to death. I'm modifying my own version now from the default 1-16. I won't use anything you've modified yourself Viper. I'm using only what i've done myself so far. I will not upload your version i have modified either. Will keep to myself. Thx m8
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Will send you the scripts that i've edited, and i wont send you the wall addon. It's implemented in mine. Also i have random roaming tanks like Cleanrock has in his and the defensive armor also. Which patrols the town. As for yours mate it's definately better and harder. I've being playing it none stop. I went off CTI as i got bored of it. But this rocks man. The extra money helps to build the base up which is an excellent idea. The town capture is no walk over. I've been playing flashpoint since it came out so i aint no noob. And this is fun. I can't think what else you can do to improve it but if you do i cant bloody wait. I emailed you my version including all 4 modified scripts, ctitc wall addon, baracken buildings, obs' tower and ShedSmall, random roaming tanks and patrolling defensive town armor all included in my version. My version of yours Viper is kick ass now! Might change the armor and use sigma6's or RHS's or something similar. Night all!
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Viper i have now added the ctitc_wall if your interested. The default concrete wall is shit if you ask me. It auto aligns too. If ya want i will send you a demo of it. Right what next? Oh i didn't realise you were a fellow northener. But i now live in the posh south. Jon [Tank-Buster aka Law-Giver]
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Problem with this description.ext
law-giver replied to cobra@pulse's topic in OFP : MISSION EDITING & SCRIPTING
Sent you an email. Hope it helps m8. -
Thx m8 downloaded no probs now. I get an error: Error loading fdf_w13\uzi\fdf_uzi.p3d (magic) It works ok but i thought i'd point it out.
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Er slight problem the download says it's not a valid archive.