MP
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Everything posted by MP
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E-GAD MAN!!! Use WP's for god sake!! I'd say you are fairly new at this editing business so leave all the get po this and getpos that and use WP's untill you have a better grasp of the editor. Just sync it to a trigger for the attack to begin.
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I think u gotta use the support WP for the ammo trucks etc... Not sure myself but I'll find out.. *BUMP*
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Make the mission night time (obiously)(?!). The heli should be in either safe or careless mode.
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Dumb AI comes out of defensive emplacements!
MP replied to Stryder's topic in OFP : MISSION EDITING & SCRIPTING
Hmmm......... Try: Unitname canmove FALSE -
Start mission with 3 rounds io full clip
MP replied to Etraman's topic in OFP : MISSION EDITING & SCRIPTING
Well that's a new one! I dunno, try the ammo slider in unit set up...................... -
WTF is GoZilla??? lol
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radio message when activating a script
MP replied to K6's topic in OFP : MISSION EDITING & SCRIPTING
soldier1 sidechat "TEXT" -
That's the strange thing with WP in flashpoint. Say you have: WP1 WP2 WP3 In WP1 you may have NEVER FIRE In WP2 you may have NO CHANGE In WP3 you may have OPEN FIRE When the soldier gose from WP1 to WP2 he will indeed hold fire... But when WP2 has been activated he will unleash #### because WP3 is a OPEN FIRE. That is indeed a head scratcher. I will recreate the situation and keep you posted. AHHHHHH!!!!!!!!!!!!!!!!!!!!! I was just about to submit this reply when I had this idea. When I'm writing cutscene's/Intro's I don't like to use the LOCKWP command. Instead I give the WP in question a name in the condition field like MOVE1. In the cutscene script simply type: MOVE1=true. Also you might wan't to set his speed to full so he won't go running off in other direction's. He will go straight to WP. If you can give a bit more info it might help me solve the prob (I've never seen this happen before if I'm understanding you right). Q: Is the leader safe,careless,stealth,combat? (Edited by MP at 8:21 pm on Nov. 28, 2001)
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If you think that Space Cadet's script (excellent by the way) might be too strong try this one----->>>>>> _Centre = _this select 0 _area = _this select 1 _guns = _this select 2 _freq = _this select 3 _rounds = _this select 4 _delay = _this select 5 _CentrePos = GetMarkerPos _Centre _cx = _CentrePos select 0 _cy = _CentrePos select 1 _areaX2 = _area * 2 ~_delay _ammoType = "Grenade" #Update ? (ariStop == 1) : goto "End" _a = _guns + 1 _a = _a - 1 #Salvo _tempObj = _ammoType camCreate[_cx + Random(_areaX2) - _area,_cy + Random(_areaX2) - _area,50] ~0.01 ~0.4 _a = _a - 1 _tempObj = objNull ? (_a > 0) : goto "Salvo" _rounds = _rounds - _guns ~_freq - (_guns * 0.4) ? (_rounds > 0) : goto "Update" #End exit In the activation filed of a trigger or waypoint put: ["Targetmarker",Spread,Guns,Reloadtime,Ammo,Delay] exec "light barrage.sqs" e.g: ["marker1",100,4,10,100,15] exec "light barrage.sqs". Marker1 being the marker to target 100 being the spread from the center in meters 4 being the number of guns in the Artillary 10 being the reload time for each gun 100 being the total ammo for the strike 15 being the time it takes for the shell to fly to the target. This is an excellent script (if I don't say so myself) as you can actually hear the shell's falling.
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If you think that Space Cadet's script (excellent by the way) might be too strong try this one----->>>>>> _Centre = _this select 0 _area = _this select 1 _guns = _this select 2 _freq = _this select 3 _rounds = _this select 4 _delay = _this select 5 _CentrePos = GetMarkerPos _Centre _cx = _CentrePos select 0 _cy = _CentrePos select 1 _areaX2 = _area * 2 ~_delay _ammoType = "Grenade" #Update ? (ariStop == 1) : goto "End" _a = _guns + 1 _a = _a - 1 #Salvo _tempObj = _ammoType camCreate[_cx + Random(_areaX2) - _area,_cy + Random(_areaX2) - _area,50] ~0.01 ~0.4 _a = _a - 1 _tempObj = objNull ? (_a > 0) : goto "Salvo" _rounds = _rounds - _guns ~_freq - (_guns * 0.4) ? (_rounds > 0) : goto "Update" #End exit In the activation filed of a trigger or waypoint put: ["Targetmarker",Spread,Guns,Reloadtime,Ammo,Delay] exec "light barrage.sqs" e.g: ["marker1",100,4,10,100,15] exec "light barrage.sqs". Marker1 being the marker to target 100 being the spread from the center in meters 4 being the number of guns in the Artillary 10 being the reload time for each gun 100 being the total ammo for the strike 15 being the time it takes for the shell to fly to the target. This is an excellent script (if I don't say so myself) as you can actually hear the shell's falling.
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OK. Just tried a few of those... I'd say your best bet is LyingCrawlF. You take 1 crawl forward and then control is returned to you.
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Here are different character animations you can use with the playmove or switchmove commands. 5TCoDriver 5TCoDriverV1 5TCoDriverDead 5TCoDriverDying 5TDriver 5TDriverV1 5TDriverDead 5TDriverDying A10Pilot A10PilotV1 A10PilotDead A10PilotDying AH1Gunner AH1GunnerV1 AH1GunnerDead AH1GunnerDying AH1Pilot AH1PilotV1 AH1PilotDead AH1PilotDying BinocCrouchToCrouch BinocLyingToLying BinocStandToStand BinocToCombat BMPCommander BMPCommanderV1 BMPCommanderOut BMPCommanderOutV1 BMPCommanderOutDead BMPCommanderOutDying BMPDriver BMPDriverV1 BMPDriverOut BMPDriverOutV1 MPDriverOutDead MPDriverOutDying BMPGunner BMPGunnerV1 BMPGunnerOut BMPGunnerOutV1 BMPGunnerOutDying BMPGunnerOutDead Cargo CargoDead CargoDying CargoVer1 CargoVer2 CargoVer3 CargoVer4 CargoVer5 CesnaCargo CesnaCargoV1 CesnaCargoDead CesnaCargoDying CesnaPilot CesnaPilotV1 CesnaPilotDead CesnaPilotDying CivilDead CivilDeadVer2 CivilDying CivilDyingVer2 CivilLying CivilLyingCrawlF CivilLyingCrawlL CivilLyingDying CivilLyingNoAim CivilRunF CivilStillV1Civilian standing still pose CivilWalkF CombatDead CombatDeadVer2 CombatDeadVer3 CombatDying CombatDyingVer2 CombatDyingVer3 CombatOptics CombatOpticsF CombatRelaxedDeadVer2 CombatRelaxedDying CombatRelaxedDyingVer2 CombatRelaxedStill CombatReloadMortarEnd CombatRunB CombatRunBDead CombatRunBDeadVer2 CombatRunBDying CombatRunBDyingVer2 CombatRunDeadVer2 CombatRunDying CombatRunDyingVer2 CombatRunF CombatRunFToLying CombatRunL CombatRunLB CombatRunLF CombatRunNF CombatRunR CombatRunRB CombatRunRF CombatRunThrowGrenadeEnd CombatSprintF CombatSprintLF CombatSprintRF CombatStillPlayer CombatStillV1 CombatStrokeGunEnd To hit someone with the butt of your rifle CombatThrowGrenadeEnd CombatToBinoc CombatToCrouch CombatToLying CombatToMedic CombatToPutDown CombatToStand CombatToTreated CombatToWeapon CombatTurnL CombatTurnR CommandEngageAtWill CommandFireAtWill CommandFormation CommandForward CommandHoldFire CommandStop Commander CrouchDying CrouchToBinocCrouch CrouchToCombat CrouchToCrouchSprintF CrouchToLying CrouchToWeapon Driver EffectCombatStand EffectStandmove EffectStandSitDownSitdown EffectStandSitDownVer1 EffectStandSitDownVer2 EffectStandSitDownStillLooks like EffectStandTalk EffectStandSaluteStand and Salute I dare say EffectStandSaluteEnd EffectStandTalkStand and act like you are talking EffectWeaponPanic FXangelStanding rigid with arms to side FXangel2Standing rigid with hands over crotch FXStandAttStand at attention FXStandAttVar1 FXStandBug FXStandDangle FXStandDip FXStandDropTel XStandEndTable FXStandFromDip FXStandFromTableStanding from the chair FXStandhipStanding and shifting on left hip FXStandRotateTableReach down as if about to rotate table FXStandShowTable FXStandStraight FXStandSur FXStandSurDeadAnother dying while standing pose FXStandSurDownStand and put hands behind your head FXStandSurUnivHands behind your head surrendering FXStandToDip FXStandToTelLean in to grab telephone FXStandTelLoopSitting talking on phone FXStandToTelHand FXStandToTable FXStandUnivTableSitting in chair in front of table? Gunner HRLGunner HRLGunnerV1 HRLGunnerDead HRLGunnerDying JeepCoDriver JeepCoDriverV1 JeepCoDriverDead JeepCoDriverDying JeepCoDriverBack JeepCoDriverBackV1 JeepCoDriverBackDead JeepCoDriverBackDying JeepGunner JeepGunnerV1 JeepGunnerDead JeepGunnerDying JeepDriver JeepDriverV1 JeepDriverDead JeepDriverDying LyingCrawlF LyingCrawlL LyingDying LyingNoAim LyingStillV1 LyingThrowGrenadeEnd LyingToBinocLying LyingToCombat LyingToCombatRun LyingToCrouch LyingToPutDownLying LyingToTreatedLying LyingToWeapon Lying to Rocket launcher. M113Driver M113DriverV1 M113DriverOut M113DriverOutV1 M113DriverOutDead M113DriverOutDying M113Gunner M113GunnerV1 M113GunnerDead M113GunnerDying M113Medic M113MedicV1 M1A1Commander M1A1CommanderV1 M1A1CommanderOut M1A1CommanderOutV1 M1A1CommanderOutDead M1A1CommanderOutDying M1A1Gunner M1A1GunnerV1 M1A1DriverOut M1A1DriverOutV1 M1A1DriverOutDead M1A1DriverOutDying M2Gunner M2GunnerV1 M2GunnerDead M2GunnerDying M60Commander M60CommanderV1 M60CommanderOut M60CommanderOutV1 M60CommanderOutDead M60CommanderOutDying M60Driver M60DriverV1 M60DriverOut M60DriverOutV1 M60DriverOutDying M60DriverOutDead M60Gunner M60GunnerV1 Mi17Pilot Mi17PilotV1 Mi17PilotDead Mi17PilotDying Mi24Gunner Mi24GunnerV1 Mi24GunnerDead Mi24GunnerDying Mi24Pilot Mi24PilotV1 Mi24PilotDead Mi24PilotDying MedicToCombat OnChairSitting in chair Para ParaV1 ParaDead ParaDying PBRDriver PBRDriverV1 PBRDriverDead PBRDriverDying PBRGunner PBRGunnerV1 PBRGunnerDead PBRGunnerDying Pilot PutDownLyingToLying PutDownToCombat ScudCoDriver ScudCoDriverV1 ScudCoDriverDead ScudCoDriverDying ScudDriver ScudDriverV1 ScudDriverDead ScudDriverDyingScudCoDriver ScudCoDriverV1 ScudCoDriverDead ScudCoDriverDying ScudDriver ScudDriverV1 ScudDriverDead ScudDriverDying SkodaCoDriver SkodaCoDriverV1 SkodaCoDriverDead SkodaCoDriverDying SkodaCoDriverBack SkodaCoDriverBackV1 SkodaCoDriverBackDead SkodaCoDriverBackDying SkodaDriver SkodaDriverV1 SkodaDriverDead SkodaDriverDying SitDownToStand SitDownDying Stand StandBase StandDead StandDeadVer2 StandDyingVer2Dying while standing StandToBinocStand StandToCombat EffectStandmove EffectStandSitDown EffectStandSitDownVer1 EffectStandSitDownVer2 EffectStandSitDownStill EffectStandSalute EffectStandSaluteEnd StandGetOutTankJump out of tank StandStrokeFist StandStrokeFistEnd StandWalkF T55Commander T55CommanderV1 T55CommanderOut T55CommanderOutV1 55CommanderOutDead 55CommanderOutDying T55DriverOut T55DriverOutV1 T55DriverOutDead T55DriverOutDying T55Gunner T55GunnerV1 T72Commander T72CommanderV1 T72CommanderOut T72CommanderOutV1 T72CommanderOutDead T72CommanderOutDying T72DriverOut T72DriverOutV1 T72DriverOutDead T72DriverOutDying T72Gunner T72GunnerV1 T72GunnerOut T72GunnerOutV1 T72GunnerOutDead T72GunnerOutDying T80CommanderOut T80CommanderOutV1 T80CommanderOutDead T80CommanderOutDying T80GunnerOutV1 T80GunnerOutDead T80GunnerOutDying TractorDriver TractorDriverV1 TractorDriverDead TractorDriverDying TreatedLyingToLying TreatedToCombat UazCoDriver UazCoDriverV1 UazCoDriverDead UazCoDriverDying UazDriver UazDriverV1 UazDriverDead UazDriverDying UH60Gunner UH60GunnerV1 UH60GunnerDead UH60GunnerDying UH60Pilot UH60PilotV1 UH60PilotDead UH60PilotDying UralCoDriver UralCoDriverV1 UralCoDriverDead UralCoDriverDying UralDriver UralDriverV1 UralDriverDead UralDriverDying V3SCoDriver V3SCoDriverV1 V3SCoDriverDead V3SCoDriverDying V3SDriver V3SDriverV1 V3SDriverDead V3SDriverDying Weapon WeaponDead WeaponDying WeaponDyingVer2 WeaponToCombat WeaponToCrouch WeaponToLying ZSUCommander ZSUCommanderV1 ZSUCommanderOut ZSUCommanderOutV1 ZSUCommanderOutDead ZSUCommanderOutDying ZSUDriver ZSUDriverV1 ZSUDriverDead ZSUDriverDying ZSUGunner ZSUGunnerV1 ZSUGunnerOut ZSUGunnerOutV1 ZSUGunnerOutDead ZSUGunnerOutDying Anything starting with FX will need a script to trigger it...
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units not moving to wp after cutscene??
MP replied to Rob's topic in OFP : MISSION EDITING & SCRIPTING
NO NO NO ! ! ! ! ! In the condition box put true... In the Activation box put Cutfinish=true You need to set up a trigger anywhere on the map 0x0 in size. Activation "NONE", and in the Condition box put your "Cutfinish" -
_aunits = units group leader's mane _i = 0 _j = count _aunits #Here (_aunits select _i) action ["EJECT",chopper's name] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_j>_i:goto "Here" exit Here u go...
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Music files and voices and brefing
MP replied to killler63's topic in OFP : MISSION EDITING & SCRIPTING
u also need to be able to write in HTML to write your overview/briefing's... It's not too hard. took me only 3 month's to get it right -
Republic of Ireland...
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Here u go... http://files.ofpeditingcenter.com/ZWA_Desert_Everon1_10.zip :biggrin:
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The best f**king idea I've ever seen up here... *bump*
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You just gotta wait mate... al you'll see mwahahahahaha
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just trying to get the man into scripting
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+ it is (by the law's of phyisic's) impossible to get unlimited fuel into a rocket and the gravity issue.
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Also if you are running a slow processor it need's to process information that is being received from your clients and display them as movement or dieing etc. I get no problems with frame rate and I'm on a 56k dial up
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OK. you can only get at this weapon through script. Here's what you do: 1: Select a civilian man 2: In his Init field type, this addweapon "kozlice". This will give him the gun. 3: Add a ; sign and type, this addmagazine "kozliceball" for a ball shot or "kozliceshell" for a shell shot. You gotta rember corrct spelling or your game will crash to your desktop. So. they should look something like this in the init field: this addweapon "kozlice";this addmagazine "kozliceball";this addmagazine "kozliceshell"
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The reason I rated it so bad was because a friend of mine has only about 3 wekk's experience with the mission editor and he make beter quality mission's than the one's in Between the line's. I mean like COME ON! They use the camera effect's that you get with waypoint's and trigger's. +That first mission where you are a civilian doctor trying to escape from the base... You suddenly turn into a resistance soldier. They obiously never heard of civilian1 setside "guer". IT BITES!!!