Maj Chip Hazard
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Switching between follow/fixed cam
Maj Chip Hazard replied to kittycat's topic in OFP : MISSION EDITING & SCRIPTING
First thing you need to make clear is what follow/fixed mean. Do you mean the camera tracks(follows) then the camera's POV stops tracking while the plane fly's through the shot, or do you mean the actual camera is moving with the plane, and then the camera stops moving, but continues tracking the plane? I can tell you either way will require a bunch of scripting using triggers or timers. -
AI stops moving after 2nd wypnt or move..
Maj Chip Hazard replied to Maj Chip Hazard's topic in OFP : MISSION EDITING & SCRIPTING
Have not tried that, but I can't see any reason that my AI's won't move more than two move commands, or move past the second waypoint in the waypoints they were given in the editor. I did try on an empty map and got my AI to move more than one move command, I might have too many objects around or something, I just don't know. I also noticed that the distance between the AI and the marker I am telling him to move to makes a difference. If I put just one marker, tell the AI to move to it, if it is farther than a certain distance, my AI just stands there, and the distance is not very far. I am having some other funny things happen that never happend before, like my scripts not saving, or maybe they are saving, but OFP isn't picking up the edited script when previewing, even after editing a few times and saving, none of my changes were in effect. I had to quit the game and restart it for it to pick up the changes in my script. I must be having something funky going on. -
AI stops moving after 2nd wypnt or move..
Maj Chip Hazard posted a topic in OFP : MISSION EDITING & SCRIPTING
I am having trouble getting AI men to follow a pre-determined course through a town. I tried waypoints but the AI stops at the second one and refuses to move from there. I tried scripting the movements using markers and "<unitname> doMove getMarkerPos "<markername>" ", also 'commandMove' in place of 'doMove', and the same results as using waypoints. The AI will move to the first marker, then will move to the second marker, but refuses to move after that. I tried making the markers and waypoints close together but got the same result. I am not using markers and waypoints at the same time. When using markers I put game logic's at marker pos and check distance from unit to game logic. marker_1 = the marker on the map GL_1 = game logic myguy = the unit I am trying to move <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL_1 setPos getMarkerPos "marker_1" GL_2 setPos getMarkerPos "marker_2" GL_3 setPos getMarkerPos "marker_3" #mark1 ~2 myguy doMove getMarkerPos "marker_1" @(myguy distance GL_1 < 4) #mark2 ~2 myguy doMove getMarkerPos "marker_2" @(myguy distance GL_2 < 4) #mark3 ~2 myguy doMove getMarkerPos "marker_3" @(myguy distance GL_3 < 4) I have tried many different versions of the above code, even looped each section at the labels where if the AI was greater than distance 4, it would loop back to label to tell him to move again to same marker until he was close enough. I haven't had this problem before and wondering if anyone has experienced it. Recap: AI carries out first order to move, then carries out second order to move, but will not move a third time either with waypoints or scripted. -
Looking for expierenced scripters
Maj Chip Hazard replied to NeoKabookie's topic in OFP : MISSION EDITING & SCRIPTING
Kinda sounds like it would be fun. -
Enter area=soldier kill
Maj Chip Hazard replied to slimady's topic in OFP : MISSION EDITING & SCRIPTING
That is all you have to do, the trigger will do what it is supposed to do in 7 seconds which is "kill anyone in the trigger list", IF the soldier has returned to the playzone before 7 seconds is up, he will NO LONGER be in the triggers list when the trigger reaches it's 7 second timer. Only a soldier that is STILL in the trigger area at the end of your 7 second timer will be killed. You do not have to stop the timer. It won't kill your soldier for starting the timer, only will kill him if he is still there when time is up. -
Doesn't a camcreated "pipebomb" explode about 30 seconds after it is created? Happened to me.
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A new slant on resistance
Maj Chip Hazard replied to wildbrumby's topic in OFP : MISSION EDITING & SCRIPTING
Good advice about the waypoints. -
Errrr! need help (didn't work)
Maj Chip Hazard replied to Lynxy's topic in OFP : MISSION EDITING & SCRIPTING
Still vibrates with no delay in loop? I was wondering if it would work different for someone else, it is perfectly still and quiet on my machine. Good luck. Wonder if anyone has made a crash-landed plane as an object, that would be the best solution I think. -
Errrr! need help (didn't work)
Maj Chip Hazard replied to Lynxy's topic in OFP : MISSION EDITING & SCRIPTING
I don't know if you want to use a looping script to keep the plane in position, but I got an SU-25 to sit on ground with gear up like this: Place empty SU-25, "flying" In init field: Â this exec "yourloopingscript.sqs" "yourloopingscript.sqs": _this setfuel 0 #loop _this setvelocity[0,0,0] _this setpos[getpos _this select 0, getpos _this select 1,-1] goto "loop" The engine will run for approx. 10 seconds then shut off due to lack of fuel. 0 for the z value will put it at the height it would be if gear were down. -1 for the z value puts in on the ground. Anything lower than -1, ie. -1.1 puts it too low, and it slides backward. The loop keeps it from leaning backward into the ground, then popping back up again. I found any delay in the loop causes the plane to shake. -
A new slant on resistance
Maj Chip Hazard replied to wildbrumby's topic in OFP : MISSION EDITING & SCRIPTING
Sorry, but I have to ask since you put this in your post. op·press, op·pressed, op·press·ing, op·press·es -To keep down by severe and unjust use of force or authority: a people who were oppressed by tyranny. -To weigh heavily on: Poverty oppresses the spirit. -Obsolete. To overwhelm or crush. I assume you are talking about Iraq, perhaps you meant liberate. -
DOH! Now all I need is an instruction booklet telling me how to read the manual... LOL
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I was playing around with variables and such, trying to gain a better understanding of how these scripts and variables are interpreted. I found that if I create a global variable in the script called by the trigger, and made it equal to the 'thislist' array of the trigger, the global variable was not a 'snapshot' of what was in the trigger when the script was called. The trigger is set to activate only once. The script called is ran only one time. [thislist,something,something] exec "myscript.sqs" myscript.sqs: thisGlobalVariable = _this select 0 Checking the value of the variable I just made, it is equal to the array thislist from the trigger, but instead of the variable staying that value, it keeps pointing to what is in the triggers list, when a unit leaves the trigger, or a unit in the trigger enters a vehicle in the trigger, the element count of thislist goes down, AND the same for the variable I made. I thought that was weird as in my line of thinking: a=4 b=a (now b=4) a=7 (b still =4) I was however able to make a static array of the triggers list by adding each element of thislist to my array one at a time, then no matter what changed in the triggers list, my array was not affected. Is there a newer, or more in depth document than comref_102002? I have searched sites I know of, but I don't know too many, and many of my old OFP links are no good anymore.
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Will ofp2 look like americas army?
Maj Chip Hazard replied to kimble275's topic in ARMA 2 & OA - GENERAL
When I picked up OFP shortly after it came out, I thought it was the best thing around by far. Then I tried to get some old DF2 guys playing with me, and  the problems started. Because of someone losing connection, we would exit, and start over, then someone else wouldn't make it to the briefing, we go back, then a minute into the mission, a couple people lose connection, we go back...  etc... By the time we actually got a group of guys in the mission long enough to see some action, most had used up the free time they had to play, and had to leave. I quit the game then, and with some of the improvements in the net-code, etc. I have played some and enjoy it like no other game. For me some of the things mentioned above like utilization of the current graphics card technology/power and shooting from vehicles would be great, but the biggest thing that has me holding my breath for OFP2 is join-in-progress. I think if they had that convenience right now, the OFP fanbase would double overnight.  On the downside it might bring in a lower class of gamer, the teenage hacker who loves nothing better to do than use cheats to ruin everyone elses fun, the game as it is now, without JIP, is too much work I think for most of the lowlifes, they don't have the patience. I would still love to see persistant OFP servers running a campaign that I could jump in to at any time. EDIT: plus I am getting older now, and with these new games out now, I notice I am just getting chewed up by the young'uns that have a reaction time about half mine, I need a game like this that puts more weight on strategy than hand-eye coordination. -
LOL, thanks a bunch, I figured it was something real real simple. The way I was doing it was bad, very bad. I decreased the size of the array and had another look and seen that it started out with something like this "[[[[[]]]]]] Â scalar something...something...0fxcffff...etc." With that as the begining values of my array it was causing bad things to happen, when I used hint to see my array, it was so long that I was missing that little junk at the begining, when I finally saw it, I just couldn't figure out why it was there.
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I have had not much luck with the forEach command and not sure why, I am sure it is something simple, maybe you can help. Units/vehicles setup: 6 tanks with crew inside 3 choppers with crew inside 1 truck with driver 15 individual people (not grouped to anything or anyone) If I set a trigger around them, there are 25 elements in the array "thislist" Each of the 25 elements I have named ie. Â Tank1...6, helo1...3,truck1,soldier1...15. If I create an array, and add each of them by the name I gave them, and look at the array, it looks exactly the same as the array "thislist" made by the trigger they are in. BUT, here is my question: Triggers 'on activation':[thislist,0,"safe","blue"] exec setROE.sqs setROE.sqs: AllMenWest = _this select 0 _canFlee = _this select 1 _canBehave = _this select 2 _canCombat = _this select 3 "_x allowFleeing _canFlee" forEach AllMenWest ... Â etc.. The above works fine when the script is called from a trigger, no matter if I use global AllMenWest, or local _AllMenWest. But if I use another script that has created global AllMenWest by AllMenWest = [AllMenWest] + [unitname,unitname] Â etc. Â (I have created the array, and had it identical looking to the one created by the trigger), and pass that variable to the setROE script, it does not work, it tells me "type array, expected obj group" Any ideas why these seemingly identical arrays do not work the same? Obviously the simplest way is to do what I know works, but I really want to know what is stopping me from forEach'ing my own created arrays of units.(I even created an array using each individual men that make up the crews of the vehicles, and no go)