MaxPower44
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Everything posted by MaxPower44
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You can control if the unit isn't in any vehicles like this : activation : this && ((_thislist select 0) == vehicle (_thislist select 0)) I don't know if it works, try !
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Capturing towns by flags
MaxPower44 replied to geijuutsuka's topic in OFP : MISSION EDITING & SCRIPTING
try something like this : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _flaglist = [obj1, obj2 ... ,objn] _condition = "(" + name (flaglist select 0) + " distance player <10) " _count = 1 #beginloop  ?(_count < count flaglist): goto "Endloop"   _condition =  " || (" + name (flaglist select _count) + " distance player <10) "   _count = _count + 1   goto "beginloop" #Endloop @call _condition ; (flagpole1 distance player < 10) || (flagpole2 distance player < 10) || ... || (flagpoleN distance player < 10) ;searche the nearest flagpole ; open here the dialog @dialogclose ~10; time to go away goto "EndLoop" <span id='postcolor'> tell me if it works or not ! PS: MFCTI is a very good map, try this, the new version arrived today (V1.0) -
download the last comref, you should find this command (sure)
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I know that I can make this with an other solution, but I mean that it was most fun with a circle-slider
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I would like to create a dialog that allow the player to order others escouades to recon in a direction. I don't want use the onmapclick because the map is not available in the beginning of my mission. Then I have create a combobox with the list of direction (N,NE,E,SE,S,SW,W,NW) but it will be greater if i can replace this combo by a slider which looks like azimut
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InqWiper, I just want to create a slider which look like the azimut (see in unit editor). I know how to use a slider Bullz_eye_on_my_back, never mind, you're the first who have understood my question....
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Excuse me, I don't explain me. When i create a dialog, i would like to create a slider like the Azimut in the editor. How can i do it ? Ask me if you don't understand my question (I'm french, sorry)
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I have seen a example that use the image "iskoda" and it works. Where is this picture and where can i found a liste of picture available ?
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How can i have buildings show up as enemy targets?
MaxPower44 replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
You should be use addon building that have building for each side, if you want to create and target (with radar) them dynamicly. I've never seen an other solution ... but i can make a mistake ! -
Hello, I would like to know if it's possible to have the list of all the trigger in a map ? (Be carrefull, I' dont want the command list "name of trigger") it will be beautiful for implement quickly few functionnality. While i'm here, the list of group exists ? Thx to positive reply. for the other reply, never mind
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4 satchels for each player instead of 4 for all
MaxPower44 replied to Muscular Beaver's topic in OFP : MISSION EDITING & SCRIPTING
try something like this : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #begin _count = "PipeBomb" counttype magazines ammobox ?(_count == 0):Exit removePipeBomb = false @(removePipeBomb || "PipeBomb" counttype magazines ammobox != _count) ?(removePipeBomb ):goto "remove" goto "tellother" #remove  ; a other player take pipebomb  ammobox removeMagazine "PipeBomb"  removePipeBomb = false  goto "begin" #tellother  ; your player take bomb  removePipeBomb = true  publicVariable removePipeBomb  goto "begin" <span id='postcolor'> this script must turn on each client side and server too but i don't know what happened if two player take pipbomb in the same time Don't tested -
A new editing site
MaxPower44 replied to the editing man's topic in OFP : MISSION EDITING & SCRIPTING
I don't that's a great idea because there is still a lot of sites. It would be better to participate to an existing site, i think ! -
I would like that's possible but create EmptyDetector, create only an invisible object which can't be configured. Maybe, in an other Patch, but i don't believe.
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I tried to count Guerrila's unit with a trigger (guer countside thislist) but it return always "scalar". I supposed that's the same with civilian. Have I make a mistake or should I use an other way ?
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Countside don't work with guerilla
MaxPower44 replied to MaxPower44's topic in OFP : MISSION EDITING & SCRIPTING
if my player is a resistant, side player =>GUER but to use countside, we should use Resistance countside [player] => 1 I don't try with civilian -
Countside don't work with guerilla
MaxPower44 replied to MaxPower44's topic in OFP : MISSION EDITING & SCRIPTING
Maybe, but with Trigger-Anybody,presente Cond: this activation: hint format["%1", Guer countside thislist] don't work, with activation: hint format["%1", West countside thislist] work -
You can try to create a trigger in the respawn zone an when you respawn you can teleport soldier with getpos function
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Anybody can eplain me what is the use of 0-9 in the command menu ? It was always disable ! Thx
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Liquid_Silence, you're right. I'm make the test Yesterday and I'm realize that. That's great because I'm thinking before that we must create in edifor a logic game object and it's trouble me to make dynamic game. COOOOOL !!!!
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What is chute object ? be sure that jour object have 3 dimensionnal position like a soldier but not like an trigger or marker. ;Vehicle Paradrop ; #PDr bmd setpos getpos chute ?pos3<1:goto Land ~1 goto "PDr" ;Land #Land;
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RalphWiggum have right, You must delete the first semi colon because the command completed is Cessna = "Cessna" CreateVehicle GetPos Player and not Cessna = "Cessna";CreateVehicle GetPos Player
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Sorry, I make a little mistake
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It will be great if we have the fork functio  like in C </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> argument fork script Operand types:   argument: Any Value   script: String Type of returned value:   Nothing Description:   Execute script. Argument is passed to script as local variable _this. Script is first searched in mission folder, then in campaign scripts subfolder, last in global scripts folder.   And this function don't stop current Script Example:   [player, jeepOne] fork "getIn.sqs"<span id='postcolor'>
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chopper2 and chopper3 is the name of chopper. jou can't join vehicle, just unit. Then you must do </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;for driver chopper2 chopper2D join gp ;for gunner chopper2 chopper2G join gp ;for driver chopper3 chopper3D join gp ;for gunner chopper3 chopper3G join gp <span id='postcolor'> if they are in the chopper in the editor or you can do </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;for driver chopper2 driver chopper2 join gp ;for gunner chopper2 gunner chopper2 join gp ;for driver chopper3 driver chopper3 join gp ;for gunner chopper3 gunner chopper3 join gp <span id='postcolor'> that's all.
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you're right, this will be great !