MaxPower44
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Medals
Everything posted by MaxPower44
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that's true. if you create a group with medic in mission editor and create a waypoint (type support) for this group. then you can call medic by press 5+4. It's work too for fuel and repair support.
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Seamless addon/mission management
MaxPower44 replied to toadlife's topic in ARMA 2 & OA - SUGGESTIONS
It's an old thread but it seems the much appropriate then ... I aggree with you about a database of addon manage by BIS. Don't know in which period and with which army ofp2 will be used. but it will great if BIS anticipate tha fact that some modders create addon which is not the same period or army. I means some things like this in each addon : - period (50 60 80 90 2000 ... or none) - country (US, UK, Germany, France .....) - picture of the addon (to help mission maker to do a choice) Then when a mission maker would like to create a mission in 80 period with UK vs US (why not ? ) only addon with this period and those country are shown. An other things that can be great is to have more than 2 country in one mission taht's mean more than 2 camp with the capability to do alliance in game (great for dynamic mission) Thx to read me -
Radio stuff in ofp 1 is enough well done to use actually voice recognition system. Like some guys mention we could actually use a third party program to do it and its works very well. What great in ofp 1 is that people who want to use voice recognition can and those don't want can still use number key. The only thing that can be improve is action like get in some vehicle. I don't play ofp 1 since a long time then example could not be exactly like ofp is. to order a guy to get in car with radion you should do F<num> + 6 (action) + 1 (get in) + <num vehicle>. What is wrong is the last part of command. With voice recognition we should use a number for the num vehicle because is contextual. BIS can improve it by using F<num> + 6 (action) + 1 (get in) + 1 (car) + 1 (nearest car) Then radio looks like it 6 - action  1 - get in    1 - car     1 - nearest car     2 - car x (specifical car)     ...     0 - others cars    2 - truck     1 - nearest car     2 - car x (specifical car)     ...     0 - others cars And do this for all kind of vehicle. Don't need to have voice recognition in game if the game is well done (as ofp 1) and implement voice reognition in a game is complicated due to the fact that french is not english ... I prefer a third party program that do it correctly as ofp 2 with bad recognition. Last things about radio, i prefer voice recognition as voice in game because with voice recognition you can send order to ia or human player even if the human player don't speak the same language as you. About action command, I don't like Joint operation but i think that action command in JO are user friendly. In this game we just need to point at somewhere  and hit the action key to do the action. /EDIT I forgot to say that voice recognition have too the advantage of keeping free bandwidth and use bandwidth to play with more people
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How can i make a control like the azimut ine the editor ? I suppose that it is a slider control but how transforme it like a circle ?
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1) Let´s say I have a captain who is set to get in a jeep, drive from A to B, and then step out. The jeep will be driving away and the captain needs new waypoints, but how do you regain the control over him after this little trip? Your captain begin in the jeep ? 2) I´m in need of a code which would count the units in your group after a fight, and if there are too few of them, it would call reinforcements. How is the counting done? array something... "alive _x" count (units yourgroup) 3) What´s the best way to get tanks stay exactly where they are? When the mission begins, they always seem to want to float around a bit before settling down, even if no waypoints are set. Yours tanks are probably in formation ? You should change to "neant" (I don't know in english, 1st formation in list ) in the editor for each tank. 4) This is the most simplest of questions, but what to type when you want a trigger to make yourself join a group? [player] join yourgroup 5) Can you give me a link to the BEST editing guide existing? here
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Hello, I'm creating a dynamic mission,I try to play sound but I've somme troubles. I want to have a sound that is localize in space like when you place a sound in the editor. I use "alarm" sound and I try this </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_temp = "alarm" createVehicle _position<span id='postcolor'>And </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_temp = "alarm" camcreate _position<span id='postcolor'>But the both crash Ofp. alarm is an originaly sound of Ofp and it is declared in cfgvehicles but don't herited of All. I can't create object in editor because I don't know how many alarm i should use in the same time during the game. Any suggestion ?
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Create sound in the game
MaxPower44 replied to MaxPower44's topic in OFP : MISSION EDITING & SCRIPTING
Great !!! I try it now Thx Thx Thx /Edit Thx again Exacty what I need -
Create sound in the game
MaxPower44 replied to MaxPower44's topic in OFP : MISSION EDITING & SCRIPTING
playsound is not localize with a position. If the player is not near the sound's source, it's not the same as if he is on the other side of the island. Do you understood what I mean ? -
I have place a camera with camcreate to position [playerx,playery, playerz+200] I need to know the aperture of the camera to calculate the left top and bottom right pixel that are visible on the screen in map coordinate. An idea to know that ?
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Probably, I don't explain me whith good words (I'm french) With a scheme, it's easier : I know  height but not Alpha. perhaps Alpha is different in x an in y. I know the coordinate of the player (in green)
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I don't know why I don't find this solution alone . Thx.Thx.Thx.Thx.Thx.Thx.Thx.
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I have write a script to create a camera object that target the player at position [x,y,z+20]. But I don't know how have the top of screen in the north direction. I try with camsetDir, don'twork (like camsetBank and camsetDive) and with setDir. getDir mycamera => 0 mycamera setDir 90 getDir mycamera => still 0 Any idea ?
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I have write a function like this:</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">private {_param1,param2,_count}; _param1 = _this select 0; _count = 0; _return = 1; while (_count < _param1) do {  _return = _return * _param1;  _param1 = _param1 - 1; }; _return<span id='postcolor'> And i call like this :</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_count=0; _array = [1,2,45,18] #loop  player sidechat format["%1", [_array select _count] call mafunction ?(_count< count _array):goto "Loop"<span id='postcolor'> But, i mean that my variable _count of the script is modify by the function, or not ? I should change the _count in script by _count2, what's wrong ?
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It works better with [] instead of {} Thx
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probably right ! I should try Thx
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private {"_a", "_b"} is an error in comref ?
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You're probable right, in the example in comref, i saw :</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Â Â private {"_a","_b"}; Â Â _a = _this select 0; Â Â _b = _this select 1; Â Â if (_a>_b) then {_a} else {_b}<span id='postcolor'> But I make :</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Â Â private {_a,_b}; Â Â _a = _this select 0; Â Â _b = _this select 1; Â Â if (_a>_b) then {_a} else {_b}<span id='postcolor'> Thx
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How to use html in dialog
MaxPower44 replied to MaxPower44's topic in OFP : MISSION EDITING & SCRIPTING
Nobody knows ? -
I try to use html in dialog but the file is not loading or nothing appeared </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define CT_HTML 9 <span id='postcolor'> I define H1 .. H6 and P and filename="test.htm" but ...? However my class is visible because i define background on yellow and i can see it. help me, please
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Trouble with lbsetcolor :i need to change
MaxPower44 posted a topic in OFP : MISSION EDITING & SCRIPTING
Is it possible ? -
Oh  !!! I don't read the date of this post .... Perhaps can you answer a little question : I have make a function which use _count {private _count} _count is'nt passed in parameter but i call this function in a loop which use _count (to loop), and the function modify the _count in the loop, why? what's wrong in my function ? PS: thx Denoir & BIS for the call function
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We have still function ?? plus.sqf </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">private{_a,_b}; _a = _this select 0; _b = _this select 2; _a + _b<span id='postcolor'> We can use like it : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">plus = loadfile "plus.sqf" _a = 10 _b = 5 _c = [_a,_b] call plus<span id='postcolor'> My code works and I imagine that my parameter is putting in a stack ? What is the problem ? Maybe i don't understand a technicality ?
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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
but it's impossible for dynamic mission which allow you to create building -
How can i have buildings show up as enemy targets?
MaxPower44 replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
...or to change player side in MP mission (spy for example) -
How can i have buildings show up as enemy targets?
MaxPower44 replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Doolittle, the problem with your solution is that the name of the target is not the name of the building. And when the units die, you loose the target even if the building isn't destroy.