

Macser_old
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Everything posted by Macser_old
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On reflection the exit isn't necessary. I'm still studying the mission,because I'm stumped.I'm almost sure the problem exists in the script. But I can't be 100% certain.It's not an interaction between any addons causing it.Because the same thing occurs even with the bis units.There is something strange happening though. In the start of the script,the whole team is set to "grpNull". When the script ends each member of the team is reassigned to "leader group player".That's the point where it seems to be going wrong. What should happen immediately,is that everyone is told to "follow" one.But instead "3" is asked to "report status", followed by "3" "is down".Which he isn't. I even removed the join "grpnull" line,so the group stays together,but after the script runs a different guy gets wrongly reported as being "down".I verified that the unit is definately dropping out of the group,using count.But the unit is alive and well,and following the leader. Basically I'm at a loss to explain it. But I might try again tomorrow. I hate leaving things unsolved. Macser
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Well,I can only describe my method. I create my image,add an alpha channel,erase the area of the alpha I want to be visible.Then I save the image as a 32Bit TGA,making sure I don't exclude the alpha. Next I open up PaaTool,select my newly created TGA ,select DXT 5:5:5:1 from the menu on the left hand side. Then save it as fileName.Paa in the correct location. If you're unsure whether or not your alpha is workin, open it with Texview.You should see your image with transparency showing as grey. Now,I don't know how familiar you are with O2 and Buldozer, but if the problem is not your alpha channel,then the white textures ingame means you need to re-check the paths to your texture files.Buldozer will display white textures if it can't find the ones assigned to those faces.They will also show up this way ingame too. Hope that's of some assistance. Macser PaaTool Texview
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If this is your script,don't you need to exit at the end? I don't think it's enough to do a camdestroy.
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I meant the project der bastler,and if I'm not mistaken,Nephilim,were involved in. Maybe it's not exactly the same,but similar.The Aliens universe n all. Anyway,I'll Pm ye with an E-mail address if ye like. I don't mind whether I do texturing or modelling. I'd just like to have some input on a project like this. Macser
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I PM'd you about the above post. So,you makin progress? It's potentially a very big project, and I'm sure you've heard all about the previous attempt. The OFP engine limitations can be frustrating. Macser
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TexView is still available at OFPEC.Com.Try Here. But Personally I prefer the quality PaaTool offers. Gives a far better result as far as I'm concerned. Only downside is you can't preview the files,and it will only take 32bit TGAs.But i don't think that's much of a downside. Get em quick before they vanish. Macser
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OFP:Calling animation from script
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
Should've spotted it meself. It was so simple,I overlooked it. Good learnin experience.I'm kinda glad I found it without too much prompting. It was a long haul though. Thanks for all your help. Macser -
Greetings. I've made a few animations for a motorcycle addon and have most of them configured and working.But I wanted to add a finishing touch.And I think the best way to go about it,is to use a script. Unfortunately scripting isn't one of my strengths. So,I'd really appreciate any help on this. Basically,I'd like to call animations based on the vehicle's speed. When the vehicle comes to a halt,I'd like the rider to put their feet out,as if to stabilize it.Then pull their feet back in as it moves off again. I've tried this bit of scripting without much sucess <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_veh = _this select 0 _unit = (driver _veh) #ChkSpeed ?!(alive _veh):exit ?speed _veh <5:_unit Switchmove "RcnBkrFootDwn" ?speed _veh >5:_unit Switchmove "RcnBkrFootUp" ~1 goto "ChkSpeed" And here's the CfgMovesMc section of the .cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMovesMC { class Default{}; class DefaultDie:Default{}; class States { class Driver:Default{}; class ReconBiker:Driver { file="\Armalyte\A\ReconBiker.rtm"; speed=10000000000.0; looped=1; interpolationSpeed=1; connectTo[]={"ReconBikerDying",1}; interpolateTo[]={"ReconBikerDying",0.1}; }; class RcnBkrFootDwn:ReconBiker { file="\Armalyte\A\RcnBkrFootDwn.rtm"; speed=-0.5; looped=0; interpolationSpeed=1; connectFrom[]={"ReconBiker",1}; connectTo[]={"RcnBkrFootUp",1}; interpolateTo[]={"ReconBikerDying",0.1}; }; class RcnBkrFootUp:ReconBiker { file="\Armalyte\A\RcnBkrFootUp.rtm"; speed=-0.5; looped=0; interpolationSpeed=1; connectFrom[]={"RcnBkrFootDwn",1}; connectTo[]={"ReconBiker",1}; interpolateTo[]={"ReconBikerDying",0.1}; }; class ReconBikerDying:DefaultDie { actions="NoActions"; file="\Armalyte\A\ReconBiker_dead.rtm"; speed="-0.5"; looped=0; soundEnabled=0; connectFrom[]={"ReconBiker",1}; }; class ReconBikerDead:ReconBikerDying { actions="DeadActions"; file="\Armalyte\A\ReconBiker_dead_stat.rtm"; speed=10000000000.0; terminal=1; connectFrom[]={"ReconBikerDying",1}; connectTo[]={"DeadState",1}; }; }; }; That's it in a nutshell.So if somebody could possibly give me an example of code that would work,or point out my mistakes,I'd be grateful. Thanks for your time. Oh yeah,here's what it looks like Macser
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trigger a set position into gunner???
Macser_old replied to kuwahara<ANZAC>'s topic in OFP : MISSION EDITING & SCRIPTING
Have you tried "moveingunner"? don't believe"moveincargo" would work. That would of course be in the on activation field of a trigger. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> troop1 moveingunner gun1 You could also use a getin waypoint synchronized to the trigger.Which could re-enable AI section as well. Providing he's already initialised with DisableAi. Is that of any use? -
OFP:Calling animation from script
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
Well,after much searching and pulling out of hair, then more experiments and more pulling out of hair. I finally got what I was after. The really annoying thing is,it was again somethin very simple.Ye see,I'd been looking for the most complicated solution to my problem.And looking in the wrong direction as well. After some small but important edits: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _veh = _this select 0 #CHKSPEED _unit = driver _veh ~1 ?!(alive _veh) : exit ?speed _veh >=5 : _unit switchmove "ReconBikerFtUp" #STATICLOOP ~.05 ?!(alive _unit) :exit ?speed _veh >=5 :goto "staticloop" ?speed _veh <5 : _unit switchmove "ReconBikerFtDwn" #STATICLOOP2 ?speed _Veh <5 : goto "StaticLoop2" goto "CHKSPEED" Spot the difference. In the previous version,the script checks the status of "_veh". Then the status of "_unit". Next, the first switchmove command is issued(reconBikerFtUp) then the script moves into the first loop,where it cycles until the speed drops below 5. That was the problem. While the script is in this loop,the status of "_unit" won't be checked again,until the speed drops. But the switchmove command will still be issued. Ye see switchmove will work even if the driver's dead. But with the status check in the first loop,it can exit before the switchmove command can be executed.Which is precisely what I wanted.Or rather gives me the visual effect I wanted. Now,I also put a small "wait" in there, just too slow down the loop a little. I'm not sure how efficient this little script is. So any ideas on optimizing it would be welcome. But,in any case,the script performs the task I assigned it,ie; calling custom animations based on a vehicle's speed. Macser -
How do you add a .jpg face on a AI? (OFP 1.40)
Macser_old replied to JonathanE's topic in OFP : MISSION EDITING & SCRIPTING
Welcome to the forums, It's been so long since I've played that version,I don't remember much about bugs and limitations.But the setface command should be pretty free of trouble. Personally I don't use mission folders to store new face textures.I did try it once though, and it didn't work for me either.So I just left it. So I can only describe my method. That involves creating a new PBO,containing a config.cpp, and the textures.Doing it that way also makes the texures available to any unit,regardless of the mission. If someone can find a way of getting it workin via the mission folder,I'm sure they'll post. But if you want some help with the PBO way, You can contact me using your Private messenger. Or just post back here.I'm sure we can sort it out for ye. Btw,your english seems pretty good. (Notice I didn't mention Resistance) Macser -
how do i make the brefing text?
Macser_old replied to operation madman's topic in OFP : MISSION EDITING & SCRIPTING
Of course you can fix it. It's just a html document. If you open "Briefing.html" even with "notepad", or a similar text editor,you can then change it. Then resave it and there you go.Just pay attention to the arrangement of the fields.Otherwise it might not display correctly "inGame".Stay inside the arrows to avoid messing up your text. You shouldn't have to keep recreating it. The reason I suggested Chris's OFP script editor was to speed things up a bit.It will also set up the correct fields for you.As I understand it,OFP likes the Briefing and Overview set up a particular way. So I use that to create a basic template,then edit the file manually in a text editor. As always I'm open to correction. This is just my particular method. Macser. -
He simply means recreate the structure using "create face". (HotKey F6). If I remember correctly,he was just using the points within the planes, to neatly set up a basic structure. Which you then refine. Btw,how often do you check your PM? Macser
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I Need to make these soldiers into my...
Macser_old replied to USMC NEEDER's topic in OFP : CONFIGS & SCRIPTING
How're you Ace? Well,I haven't actually tried it out, but FFur would be a genuine mod,rather than an addon. A lot of time and work went into finishing it. No doubt involving recreating much of OFP's original content. So It wouldn't have been a simple case of editing some configs. On a different note,it's a pity the CB addons couldn't be realised.They obviously had a lot of work put into them. Macser -
Scrip Probs (Again...)
Macser_old replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Try this in a trigger with the appropriate condition. In on activation put [scud] exec "scud.sqs". (make sure you have a unit called "scud") <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _scud = _this Select 0 ?!(Alive _scud): Exit _scud Action ["SCUD LAUNCH"] ~4 _scud Action ["SCUD start"] Exit Just so you know, " ? " means if. "!" means not". So basically, "?!" means "If not". Do you see? In your case the extra brackets aren't nescessary in the "alive" condition.Keeps things neater. Hope that helps. Macser -
Scrip Probs (Again...)
Macser_old replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
doesn't _cam2 have to be properly defined too? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _cam2= "camera" camcreate [x,x,x] instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _cam2 "camera" camcreate -
Scrip Probs (Again...)
Macser_old replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Unfortunately,I'm not too familiar with camera scripting. I just saw the typo and thought I should point it out. -
Scrip Probs (Again...)
Macser_old replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
You should have "" around PLAIN. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> cutrsc ["binocular", "PLAIN", 0] Macser -
I Need to make these soldiers into my...
Macser_old replied to USMC NEEDER's topic in OFP : CONFIGS & SCRIPTING
Hey Needer, Eh,to the best of my knowledge you wouldn't be able to use custom addons within the original campaigns of either Ofp or Arma.At least,not without a lot of editing to campaign missions. Although,I'm open to correction on this. But I'm pretty sure I'm right. I think the same would apply to the multiplayer missions too. Editing the units configs would not have the effect you want in relation to missions.That would only affect the units themselves. Sorry I couldn't be of more help. Which addons were you talking about anyway? Macser -
OFP:Calling animation from script
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
Thanks Planck, I know that'll pretty much render the animations unavailable to any "unit" types,other than my own.But in the interests of curiosity,I'm gonna give it a try anyway. As well as that,I'll gain a little more experience. Much appreciated. Macser -
OFP:Calling animation from script
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
Hi planck, Just so I'm not confusing people,this is primarily an Ofp issue I'm dealing with. I was referring to the way the "occupant" of a vehicle seems to become an "extension" of the vehicle.Only,it seems, being released from it when another "driver" assumes control. As it relates to my script,the script will exit after the vehicle is destroyed.But continues to run while the vehicle functions,but the "driver" is dead. Here's what I have so far: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _veh = _this select 0 #CHKSPEED _unit = driver _veh ~1 ?!(alive _veh) : exit ------------ I used hint to ?!(alive _unit):exit -------------- verify these lines actually exit. ?(IsNull _unit):exit --------------I know they're not all needed. ?(count (crew _veh) == 0):exit -- ?speed _veh >=5 : _unit switchmove "ReconBikerFtUp" #STATICLOOP ?speed _veh >=5 :goto "staticloop" ?speed _veh <5 : _unit switchmove "ReconBikerFtDwn" #STATICLOOP2 ?speed _Veh <5 : goto "StaticLoop2" goto "CHKSPEED" It's as if some element of the driver is "left behind",in the vehicle. So regardless of the driver being in a deadstate, the script still affects him.So basically, I don't know how to separate them.Or, if it's possible with scripting. Although I'm still In Flashpoint,I was curious to see if the same is true of Arma. -
how do i make the brefing text?
Macser_old replied to operation madman's topic in OFP : MISSION EDITING & SCRIPTING
When you say it's not working, what exactly is happening? Nothing? Does the briefing show up? Is it not responding to completed objectives? Are you using the exact same briefing for all those missions? Give us a little more info. Have you tried creating a new one? That could help.It wouldn't take too long, and it would be a good chance to try out "Chris's Ofp script editor". -
OFP:Calling animation from script
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
That's ok,It didn't work anyway. It doesn't look like there's a way of releasin the "driver" from the vehicle. It's a very unusual situation.It's proof,I think,that the driver does indeed "become" the vehicle.It's the only explanation.The script continues to run after the "driver" dies,but while the vehicle's still functional.Despite the exits,which I verified with the hint command. Only when the vehicle gets wasted,does the script stop affecting the driver,and quit out. Well,stumped again. I wonder if the same exists in Arma? Thanks again Unicorn. Macser -
OFP:Calling animation from script
Macser_old replied to Macser_old's topic in OFP : CONFIGS & SCRIPTING
Ye never know,I might get there before I qualify for a pension. Anyway,I've tried all of the above,with no luck. And the crew command gave an error. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Error == : type array, expected number,string.object,side,group. Well,I guess that tears it. I'll have to make do with what I have. Can't say we didn't try. Thanks for the help Unicorn. Macser -
how do i make the brefing text?
Macser_old replied to operation madman's topic in OFP : MISSION EDITING & SCRIPTING
about what?Do you mean the location of your mission folder? Briefing goes in here: C:\program files\codemasters\operation flashpoint\users\YourName\ YourMissionName. Is that what you meant?