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Morts

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Posts posted by Morts


  1. Hi guys

    I've been following Allie's tutorial for map making, i'm on the 4th pdf file where visitor is first used, I've made the pbl file including

    	class cfg
    {
    PNGfilename="TERRAIN.png";
    squareSize=10.000000;
    originX=0;
    originY=0;
    minHeight=-150;
    maxHeight=900;
    };

    And opened it up in visitor, however nothing shows up, it's just as if a new project was started.

    It says in the tutorial "If you not see this check the little buttons on the top bar , you probably neet to push some elevation button, just fool around with them." I must admit, this isn't helpful, i've pushed all of them, yet still nothing will appear of my map.

    If anyone could explain maybe what i've done wrong, how I can make it work, etc. If there is not enough information, let me know and i'll try my best to improve what information there is.

    Any help will be appreciated.

    Cheers

    Morts


  2. Very purdy

    One thing I'd suggest that I remember back in the old PUKF infantry that gave the units a really great level of shine would be hidden selections to choose between beret and helmet, and then texture selection to allow different coloured beret/unit patches, that way you really throw open the possibilities of what one unit represents for different squads

    Similarly it's a possible way to add variety to units in terms of personal gear of different kinds using some scripts to randomise it all for each person, or to allow players online to customise their look to suit them

    It might be possible to do this in the config, where ACE lets you put earplugs etc in, in a config you could probably let the user choose the colour/texture and type of headgear/flash. Mind you, I have no clue about modding a whole project so it'll probably be me talking rubbish.

    One thing that i think would be quite cool would be the ability to choose between webbing and assault vests, i love my webbing :D but i know alot of people like the look of assault vests.

    EDIT, there was an infantry mod made that the helmets were actually glasses, so you could shoose the colour flash on your helemt through the profile, that was quite clever.


  3. Argh! We'll see what went wrong there.

    I'll try reinstalling, again and give you more feedback, it might have been my error.

    We have gotten some push-back on this. However - we cannot think of any easy way to add a sub-second method to access this. #1 would be a hotkey (which ACE takes all the good ones) or add it to the ACE action menu (but not everyone has ACE..) We'll see what else we can try to come up with. People *really* wanted a quick way, without having to open up their radio and turn the volume down, to shut people up.

    Just to add a point, you have to control volume from the radio in reality, I understand it's a pain to do it in game, but for realism purposes its what is done.

    Some people might not have the ability, but one way you could hot key it, is by pressing a button (Control/Alt) and using the volume control on the keyboard, it's quick and easy and you don't have to open the radio.

    Hope this helps :)


  4. Okay the hunting isn't working the way i've got the script is:

    _hunted = _this select 0;
    _hunter = _this select 1;
    
    while {{alive _suspect} count units _hunter  >= 1  and {alive _suspect} count units _hunted  >= 1 } do {
    _leader = leader _hunted;
      _leadpos = getpos leader _leader;
       _hunter move getpos _leader;
    sleep 30;
    };
    

    I'm not sure if that's exactly how it should be, i tried the default one as well and I've tried naming it differently but the pack1 don't want to hunt. They stay in there positions.

    Also a little sub question, is it possible for the suspect to STAY in the "surrender" position instead of going in it then coming out when he walks?


  5. Wicked, thanks, that works all nice and fine.

    Now for the hunting, the script that you wrote in the other thread, i gather it starts immediately, is there anyway to set it so that it only starts when the suspect has been captured.

    Something like

     set true = Arrest.sqf complete.

    Whether that makes any sense or not i haven't got a clue, any help will be much appreciated.


  6. It doesn't seem to be working at all.

    the unit i want to arrest is a russian officer. Name:Suspect. I've put all the script in and the init line but it's not working. What is catching my attention is foo.sqf. where has this script come from becuase i don't have it and i think that might be a reason why it isn't doing anything.


  7. The arrest script in the thread mentioned previously makes the suspect teleport away, and looks like this

     // Grab a value for the suspect
    _suspect = _this select 0;
    
    // Remove all actions from the suspect
    _action = _suspect addAction["foo", "foo.sqf"];
    while {_action >= 0} do	{
    _suspect removeAction _action;
    _action = _action - 1;
    };
    
    // Stop the current animation and surrender
    _suspect switchmove "";
    _suspect playActionNow "Surrender";
    sleep 3;
    
    // Alert the soldier
    hint "You send the suspect to holdover.";
    
    // "Teleport" the suspect to holdover, a GameLogic location pre-placed.
    _suspect setPos getPos logic1;
    

    Would i just need to delete the bit where it says teleport, so it looks like

    // Grab a value for the suspect
    _suspect = _this select 0;
    
    // Remove all actions from the suspect
    _action = _suspect addAction["foo", "foo.sqf"];
    while {_action >= 0} do	{
    _suspect removeAction _action;
    _action = _action - 1;
    };
    
    // Stop the current animation and surrender
    _suspect switchmove "";
    _suspect playActionNow "Surrender";
    sleep 3;
    

    But then how do i make the player join my group, or the group he was arrested by, on that point, does it require the section commander to arrest them?

    Sorry if it sounds a bit nooby but i really dont have a clue about scripting, what is foo.sqf?

    Cheers


  8. Hi guys,

    I have only found one thread which really has a decent arrest script in it whihc is this one: http://forums.bistudio.com/showthread.php?t=82474

    But it is for a specific scenario, i.e. if the man has the bomb you can arrest him, so how would I put an addaction just purely to arrest the person without any variables. I want to arrest him, so he surrenders then for him to join the group he was arrested by so that he can be transported.

    Is it also possible to group a team of AI to this man and when he is arrested, said group hunt him down, and essentially kill the captors?

    EDIT: How do i make a conversation go on through Direct Chat, on it's own, not through the conversation box.

    Cheers

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