Nic
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Everything posted by Nic
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YEP Go into the mission.sqm Look for CIV, EAST or WEST that shows up for the guys. Change to whichever one you want. example... }; class Item25 { side="EAST"; Â Â Â Â Â Â Â Â Â Â -----used to say CIV class Vehicles { items=1.000000; class Item0 { position[]={9583.000977,29.834999,3351.488525}; azimut=156.584579; id=85.000000; side="EAST"; Â Â Â Â Â Â Â Â Â Â ----used to say CIV vehicle="Civilian3"; leader=1.000000; skill=0.647627; text="tw1"; markers[]={}; }; }; }; Notice that all I did to put the civilian dude on the east team is change where it said CIV to EAST
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-Maybe a different way of doin it.. #again unit playmove "effectstandsitdown" ?(alive unit):goto "again" exit -Maybe that will work, and it will exit after unit is killed, only problem though is that he is kinda stuck doin that..
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this setpos [(getpos this select 0), (getpos this select 1), (getpos this select 2)+XX] -put that in the init field.. -where it says XX put how high you want it, such as 1 off ground this setpos [(getpos this select 0), (getpos this select 1), (getpos this select 2)+1] -all this really does is get the position of the object and increase the height (z axis) by the number, in that case 1 -also some things wont stay up in the air, such as tanks.. HOPE THIS HELPS
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well, then create an object that isnt going to be moving and put the camera on it instead
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Try this... _cam = "camera" camcreate [0,0,0] _cam cameraeffect ["internal","back"] _cam camsettarget p1 _cam camsetrelpos [4,3,2] _cam camcommit 0 this should work oh, and to explain the camsetrelpos a little for you... the 4 equals left or right, negative number left, positive right the 3 equals front or behind, negative number rear, positive front the 2 equals the height, the higher the number, the higher the camera Hope this gets you started
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Well, first off.. camcreate deals with camera scripting But... one way to use getpos would be: dude commandmove [(getpos obj1 select 0),(getpos obj1 select 1)] that would make dude get the position of whatever obj1 is and move there... Maybe try... fire setpos [(getpos man1 select 0),(getpos man1 select 1)] Im not sure if it lets you name fires "fire", thought i did that once and it didnt let me, but anyway not sure if that will exacty work the way you want it but im not really sure what you are trying to do.. ...but yeah, you should really check out some reference guides..check out the operation flashpoint editing center for tutorials
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Question about uploading your missions
Nic replied to Nic's topic in OFP : MISSION EDITING & SCRIPTING
I'm not sure exactly how big the download will be, as the level isnt 100% complete yet, its close though. It does however feature a few full length songs and quite a few voices. As far as if the cussing is rude, i suppose you mean does it use the "F" word. Yes it does, but, in my opinion its not rude cussing, its comedic cussing ,er ,cursing , since we are just watching it and its not real. Of course if someone were to come up to you in real life and say these things you might say they were being rude. Also I do plan to have a new action available to your guy that allows you to cuss, as to let you vent your anger when you are really biting it. Hehe. But, I guess another problem people might have with this level is there computer not being powerful enough, the intro for example features a daydream a soldier is having about wiping out in the area of 140 bad dudes. Quite a bit of things on the screen at once. But anyway, back to finishing it up...i'll put out a post when it is avialable for download...if anyone will actually be interested.. -
Well, ive spent quite a long time on a level that takes place around Kabul and Vardak. Its a taleban (toweleban) hunt. The thing is the level has quite a bit of cussing in it. Its really just funny. Are there sites out there that don't care if it has this sort of content. I really havent looked into it yet. And also whats your opinion, would you download this mission, its probably gonna be a large download, but its very well poslished and would be well worth it. Any thoughts?
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Ghosts walk through walls?
Nic replied to Tales_From_Topographic_Oceans's topic in OFP : MISSION EDITING & SCRIPTING
Yeah, ive had a lot of problems with this too. Kinda gets on yer nerves. What I usually do is give the person you are moving more specific moves, make one that goes right up to the entrance, almost inside the building, and then go from there. I use scripting though, so might be harder to be specific with waypoints. And of course the outcome always seems random but there is a better chance of him using the entrance this way. -
If you would want to use two sounds it would look like this class CfgSounds { class sound1{name = "sound1";sound[] = {"sound1.ogg", db +60, 1.0};titles[] = {0, $STRM_sound1};}; class sound2{name = "sound2";sound[] = {"sound2.ogg",db +60, 1.0};titles[] = {0 $STRM_sound2};}; }; If you want to add more than that just put the new class and sound info between  {  and  }; so like this class CfgSounds { class sound1 blah blah blah class sound2 blah blah blah class sound3 blah blah blah and so on }; Also make sure to keep in mind that sound files unlike music files have to be mono only, not stereo, and also must be at the most 44100Khz. Hope this helps
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Well, it is possible to use just about every object in the game, fences,rocks,trees. What you need is to get a couple of .pbo files that are out there. I'm sorry but i cant remember where i got them from. Do a search for kegetysobjectfiles. You should probably look at the flashpoint editing site. Once you have the files and have put them in with the rest ot the .pbo files in the addons folder the objects will show up under the camera category. One thing though when you create a level with these things, for some reason when you get in tanks and things like that it doesnt show the ammo and fuel left. Not sure why... Suppose since i really cant remember where to get the items this prob doesnt help you too much, but at least now you know its possible...or something
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thanks dude, it seems to be working now, I think that it was just a problem with wavesurfer, program seems to have some bugs making it a pain to convert files with proper settings, oh well, all seems fine now....... If i could only get my previous posts answered....Hehe
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So wavetolip, is it supposed to actually open up a program you can see by double clicking the execute and you drag wav files into that , or are you just supposed to drag the wav files into the wavetolip.exe itself without clicking to open. If dragging into the wavetolip.exe is all that is needed nothing seems to happen, and yes my wav files are within the necessary parameters. Or do you have to actually open the program, in which case that isnt doing anything either(maybe a bad zip, though all seem to be the same ive gotten so prob not...). Has anyone else had similar problems...
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One thing to check for is the format of the music track, make sure that when you turned it into an .ogg file that you make it at the most 44100 Khz. Whenever i have had a file that was more than that it hasnt worked. Dunno, might be the problem, and also the quotations that LauryThorn mentioned shouldnt be necessary.At least thats been my experience.
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Ok, it seems to be that the intro doesnt respond to certain scripting when the people or objects are out of sight or too far away from the camera's perspective. For example, ill tell George to move somewhere, he will do it if he is in close sight of the camera, but if he is out of sight or far away he wont. Not all commands have this prob, such as setting the people to "safe" seems to work no matter what. Since my comp can handle it,the intro im working on has a lot, i mean a lot of things in it. One scene has close to one hundred guys get slaughtered, and quite a bit of scripting involved. Is it possible that if you have to much things start to not work right? Or is this a common problem for the intro, or am i just stupid and not doing things right? Also one more question.. I'm also having problems with getting guys to drive vehicles in the intro, I can get them to do it in the mission just fine, but not the intro. They will move into the "Empty" jeep (if in sight of the camera) but they wont drive it anywhere. If I create a jeep that is say "West" and already has someone in it, the jeep will move. Is it for some reason not possible to get "empty" vehicles to move in the intro? Any response to these questions much appreciated!
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Yep, I'm certain... -example dude commandmove [9450,4091] *dude will move if in the view of camera, but if i put dude outside the view of camera it wont work... -example dude assignasdriver truck [dude] ordergetin true @unitready dude truck commandmove [9450,4091] *dude will get in truck (if in view of camera) but wont drive it anywhere... -These problems ONLY occur in the intro, during the mission everything works fine. I know this sounds crazy but I had witnesses, it just isnt working right, and it has to do with being in the intro mode. I can only guess that the intro mode has limitations or that my intro isnt working right due to all the things that are in it. This really puts a damper on making my intro and unless i can figure it out my kick ass "Toweleban" level intro will take much longer to finish...
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Is there a way to make "titletext" last a shorter time. When I make it say things on the screen in my intro such as "Clapperdude Proudly Presents" it stays on longer than I would like. No big deal but if it was possible to make the text go away sooner it would make it look better. Thanks for any solutions.
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ok, thanks dude, i'll give er a try
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Yeah, thanks dude but ive tried scripting them to start without ammo and i get the same effect. Still doesnt give me the option to reload at ammo trucks. The level is kinda like this, there are three teams, one has fuel trucks, one has ammo trucks, and one has repair trucks. Each team has a few vehicles at their base but they are missing the things that the other teams have making them somewhat useless. Its cool cause you have to work to get really good vehicles by sneaking in other teams bases and stealing ammo and repair trucks to fix up your tanks and stuff. But it kinda takes away from the effect when I have to start out the tanks and choppers with some ammo (the only way it seems possible to have the reload option at the ammo trucks). But the level is turning out pretty good though. Anyway, hopefully this bug will be fixed or someone will find a way around it.
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K, i'm making a multiplayer game in which there are many vehicles that start out with no ammo. When you drive them up to the ammo truck there is no option to reload. It seems that the only way to get vehicles to reload are if they started out with ammo, but if you start them out with the ammo slider all the way to the left you cant reload. Any advice?
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Yep, actually 9 outta 10 is pretty good. The AI in the map I use for landing helicopters usually screws up, and never lands really where they should. Kinda funny seein 10 choppers all runnin into each other though, but also frustrating. Im not sure of really any way around it though so sorry.
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Ok, I think the search engine on this message board either sucks or my game is broke. I couldn't find any other posts, but someone has to have made a mission where you start out with empty tanks and have to reammo em to get em to work. Anyway, in my map simply put is one base (multiplay) with ammo trucks and one base with tanks. Now if I start the tanks out without ammo in the editor, you can't refill them. If I start them with full ammo in the editor and use the removemagazines command to take out the ammo you can't refill them. If I start out the tanks with full ammo and while playing shoot them dry you can refill them fine. If I try to empty out the tanks then use a script with addmagazine to refill them later in the game it won't give them any ammo. How is it done??? This map has been tweaked for along time on every aspect but this and it would ruin the whole level if I couldn't get it to work. Someone has to know. Please help. I'll give you money. Ok I won't give you money, but I'll be very very happy see!
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I customized crates for the three bases at my map. One of them includes the m16 grenade launcher. When added to the crate the game crashes to desktop and says      No entry'config.bin::CfgWeapons::M16GrenadeLauncher.displayNameMagazine'       I'm not sure what this means and what to do. Its doesnt seem to be a common error but can anyone help. Thanks
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Error and crash when adding a weapon
Nic replied to Nic's topic in OFP : MISSION EDITING & SCRIPTING
Thanks, but 'removemagazines' does the same thing as pushing the ammo slider to the left. It still doesnt give me the option to reload at ammo trucks. Guess I might just have to make triggers that reload the vehicles when they get close. If anyone knows an easier way to make it so that when I create vehicles that start out with no ammo they still have the ability to reload at ammo trucks please let me know.Thanks. -
Well, if you dont need the resistance guy to be in there you can just create the vehicle empty instead of creating it resistance. But if you needed him in there you can make him get out by    name leavevehicle vehiclename    You would need to name the resistance guy and the vehicle and replace "name" and "vehiclename" with those. That however would be scripting. Easy scripting though