Nicolas Eymerich
Member-
Content Count
167 -
Joined
-
Last visited
-
Medals
Everything posted by Nicolas Eymerich
-
Hi there... I've got a problem with the add action command: When you start the mission, on the right bottom of the screen you've displayed, in action field, something like this: Purchase Control Panel Reload weapon Put Night vision goggles (forget the right traslation  ) Now, If you open control panel, you've got something like this Move Status Units Close Reload weapon Put Night vision goggles Okay. here the problem. Unfortunatly I've noticed that if you open a menu while you're standing near an object who give a predefined action you'll have something like this (suppose you're near a fallen soldier and you want his own weapons) Take Magazine Move Status Units Close Reload weapon Put Night vision goggles I hope it's all clear... Here's come the problem. If you close the action menu, you'll arrive to have something like this (while standing the dead soldier) Take Magazine Purchase Control Panel Reload weapon Put Night vision goggles Now, If you leave the position where is standing the dead soldier... no problem... The first action (take magazine) disappear. Leaving you with this order: Purchase Control Panel Reload weapon Put Night vision goggles But since them, any time you're close enought to dead soldier (or even an ammo box) you'll always have those actions displayed: Take Magazine Purchase Control Panel Reload weapon Put Night vision goggles In differnts words, My action (purchase and control Panel)  which were the first and second one at the beginning of the mission in the action list becames the second and the third one.... Things could even go worst because sometimes (this happen if you reload a weapon while the control panel is open), Purchase and control panel could go in third and fourth position !! And this destroys the game experience and a mission I'm working on since October 2004  There is a compromise to avoid this, but It woulb be preferable ten thousand times a solution...
-
FFUR 2006 2.0 Total conversion pack
Nicolas Eymerich replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Great Mod! It would be nice, however, to add in the readme the name of unit requested for the function createUnit. By the way: A little Bug: The a-10 don't have the option Raise gear -
PC Discussion Thread - All PC related in here.
Nicolas Eymerich replied to Victor_S.'s topic in OFFTOPIC
Just downloaded... Thank you! -
PC Discussion Thread - All PC related in here.
Nicolas Eymerich replied to Victor_S.'s topic in OFFTOPIC
Hi Guys I'm searching a tool I can use to show to opf community part of the project I'm working on. In particular, I've often noticed add-on maker usually put some images as well video about their own add-on. I wuold ask you how can I make a video. Thank you -
Hi Guys I'm searching a tool I can use to show to opf community part of the project I'm working on. In particular, I've often noticed add-on maker usually put some images as well video about their own add-on. I wuold ask you how can I make a video. Thank you
-
If I launch, in different times
Nicolas Eymerich posted a topic in OFP : MISSION EDITING & SCRIPTING
What does happen to local variables? This is the problem: I've a script which allow user to choose what type of units will be created. ;---part of the script--- _Type = _this select 3 (<- arguments passed by another script) ? (_type == "Tank") : goto "Tank" ? (_type == "AA") : goto "AA" Now:the part of the script related to Tank is equal to the part of the script related to AA. However, there're two lines I'd like you to bring your attention: #Tank _object = "Type of tank" createvehicle ... "Type of soldier" createvehicle [Position, group P_red] (<- P_red is the name of a dead man in the editor) "Type of soldier" createvehicle [Position, group P_red] "Type of soldier" createvehicle [Position, group P_red] _Commander = units (group P_red) select 1 _driver = units (group P_red) select 2 _Gunner = units (group P_red) select 3 [_commander] join GrpNull; [_driver, _gunner] join group _commander ;put in the vehicle the created units _commander moveincommander _object _driver moveindriver _object _gunner moveindriver _object. The part above of the script is equal to "AA" Okay, now the fun () thing. I launch twice times the script (distance ~2 second one form each other). In the first time, the script creates the AA and it is all right. The second time, the script should create the Tank. And it does that but... the crew is not inside the tank... Yesterday evening, pretty tired, I've tried to change those lines (only in the tank part) _Commander = units (group P_red) select 4 _driver = units (group P_red) select 5 _Gunner = units (group P_red) select 6 insted than _Commander = units (group P_red) select 1 _driver = units (group P_red) select 2 _Gunner = units (group P_red) select 3 And it worked.... Why??? and, of course, how Can I solve this problem and where do am I mistaken? -
If I launch, in different times
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
It's all right Don't worry... I've compiled a new script and I've understand that the real problem wasn't in the script I've posted but in another one... Thanks however for your help By the way: I'm searching a 3d dialog tutorial (I've already the utility writtwen by VektorBoson). Do you know if is there anyone on the web or do you know someone who can help me? -
If I launch, in different times
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Thank you very much (again) for your interesting consideration... However there's something I don't understand (please have patience)... I mean: if "units group P_red" act as a(global) array and if I use the fllowing statement: [_commander] join grpnull; [_driver, _gunner] join group _commander The array "units group P_red" should return 0 (the original dead man because the squad is now composed by a single dead man) the first time I launch the script. And so should happen even he second time and the third time and so on... However, your considerations explain very well the reasons the script does'nt work... So what is the mistaken I'm still doing? And How can I bypass it? -
If I launch, in different times
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for your reply Trapper But I didn't get it.... Sorry, Could you explain in a different way, please? -
Naming a VehiclCreated unit
Nicolas Eymerich replied to major woody's topic in OFP : MISSION EDITING & SCRIPTING
Use a GlobalArray. In the init.sqs (usually) put a global variable: CreatedVehicle = [] Then, any time you create a vehicle you have to put, at the end of the creation, this line CreatedVehicle = CreatedVehicle + [[_tank]] where "_Tank" is the unit you've just created in the local script. However, since you create some crew too I suggest you to use this line CreatedVehicle = CreatedVehicle + [[_tank, _crew]] (crew is the array storing the man) instead the first one. Than using others scripts you're able to control the unit created by using this line at the beginning of any script (it'll make life easier trust me) _tank = (CreatedVehicle select 0) select 0 _crew = (CreatedVehicle select 0) select 1 and so on... So: If you need to work with the second vehicle than you'll have to write: _tank = (CreatedVehicle select 1) select 0 _crew = (CreatedVehicle select 1) select 1 and so on... -
Mandomisil missile suite scripts
Nicolas Eymerich replied to mandoble's topic in OFP : MISSION EDITING & SCRIPTING
Good Work! -
Okay, I've done a long search but I didn't find a toturial function. Now that Opfec is down is there someone who can send me one? I've a problem with add-action In my mission I've: P_g = Alpha addaction ["","script to execute"] I was wondering if this line will be good at the same time too: P_g = Alpha addaction ["",{"script to execute"; _alfa = true; [_alfa] exec "script to execute"}]
-
Two Fast questions
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Using a trigger to obtain what I can't by the action statement? Mmmm... I haven't thinked about it. It could sounds nice... Thanks again -
Two Fast questions
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Thanks Metal hearth but.... that's was right the thing I would to be avoided -
I cannot get move to work
Nicolas Eymerich replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Hi Garcia, Just a little curiosity: The first condition in loop1 it's okay but the second one..? Just a few suggestions (if I can) _x = (-(random _dis))+(random _dis) _y = (-(random _dis))+(random _dis) units _group commandmove [(_pos select 0) + _x, (_pos select 1) + _y, 0] Instead, I'll (re)write your loop in this way #recceloop ? ({alive _x} count units _group <= 0) : exit _x = (- (random _dis)) + (random _dis) _y = (- (random _dis)) + (random _dis) ~120 If (alive (leader _group)) then { _pos = getpos (leader _group); units _group commandmove [(_pos select 0) + _x, (_pos select 1) + _y, 0]} else {goto "reeceloop"} Why do you have used this command istead the other ((leader _group) domove) ? By the way, I suppose It would be better to have a "fixed" objet (like an [bject id] to get the position instead that having the position array taken by a moving obJect (as in this case). -
Two Fast questions
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
No. Tht's useless for me but I can suppose it's quite hard for you to give the proper solution(s) without knowing the back stage. In the first one script You have over 5 action. It's sounds like this: ? condition > 100 : Alfa addaction ["Scout","script to be executed"] ? condition > 200 : Beta addaction ["Patrol","script to be executed"] ? condition > 300 : Gamma addaction ["Assault","script to be executed"] (and so on) (Consider "condition" as useless to solve my problem. It is represented by different globals variables. "Script to be executed" is a Move script. it says to unit to reach a position defined by statement "onmapsingleclick") Okay. Let's stop here. Now, I can have 3 differents scripts wich are all equal to them except for a global array (The global array is different because of any team [in our case: Scout team, Patrol Team and Assault Team]). In other words, I can have three differents scripts wich are equal each one to other expect for a bit different (The Global Array). I've already realized it. It is not a problem (except in having  different folders and having a lot of script wich are almost equal beetwen them). Instead I was asking to you if there is a way to store inside the addaction statement a variable and then pass that variable to a general move script. This is what I have in mind: ? condition : Alfa addaction ["scout", { [] exec "script to be executed; Alfa1 = true} ? condition : Beta addaction ["Patrol", { [] exec "script to be executed; Beta1 = true} and in the (general and only) "Script move" have someting like if (alfa) then {_team = TeaminfantryScout; goto "Main part of the script [this is the common part wich is equal in every different script]"} if (beta) then {goto "Main part of the script [this is the common part wich is equal in every different script]"; _team = TeaminfantryPatrol} and so on. #Main part of the script ? ... exit Any idea to perform such results? Keep in my mind that I'm not interested in having the Golabal variable Alfa1 setted by the following statement ? condition : Alfa addaction ["scout", [] exec "script to be executed"] where "script to be executed" set true the global Variable "Alfa1". It's a bit complicated. I hope you understand what I'm planning to do... -
Two Fast questions
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
@pazuzu --> Thanks you. I already knew it...  Because it is an idea come to my mind yesterday evening and at the moment can't try to test it 'cause I'm at work  Okay. So: is there a way to realize it?  -
Two Fast questions
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Don't understand your reply I was wondering if is possible to use the {} even in addaction statment. Btw: It is a single player mission -
Yestarday evening I was using The Bas chopper to make a fast rope insertion in one of my missions. Unfortunatly, instead putting the chopper on the editor I've created it. In this case The chopper will still perform the rope insertion but it will not move once it has finished the downloading. Do you have any idea how I can solve this? I've had also a look to Bas script and I've noticed they've used the "dostop" statement to make the chopper halt.
-
I've also a little request... I've noticed that in some island it's very hard to find an area, in the map, with the same altitude level (I hope you'll understand what I mean ). Could your fullfill your island with this request?
-
Thobson, thanks again for your reply. That's true That's negative You've given player the ability to save up to 42 times (just a little curiosity: why 42 and not 40 or 50 ?). I've often seen a lot of armored units attacking one each others along the road... What Can a little jeep do against a big big tank? In other words, setting a limitated save make the player to be more cautios... and more runner
-
How to realize a list of all unit?
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
By action command. You can move the troops on the battlefield (using "onmapsingleclick""). And after they die you're able to purchase other units... At the condition, of course, you've enough credits.. Thanks for your reply I'll have a try this evening... -
How to realize a list of all unit?
Nicolas Eymerich posted a topic in OFP : MISSION EDITING & SCRIPTING
Sorry for the title of this topic but it is the first one come into my mynd. However this is the problem: Player is able to get the control of a lot of differents vehicles as well air unit. The problem: I think it wuold be an interesting thing giving him the ability to check any time the status of his own units. In particular it wuold be fine to have the status of all units show in an hint text or something similar. Unfortunatly, I've no idea of how to resolve this problem... Any suggestions will be very much appreciated... -
How to realize a list of all unit?
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
This is a very interesting idea Plase consider however that in my mission Payer'll be able to control over 5 infantry group as well over 3 armored units and 2 air units. The (good) idea you've suggested me will work only for a sigle group, instead. If I wuold an hint with any group of those... how I should proceed in your opinion? -
Hi Thobson, First of all ten thousand apologies for the late I reply to you (I've had a very bad week at work)... Okay. About map reference here you are: The situation I've described to you were usually to happen in sector Eb-40 (if you have a look to Malden's Map you'll notices a rock on the left edge of the sector itself). As Karantan said the guy who was shooting at me were hidding himself in the forest Eb-42. But... I've been able to solve this problem. I've tried to follow the rpoad to the north turning than to left toward the montain's lodge. Unfortunatly, I've come to another issues... After I've talked with the other man I've swithced to the radio and I directed myself to rescue the civialian. When I've arrived in sector Ea-39 my soldier said a strange thing (something like "grounkov is died"). I didn't realize at the fisrt moment... After I've rescued the people (and bring them to the montains lodge) I thinked it was time to prepare an attack toward Arudy (By the way: a woman follow me over the time... Now I did'nt know she was falled in love with me [if my girlfiriend read this... ]). I direct to Arudy but nobody were there. Than I direct myself to Houdon (the city at the east f arudy). When I was approximatly 1000 metres far from the city my soldier said the "Groukon.. forces are surrender.. now It's time to..." (sorry, I don't remember exactly). Even in Houdon there were no one... I've reach the town at the nord and no one even there. I've reach la trinitÄ and no one there too! (and a lot of abandoned tanks along the way: T-80, M2A2, Bmp). So I've take the control of a tank (the woman still were following me... [stalking? Just joking...]) and I direct myself to the airport. Useless to say there were a lot of people (a snyper too) surrending to me.... So, Can I give you some suggestions? 1) Too fog... I was unable to see man and, in comparison, they were able to shoot at me... 2) I didn't like the idea about to remove the ability to skip time. Let's make an example. When I direct myself to the rescue the civilians, someone says that it's a good thing to avoid the road becasu a lot of convoys are on it. So I direct myself using my legs but... 30 minutues to get there and return in my opinio are too much (please also consider that most of time i was running and, useless to say, me teammates were unable to stay back on me. 3) As I'va already said, you should consider that createvehicle or unit is a good way to reduce lag. I'm aware about what Karantan said, but if you put a trigger near the city (for example 1000 metres far) and in condition you set: (player in this list or vehicle player in this list) and on activation you spawn the soldier... well you get the same result you wish and you avoid some lag. This allow to increase view distance as well to reduce lag... However those are only suggestions to improve, as far as I've seen, one of the most intersting mission I've ever played since 2001...