Nicolas Eymerich
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Everything posted by Nicolas Eymerich
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@--> THobson thanks again for your interest and help in trying to solve this problem for me. This is another proof that such good mission is written by a such good good person too... Okay. Let's come to us... About Map reference at the moment I'm at work so I can't reply to you (I'll check this evening) I'm sure at 100% my add-on are the same one of the Bis as well they're all that your missions requested (if I'm not mistaken the only "unofficial" add-on is the editor uptdate by General Barron). However, just in case, I'll have a check this evening. The island is the "original" Malden. I've removed any bush pack or texture unofficial i had in my \res\addon folder. I'm not sure if there is some one else sound. But I'm really pretty sure it is the sound of an ak\47 -----SPOILER-------------- Okay. I arrive to Vigny. I Kill the two americans soldiers in the house. Than a Cut scene happened. It is my cousins who tell to me to reach an house in the montains beetween two cities (I don't remember exactly.. but the Blue Marker is set near le trinitÄ). The woman escapes and she is killed by some soldiers. The soldiers come towards me (sometimes this happen) I kill them and than I take the jeep parked outside the house. I follow the road 'till I reach a bus with a lot of person dead. than, I turn left and follow the road to north until my car is broken... Than I head myself toward the marker. Approximatly at the side of the montains (there are some rocks on there) some trucks arrive. There're 2 truck. The first one is an american one. The second one is a Russian one. Some vehicle (2 russians tank) come form the nord and destroy the ural. I'm always hidden beetwen the rock 'till an abram, coming from the sud arrives. Than I begin to walk upon the muntains and then I'm regoulary killed... I'll give you the map position tomorrow... ------------------SPoiler--------------- To be honest my add-on folder is over 1.5 Gb. I did'nt know such thing could be a problem (and yes I've also three unoficial island: Tonal, Nogova (By mapfact) and Aef Phoenix). By the way: Sometimes when a vehicle get killed i get a strange message: "no entry config.bin Vehicle" (don't remeber exacltly) I click upon "ok" but the game is regular running. I've also have a look to your mission (I hope you don't get hungry) and in the area where i regoulary die there is no anyone. No trigger (except the one who open the second cutscene) and no man... Just a suggestion for (I truly hope) your next missions: I'm quite sure that some lag of the mission could be avoided using the "createunit" or "createvehicle" functions. I Think it's quite useless to have a lot of soldiers (near the airport and near the city on the sud) when player is over 3000 metres from them. Putting a trigger near such areas (? player in thislist : spane soldiers) could be an interesting ways to reduce the lag. Again thanks for your help
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No one... I use only the last version of Ecp...
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As the topic says I wuold like to have by the Opf community  some ideas about creating new missions (I'm short of...) Keep in mind, however, that I'm not using the mission editor in fact I create units or vehicle by scripting. That's because of a simple reason: I'm working on a mission which allows the player to get the control of a base. He'll be able to purchase units (of any type) as well to conquer others city to increase his own credits (to spend of course in buyng new units and so on) and to make a differet kind of missions. At the moment, user interface is almost completed and i'm working in adding new missions. But It's quite different make a mission using editor or using script. So I need any simple ideas... Thanks Â
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WoW Â First of all --> Thanks guys to all of you.. @B.B. --> good Idea and a good story too... But It doesn't suit well for my mission. Â @])rStrangelove --> very Very good Ideas. I'll keep in mind. @Connors --> Good Ideas.. I had the same too At the moment I've been myself able to "write" those missions: 1) Enemy attacks to your Base 2) Invasion mission : Player is able to invade some city in Nogova 3) Ambush to a Convoy, 4) Assault an area and Kill a Person 5) Defen an area while Cpu is attempting to conquer it So I've another requests: Most of the (good) ideas you've suggested me, how can I say... in some ways, seems to works perfectly especially when player is leading a group of man. Please consider however player is also able to get control of some Light as well heavy armored vehicles and of some choppers as well planes. Any ideas (for mission) about those last kind of vehicles (apc and air units)?
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Yes.. I've tried.. and I'm get killed over 20 times... In particular this happen, just to explain myself better, after I reach the side of the muntain. Some vehicles (2 truck: 1 is american and the other is an Ural) appears, than a bradley come and destroy the truck and than some russians tanks arrive again (and then they leave folliwing the road toward Nord and an Abram comes from Sud to North [by the way: I've appreciated a lot the flag is carryng the abram ]). Any time I try to get to the montain I hear a sound of an ak 47 and I (regulary) die. Consider also that I'm not able to understand who is shooting at me... That's make me hungry...
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When destroyed, become something else
Nicolas Eymerich replied to j w's topic in OFP : MISSION EDITING & SCRIPTING
You've right! But He can use the function "Createvehicle" instead... Â As I've said, I'm at work. But I don't think the "z" values is needed. Just consider you can create vehicle or unit and place them on the map using the statement "getmarkerpos" that returns an array of 2 values. I suppose "z" values is 0 by default. However I could Be wrong -
I'd like to ask you a thing THobson... I can't reach the house near "le trinitÄ" cause when I begin to walk upon the muntains i'm regoulary killed. Is this normal? (I mean the second missions, after the cousin is shoot by soldiers)
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When destroyed, become something else
Nicolas Eymerich replied to j w's topic in OFP : MISSION EDITING & SCRIPTING
Maybe you could use an addeventhandler "Killed" and attach it to your target. In the script launched by the event you could have something like this: _v = _this select 0 _x = getpos _v select 0; _y = _getpos _v select 1 deletevehicle _v _P = "..." createunit [_x,_v] exit I'm at work... I'ven't tested this and could not work even... However If i would in you I'll have a try -
Mi-26 "Halo" and soviet pilot pack relased
Nicolas Eymerich replied to DPS -CCCP-'s topic in ADDONS & MODS: COMPLETE
Sorry for late but... GREAT GREAT ADD-on!!! -
Sorry about this question but... First of all you've done a really really interesting add-on. However I would like to ask you how such add-on is CPu demanding...
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The feature allowing forget about Action(add/rem)
Nicolas Eymerich replied to mr.Flea's topic in OFP : MISSION EDITING & SCRIPTING
Seems a really good Tool... I'll have a try tonight or tomorrow evening. -
_a = - (random(100))
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Hi guys, I Hope this is the right forum... Well I've discovered a Bug (I'm asking your help to solve this) on this beatiful add-on. I've discovered that if you create the add-on Tonguska (Dkmm) (instead that putting using the mission editor) and asssign to it 3 west men well...--> Every west unit will fire against the tonguska. I'm not an add maker so can you fix this bugs for me?
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Thank you very much! I'll be waiting then...
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Turkish Union Addon Pack v2.0
Nicolas Eymerich replied to Gökhan - OFP TURKISH UNION's topic in ADDONS & MODS: COMPLETE
Great Stuff guys! I'm at work now... Damn! -
Hi guys, I've searched through the Forum and I've noticed that most of the tutorials are held in Ofpec. Unfortunatly, Ofpec is down. This is the reasons I ask here... The Problem: I want every single unit which is assigned as commander, gunner or driver of a single unit not ejected from vehicle. Better: If he eject --> he'll be deleted. The solution I've thinked to the command: Addeventhandler \ "Getout" But I don't understand how does it works. Can you help me?
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Addeventhandler "get out"
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Thanks! -
Addeventhandler "get out"
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
First of all thank you again for your answers Well, I have put on the map a vehicle adding to it 2 eventhandler: "Killed" AND "Getout" The vehicle is deleted immediatly by the "Killed" addeventhandler. But even in such case the getout event is called... (I've put an hint on the script you suggested me to check the script itself were executed). That's good... I didn't know. But this bring me to another question: what's about if the infantry guys dies inside the vehicle? Will he be ejected? Good! This is my fear. Consider I'm doing a very complex missions and I've to be sure that all goes as I've planned. You've right. -
In my mission Player is able to control a different numbers of teams by the action command. Every time he call the support of a team the script make a check counting how many units are stored in the team itself: _num = "count alive _x" foreach ... Hint format ["Assault team is %1",_num] I would like to improve this line. In particular I would like to put the figure of a man (the same one which is in the low of the screen when you're the leader of a squad) inside the hint text. I've read this is possible using "resources". Do you know how can I add this feature to my script?
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Neesd a little idea for a script
Nicolas Eymerich posted a topic in OFP : MISSION EDITING & SCRIPTING
As the topic itself says, I'm having a problem with a script. Not really a problem however.... Basically player is able to purchase some air units (PLANE). The script creates the selected Aircraft and move it to a wp choosen by onmapsingleclick statement... Now: Ai, when fly a plane, is particular strange... Better: it has got a suicide instinct when piloting some aircraft's addon (for exemple: F18_rad). Instead, when I use the official addon (A10 & Su25) such things doesn't happen. How can I avoid (in unofficial addon) suicided Ai istincts? I've tried also with the statement Flyinheight but for some strange reasons such statement doesn't work when ai engage enemy units (in fact, times ago I wrote a script able to create a lot of choppers. They were setting to fly on different height to avoid collision beetwen them. But flyinheight were unable to solve this problem 'cause, when unit engage enemy it flies at the height it likes). Any ideas? -
Thank you very much General... Now I'm at work so I can't read your tutorial... However I have another question: why you have said (only) 12 different resources?
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Addeventhandler "get out"
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Thanks... I'll try this evening... Okay I've tried and it works perfectly. Just a little consideration This is a dangerous line. Have you tried to destroy the vehicle immediatly? I suppose the @ condition will still run even if the condition can't be more verified. I prefer to use this one, instead: ~0.5 However Thanks again to both of you p.s. I've edit my (my original) message on morning of 22\02 -
The first Island it was an interesting island. Can I make some request for Drago2? 1) More cities... 2) Would you consider to put on it the railway? 3) As james p already said it would be nice to have more flat land... 4) In particular It would be nice too to add a flat land with only some bushes and no more...
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Thank you very much RockofSL...
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Addeventhandler "get out"
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
I see... Thanks to both of you... @Unn --> Not a crash (at least) but I've received a message error....