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nikiller

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Everything posted by nikiller

  1. This problem is here since ofp. The easiest/safest way is to use the unit's init field. this moveInCargo plane 1 It works every times for every players.
  2. WW4mod25 sound replacement mod v1.1 hi, I decided to release my WW4 sound replacement mod. This addon will replace all the WW4 modpack 2.5 weapons, hits, fly, ricochet but reload sounds by entirely new HD sounds. It makes the weapons, hits, fly and ricochets sound punchy, badass and realistic. I hope you will like it. MULTIUPLOAD DOWNLOAD LINK MIRROR BY OFPR.info List of replaced weapons sounds: - M16 serie - M4 serie - M16 SD serie - M4 SD serie - MP5 - MP5 SD - M249 - M249 SD - M60 - M240 - M24 - M40 - SR25 SD - M82 - AKM & AKS & AKAB serie - AK SD serie - Groza serie - RPK47 - RPK74 - RPK74 SD - PKM - VSS - SVD - V94 - AK47 serie - FAL serie - LR300 serie - SG552 serie - SCAR - FAMAS - AUG I wanted to use a specific sound for nearly each weapons but a lot of them are using the same magazine then some weapons have the same sound. For MP compatability purpose I kept the original WW4 mags system as it is. I also didn't replaced handgun and launcher sounds since they use vanilla ofp sounds. None of the reload sounds have been replaced because they are already very good. readme: Addon name: WW4mod25 HD sound replacment mod Version: 1.1 By: Nikiller Contact: nikillerofp@hotmail.fr VERSION HISTORY: 1.1 (10-Nov.-2011) - Fixed missing M16SD Burst sound - Overall quality improvment 1.0 (01-Nov.-2011) - First release REQUIRMENTS: - OFP 1.96 or CWA (ofp 1.99) - WW4 modpack 2.5 (http://forums.bistudio.com/showthread.php?t=124403) DESCRIPTION: This addon will replace all the WW4 modpack 2.5 weapons, hits, fly, ricochet but reload sounds by entirely new HD sounds. It makes the weapons, hits, fly and ricochets sound punchy, badass and realistic. I hope you will like it. CONTENT: ww4_sounds.pbo (addon) WW4mod25_sound_mod.txt (readme) INSTALLATION: - Browse to C:\Program Files\Codemasters\Operation Flashpoint\@ww4mod25\addons - Make a backup of ww4_sounds.pbo, rename it for example by old_ww4_sounds - Put the new ww4_sounds.pbo in C:\Program Files\Codemasters\Operation Flashpoint\@ww4mod25\addons - Enjoy! SOFT USED: - Audacity - Free Mp3 Wma Converter - OFPSoundLab FUTURE RELEASE: I will probably update the pack when WW4modpack 3.0 will release. DISCLAMER: This is NOT an official Addon. You know the drill! Use it at your own risk. Enjoy. cya. Nikiller.
  3. hi, Have a look in setDamage comments "Setting a unit's damage to a negative value will set it's health to full, but impair their aim." cya. Nikiller.
  4. nikiller

    Respawn - without teamswich ?

    hi, enableTeamSwitch? cya. Nikiller.
  5. hi, Maybe onPlayerRespawnAsSeagull.sqs in event scripts could help you. For your 2nd question try PreloadFinished eventHandler. cya. Nikiller.
  6. It seems that sometimes AI have hard time to "link" buildingPos to calculate a proper pathfinding. It was already the case in ofp, if AI was alone in a group, it was turning endlessly trying to calculate pathfinding. When I order AI to move inside buildings I disbaleAI "FSM". I don't know exactly why but they navigate easier and are usually not stuck.
  7. nikiller

    Ai see better at night

    hi, I think you will have to help the AI. Maybe try to combine an addEventHandler fired and a reveal command. cya. Nikiller.
  8. Remove gunners from the group might be a better solution. [_gunner1, _gunner2] joinSilent grpNull; Or maybe MoveInGunner, MoveInDriver the 3 not grouped units and give waypoint only to the pilot.
  9. hi, Try to ungroup the pilot (join grpNull). [_this] joinSilent grpNull; CARELESS behaviour as kylania suggested. _this setBehaviour "CARELESS"; DisaleAI target, autotarget, checkvisible, fsm, suppression, autocombat. {_this disableAI _x} forEach ["TARGET", "AUTOTARGET", "FSM", "SUPPRESSION", "COMBAT", "CHECKVISIBLE", "AUTOCOMBAT", "COVER"]; cya. Nikiller.
  10. hi, I am trying to reactivate a commented function (onCaptureStarted) in wasteland monitorTerritories.sqf. This function trigger when a territory capture has started and I would like to reactivate the message that let the current owners know that his territory is being captured. The function I would like to reactivate: The script monitorTerritories.sqf: Thanks for your help. cya. Nikiller.
  11. hi, Have a look here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000799 and here https://forums.bistudio.com/topic/189410-setting-a-unit-on-fire-without-killing-him/?p=3000992 cya. Nikiller.
  12. hi, I think you should use the same but with "effectLight". h = this spawn { waitUntil { count (_this getVariable [ "effectLight", [] ]) > 0 }; _emitter = ( _this getVariable "effectLight" ) select 0; _emitter setPos getPos u1; _emitter attachTo [ u1 ]; }; cya. Nikiller.
  13. hi, Try this. Execute the script in unit's init field 0 = [this] execVM "scripName.sqf" It is far from perfect and it needs tweaking but it shows you how to do it. //Fire effect script //By Nikiller //v0.9 //27/03/2016 //0 = [unitName] execVM "scriptName.sqf" if !(hasInterface) exitWith {}; private ["_unit", "_velocity"]; _unit = _this select 0; while {alive _unit} do { if (player distance _unit < 200) then { _velocity = velocity _unit; Drop [ ["\A3\data_f\ParticleEffects\Universal\Universal", 16, 10, 16], "", "Billboard", 1, 0.6 + random 0.4, _unit selectionPosition "pelvis", _velocity, 1, 0.005, 0.004, 0.038, [1 + random 0.5, 2 + random 1, 3 + random 1.5 * 1.5], [[0.9, 0.5 + random 0.1, 0.5 + random 0.1, 0], [0.2 + random 0.1, 0.2 + random 0.1, random 0.1, 0.3 + random 0.1], [0.9, 0.9, random 0.1, 0.3 + random 0.1 * 2], [0.9, 0.9, 0.3, 0]], [0, 1], 0.5, 0.05, "", "", _unit ]; }; sleep 0.001; }; cya. Nikiller.
  14. hi, I thought about that afterwards but I think nomadd is right if you use the script I wrote, make the waypoint just cross your trigger area without synchro and execute the paradrop script in the trigger activation field, it should work. Note that you need only one trigger. cya. Nikiller.
  15. Sorry my bad you have to execute the script with 0 = [bOD] execVM "paradrop.sqf"; Should work.
  16. Yes and put the sqf in your mission folder. If unassignVehicle didn't work then something else is wrong. Maybe post a repro mission to see what is not working.
  17. hi, Did you try to unassignVehicle your troopers? I also suggest you to use a paradrop script. It will be way more reliable. Name your group (myGroupName = group this in group leader's init field) and execute the script with [myGroupName] execVM "myScriptName.sqf" in your trigger activation field. if (!isServer) exitWith {}; _grp = _this select 0; { unassignVehicle (_x); (_x) action ["EJECT", vehicle _x]; sleep 1; } foreach units _grp; Or if you do not want to use script add unassignVehicle command in your trigger activation field. unassignVehicle A; A action ["Eject", helicopter]; cya. Nikiller.
  18. hi, Just one thing, add a sleep to haleks's waitUntil condition, it will save performances. this setcaptive true; 0 = [this] spawn { _unit = _this select 0; waitUntil {currentWeapon _unit != "" && (EAST knowsAbout _unit) > 1; sleep 1}; {_x setcaptive false} forEach units group _unit; }; cya. Nikiller.
  19. No problem, but as Inlesco said it is not very reliable and I am not sure it will work well. Your best bet is to wait for BIS convoy fix.
  20. hi, Try this (not tested): //[vehicleName, followerName, delay] execVM "scriptName.sqf" //By Nikiller //28/02/2016 _vehicle = _this select 0; _follower = _this select 1; _delay = _this select 2; while {(canMove _vehicle) && (canMove _follower)} do { _pos = getPos _vehicle; _distance = _follower distance _vehicle; if (_distance > 10) then { _follower doMove _pos; _follower setSpeedMode "LIMITED"; }; sleep _delay; }; cya. Nikiller.
  21. hi, Great job! Did you setDamage or did you apply blood texture on the soldier uniform? cya. Nikiller.
  22. hi, Execute a script for each object. _campArray = ["Land_CampingTable_small_F", "Land_CampingTable_F", "Land_CampingChair_V1_F", "Land_CampingChair_V1_folded_F", "Land_CampingChair_V2_F"]; {[_x] execVM "myscript.sqf"} forEach _campArray; myscript.sqf _object = _this select 0; _object enableSimulationGlobal false; _object allowDamage false; cya. Nikiller.
  23. hi, I would like to know if append is faster than pushBack to add element(s) to array. thank you. cya. Nikiller.
  24. Thank you, I will give BIS_fnc_codePerformace a try.
  25. nikiller

    Scripting Discussion (dev branch)

    hi, THANK YOU! Now it would be nice to add: - SensitivityCoef (How well and how far the given unit senses other units) - SensitivityEarCoef (How well can the given unit hear others units) and it will be PERFECT. cya. Nikiller.
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