Owuor
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One trigger activates another?
Owuor replied to Recipient's topic in OFP : MISSION EDITING & SCRIPTING
If you are still interested in testing if prior triggers have been activated in order to set off another trigger you could try the following: Trigger 1: On activation: A=true Trigger 2: On activation: B=true Trigger 3 (the one you want to happen after 1 and 2 are activated): Condition: A AND B I think that is how it works but I'm away from my OFP computer so I can't check right now. If I'm wrong someone please correct me. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">misslock Posted on Nov. 20 2002,18:37 -------------------------------------------------------------------------------- what cammond would i have to use to make a HEAT fire ps: my car is called car1 <span id='postcolor'> I wish i could tell you misslock...still hoping someone will come up with a solution to this one.
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Laughter animation - wouldn't it be nice?
Owuor replied to Owuor's topic in OFP : MISSION EDITING & SCRIPTING
You're right about the setmimic command, but an animation is so much better I think. These angry/sad gestures really only affect the face, not the posture, body language, and movement of the individual. They would enhance a good laugh animation however! -
I'm working on a mission now that requires one unit to be engaged in humorous conversation. Much to my dismay I've been unable to find an animation that shows a person laughing or being amused in any way. I don't know how much work goes into an individual animation, but I just would like to plant the thought in the mind of the developers that a laughter animation (or multiple animations - laughing, laughing uncontrollably, knee-slapping laughter) would be a wonderful thing and add the potential for alot of new texture in missions. If working this into a future patch is a possibility, I would be be very pleased. If anyone else would like to add their support to this suggestion, I would be grateful.
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Hoping to do this without addons...I should have mentioned that, sorry.
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Sorry for resurrecting an old post of mine...but I just started scripting/editing again and am wondering about the second (unanswered) question I posed... Is it possible to arm cars with missiles or rockets that could fire. I don't care about the practicality of it or whether i'll blow myself up. I just want to add Maverick's etc. to a car and be able to fire them while driving. Thanks. In honor of the new 007 flick coming out someone please figure this out!
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Thank you much! That did the trick.
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I have a Radeon 7200, driver version 6.13.10.6015 I am running at 1024x768x16 using D3D. Any help with this would be much appreciated.
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I just installed Red Hammer but haven't played the game in the few weeks prior. I've noticed a fuzzy halo around my AK sights that makes it difficult to aim at distant targets in the evening. Â Please view the attached file and tell me if this is normal or if it is a problem. Thanks.sights picture
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That doesn't seem to work when I test it. Nor does grouping civilians with eastern forces. I have also tested gettting in an empty cessna (armed with Mavericks) with a civilian under my command and having him pilot. When I tell him to attack various targets, he says Negative. Anyone else have ideas??? There must be SOME way to make this work... My kingdom for a civilian who will fire his missiles!!!
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No, no mods or addons other than patches up to ver 1.42 from Codemasters. Plot of Intrigue! is the name of my custom mission I'm working on.
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I get a crash to desktop when trying to enter a cessna plane. Here is the log from the .rpt file... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ===================================================================== == C:\Program Files\Codemasters\OperationFlashpoint\OperationFlashpoint.exe ===================================================================== Exe version: Thu Feb 07 23:00:31 2002 file: Plot of Intrigue! world: Eden campaign: battle: mission: ErrorMessage: Cannot load mipmap data\cessna_palubka_l.paa <span id='postcolor'> How can I fix this?
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Well, I can arm the Cessna that way...I can fly it myself and use the weapons if the pilot leaves the plane. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addmagazine "MaverickLauncher";this addweapon "MaverickLauncher"<span id='postcolor'> Putting the above in the init field adds 8 Mavericks to a Cessna. My problem is how to get a cessna that is armed in this manner (and piloted by a civilian) to fire upon Western forces... Anyone tried this?
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I know the question has been asked before about how to arm civialians and make them attack western forces. I have been successfull in doing this...but...I want to make civilian pilots in Cessna planes perform airstrikes on western units. I am doing addmagazine, addweapon etc to arm their planes, grouping them with an eastern unit to make them bad, and setting destroy waypoints, trying "dotarget" and "dofire" commands...with NO effect. How can i make civilian planes open up on western (or any) units?
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Thank you both! I sucessfully tried it both ways, with the == and using two variables with true/false as well. Much appreciated!