Ottie
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Everything posted by Ottie
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How do I add a alpha channel to the picture
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You can move waypoints with setWpPos see command reference
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I have created a test mission which is called game logic artillery, I think it does what you want, if interested mail me
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1. Give soldiers there waypoints. Soldier waypoints : Vehicle 1. move 1. move 2. get in 2. load 3. get out 3. transport unload 4. move 4. move synchronize waypoint 2 and 3 of the vehicle and the soldier 2. soldier moveInCargo vehicle
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In my opinion yes.
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I mostly use the following method for letting soldiers react: Alarm all troops in an area Create trigger 1  Name        : West Detected  A           : ?? (the range of the trigger, I place the trigger over the base) B           : ?? Activation By   : WEST Activation Type : Detected by EAST Repeating     : Yes Condition      : this Time min      : 1 Time mid    : 5 Time max    : 10 On Activation  : AlarmEast = true Create trigger 2 Name      : East Forces Combat A : ?? (the range of the trigger, I place the trigger over the base) B        : ?? Activation By  : EAST Activation Type: Present Repeating    : Yes Condition    : AlarmEast Time min    : 1 Time mid    : 5 Time max    : 10 OnActivation  : cmode="COMBAT"; "_x setbehaviour cmode" forEach thislist    Create trigger 3 Name      : West disapperead / Disable Alarm A : ?? (the range of the trigger, I place the trigger over the base) B        : ?? Activation By  : None Activation Type: --- Repeating    : Yes Condition    : AlarmEast Time min    : 25 Time mid    : 35 Time max    : 45 OnActivation  : AlarmEast = false Create trigger 3 Name      : East Forces Safe A : ?? (the range of the trigger, I place the trigger over the base) B        : ?? Activation By  : EAST Activation Type: Present Repeating    : Yes Condition    : !AlarmEast Time min    : 1 Time mid    : 5 Time max    : 10 OnActivation  : smode="SAFE"; "_x setbehaviour smode" forEach thislist I took this method from the BIS mission "steal the documents"?
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Oops
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But what do you do if trigger b is first triggered and then trigger a
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This is a solution but you must set the type of the trigger to switch !!
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It is possible, give the plane 5 waypoints 1 Move 2 Move 3 Cycle (place this waypoint near the first move waypoint) 4 Move 5 Move No create the trigger that is activated by the radio alpha command and give this trigger as type switch, and synchronize the trigger with the 4 waypoint (move) if you now cal radio alpha the plane will move to the 5 waypoint
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You can set the fuel with the setfuel command heli setFuel 1 The weapons you can add with the heli1 addMagazine "heliammo" (heliammo must be replaced by the correct ammo name for the helicopter you use)
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Why use triggers , you need one trigger that sets of a game logic, give the game logic 6 waypoints and in the activation field of every waypoint write: soldier1 action ["eject", c130]; unassignvehicle soldier1; soldier2 action ["eject", c130]; unassignvehicle soldier2 And put a delay of 2 seconds between the waypoints.
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What you can do is place triggers around the airfield on places that must be guarded and set the type of the trigger to guard by east/west, then the tanks with a guard waypoint will especially protect these areas and will not drive of to attack the enemy tanks (and ride in the minefield)
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What you can do is place triggers around the airfield on places that must be guarded and set the type of the trigger to guard by east/west, then the tanks with a guard waypoint will especially protect these areas and will not drive of to attack the enemy tanks (and ride in the minefield)
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Hello Doolittle, I must say you have a point, I play OFP from almost the beginning , (original, not the demo period), and from the beginning on the people are focusing on scripting and addon making, but I also wanna know what is possible with the mission editor. And I think the mission editor can be used in far better ways then is done now. Everybody is focusing on great scripts, how to reinforce, how to move without waypoints etc etc, but there is almost no one that focusses completely on the mission editor. I have tested and played alot with the mission editor and in my opinion the mission editor can do so many things. (guard, sentry waypoints, the usage of game logics etc etc). I always try to rewrite user made missions that uses script to mission without almost any scripts and I must say it can be done, of course there are scripts that are usefull but mostlty not. And have you played the complete original campaigns, I think they are of high quality and almost no scripting. Ottie
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Can some1 pleez help me with count friendly/enemy
Ottie replied to a topic in OFP : MISSION EDITING & SCRIPTING
Not every vehicle has a crew of 3 and wath about the passengers in the cargo of for example a BMP use the crew command instead -
One trigger activates another?
Ottie replied to Recipient's topic in OFP : MISSION EDITING & SCRIPTING
You can also do this with a game logic unit Create a game logic unit. give the game logic unit 2 AND waypoints Create trigger 1 Tanks1 pass point 1 Create trigger 2 Tanks2 pass point 2 Synchronize trigger 1 and trigger 2 with the first waypoint of the game logic unit Create also a third trigger which will be activated by a game logic unit with the second game logic waypoint in the activation field of the trigger. Synchronize the third trigger (activated by the gamelogic unit) with the getin waypoint of infsntry squad -
for respawning units in a vehicle use "SoldierECrew" createUnit [getMarkerpos "respawnpoint", GroupAlpha, "this moveInDriver RespawnVehicle", 1, "PRIVATE"] Works for me
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You can also fill in in the condition of presence field of the groupmembers alive leaders_name, then you don't have to delete the units with a trigger.
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Create group then group movement
Ottie replied to m16a2m203's topic in OFP : MISSION EDITING & SCRIPTING
I you want ingame created units to follow waypoints, you must create a unit, give this unit waypoints that the newly created units must follow and in the init line of the unit write: GroupAlpha = group this; deleteVehicle this; The ingame created units you assign to group "GroupAlpha" and the new units will follow the waypoints. Good luck, I have some test missions if you want I can sent you. Ottie -
Has anyone ever tried something with waypoint moving, if you select in the waypoint show always the waypoint is displayed on the player map and you can move it, maybe in this way you can control the movements of several groups
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Has anyone ever tried something with waypoint moving, if you select in the waypoint show always the waypoint is displayed on the player map and you can move it, maybe in this way you can control the movements of several groups