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Obscure CIA_Agent

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Everything posted by Obscure CIA_Agent

  1. Obscure CIA_Agent

    I WANT A LIST!

    OK. Guys, what the heck is going on here. Has ANYONE ever made a list of OFP commands? How do you guys find out these lines of code? WHERE IS THE LIST? ASDLFKJ
  2. ---------======I'm making this mission in version 1.46======--------- I would like to know how to make AI soldiers fire at a row of sandbags, or a barrel or something like that. Also I would like to know how to make an M2A2 fire on sandbags or tents or anything thats not "alive". I searched around and found this code: soldier1 fire "m16" That makes the dude fire one shot into the air which is pretty worthless if you ask me, but it's a beginning I guess. I need to know... Thanks, CIA
  3. Obscure CIA_Agent

    Making AI fire on random targets

    hey COW, i could have guessed before i even tried it but your stupid little CODE DOESNT WORK OH NO HES CYBER-YELLING OH NO GO RUN AND HIDE you fucking geeks
  4. Obscure CIA_Agent

    Making AI fire on random targets

    oh and THANKS COW for all your effort, it must have taken so much out of you to type that one little sentence... ya fuckin loser
  5. Obscure CIA_Agent

    Making AI fire on random targets

    you guys need to grow the F*** up lol, go get lives and stop worry about some kid (me) sitting in his basement trying to make a map for some stupid game. GOD YOU GUYS ARE FUCKING LOSERS HAHAHAHAHAH GET A LIFE MORONS THIS IS THE LAST TIME I USE THIS WORTHLESS FORUM i mean really, get a fucking life
  6. Obscure CIA_Agent

    Making AI fire on random targets

    Nobody knows? I know I would have to name the unit I want the soldier to fire at, then put something in the soldiers init line, or a script or something. But what?
  7. Obscure CIA_Agent

    I WANT A LIST!

    hey ofpforum heres an idea keep your stupid opinions to yourself THX
  8. Obscure CIA_Agent

    Ending the mission!

    Ok so I need to know how to make this trigger work right. The trigger is an End#2 with the condition of: not (alive westsoldier1) and not (alive westsoldier2) and not (alive westsoldier3) and not (alive westsoldier4) and not (alive westsoldier5) If you start the mission with all AI present the trigger works fine. But when you disable even 1 AI the trigger will not work. Even if the whole West team is dead. What gives? Thanks, CIA
  9. Obscure CIA_Agent

    I WANT A LIST!

    My bad, I didn't me to hurt your eyes. Just need to fix this mission.
  10. Obscure CIA_Agent

    I WANT A LIST!

    Where is the master list for OFP commands...
  11. Obscure CIA_Agent

    Ending the mission!

    Oh yea and I DO have resistance 1.96. I just like 1.46 better.
  12. Obscure CIA_Agent

    Ending the mission!

    Does anyone know the old school code? It's gotta be somewhat the same. PLEASE HELP ME!
  13. Obscure CIA_Agent

    Ending the mission!

    I do not understand. I am making this mission in version 1.46. I copy and paste that exact code and it does NOT work. ({alive _x} count units westgrp) < 1 Unknown Operator or invalid number in expression. Does not work with or without "this" in front of it. What in the good Lord's name is going on here. maybe i shoulda joined the fbi...
  14. Obscure CIA_Agent

    Ending the mission!

    OK. Nothing anyone has told me works. I either get a "Unknown Operator" or "invalid number in expression" or some other wack error. It shouldn't be this hard. I want to beable to disable AI and still have the mission end when everyone dies. Let me explain this in different words... I have a mission with 5 WEST soldiers named "westsoldier1, westsoldier2, westsoldier3, westsoldier4, and westsoldier5" --- Now if you start the mission with AI present. (So its you as the leader and 4 AI soldiers) The trigger "not (alive westsoldier1) and not (alive westsoldier2) and not (alive westsoldier3) and not (alive westsoldier4) and not (alive westsoldier5)" works fine. And END#2 will work when they all die... BUT if you DISABLE AI before you start the mission (So its you alone, or like you and one other guy) The END#2 trigger wont work. The game thinks the DISABLED AI are there or something. None of your lines of code work. Please would someone give me the right code? This is the last trigger I need to get working, then my mission is complete. Thanks, CIA
  15. Obscure CIA_Agent

    Ending the mission!

    Could you like give me the write code or something? Thanks, CIA
  16. Obscure CIA_Agent

    Ending the mission!

    That doesn't work but thanks anyways...
  17. Obscure CIA_Agent

    Unlocking .pbo

    Is it possible to load a random map that you did not create into the editor? I want to look at how other maps where made. Thanks, CIA
  18. Obscure CIA_Agent

    Intro Camera

    Hi. I'm still working on the same old mission. Ok the problem is... The intro works fine when all AI is present. westsoldier1 - 5. But when I disable AI instead of the intro ending, the camera will zoom around on the last guy until the end of the script. How do I tell the script to end the intro if AI isnt there. I don't even know where I would write the code so here is what I have so far... CAMERA SCRIPT _cam = "camera" camcreate [0,0,0] ~0 _cam cameraeffect ["internal", "back"] _cam camsettarget butt _cam camsetrelpos [10,15,10] _cam camcommit 0 @camcommitted _cam ~5 _cam camsettarget ass _cam camsetrelpos [-20,75,10] _cam camcommit 8 @camcommitted _cam ~5 _cam camsettarget grass _cam camsetrelpos [1,2,2] _cam camcommit 2 @camcommitted _cam ~4 _cam camsettarget westsoldier1 _cam camsetrelpos [-1,2,.5] _cam camcommit 0 @camcommitted _cam ~4 _cam camsettarget westsoldier2 _cam camsetrelpos [1,2,.5] _cam camcommit 1 @camcommitted _cam ~3 _cam camsettarget westsoldier3 _cam camsetrelpos [-1,2,2] _cam camcommit 1 @camcommitted _cam ~3 _cam camsettarget westsoldier4 _cam camsetrelpos [1,2,2] _cam camcommit 1 @camcommitted _cam ~3 _cam camsettarget westsoldier5 _cam camsetrelpos [1,2,2] _cam camcommit 1 @camcommitted _cam ~3 _cam cameraeffect ["terminate", "back"] camdestroy _cam INIT SCRIPT ~25 westsoldier1 action ["STROKEGUN"] ? alive westsoldier1: titletext [format ["The Lieutenant with M16A2/203 - %1", name westsoldier1], "plain down"] ~4 ? alive westsoldier2: titletext [format ["The Sergeant, a Black Op with XMS/M4 Carbine - %1", name westsoldier2], "plain down"] ~4 ? alive westsoldier3: titletext [format ["The Corporal with XMS/M4 Carbine - %1", name westsoldier3], "plain down"] ~4 ? alive westsoldier4: titletext [format ["The Private First Class with M16A2/Mortar - %1", name westsoldier4], "plain down"] ~4 ? alive westsoldier5: titletext [format ["The Private with G36a - %1", name westsoldier5], "plain down"]
  19. Obscure CIA_Agent

    AI and Ammo Crates

    Hi. I have a crate with 2 shotguns (Kozlice) in it. I want to make 2 civilians take the weapons from the crate. How do I do this? Thanks, CIA
  20. Obscure CIA_Agent

    AI and Ammo Crates

    Thanks I think I got it.
  21. Obscure CIA_Agent

    Ending the mission...

    Yes! Thank you.
  22. Obscure CIA_Agent

    Ending the mission...

    Hello, I need some help. I have a mission with 3 objectives and I want all 3 objectives to be completed before the ending trigger takes effect. So for the ending trigger I have something like "obj1 && obj2 && obj3" right? The problem is I don't know how to make obj3 come true. I want all West players to be in the trigger before it goes off. So I make a trigger... and then what? I used to know how to do this, but I can't remember. Can someone please refresh my memory? Thanks guys! CIA
  23. Hello again my friends. Â I have another question for you. I have an introduction in the beginning of my map where each player's name is shown at the bottom of the screen with some text infront of it. This part works fine, however when you disable AI the text still shows. Here is the file so far: ~25 westsoldier1 action ["STROKEGUN"] titletext [format ["The Lieutenant with Steyr AUG - %1", name westsoldier1], "plain down"] ~4 titletext [format ["The Sergeant, a Black Op with XMS/M4 Carbine - %1", name westsoldier2], "plain down"] Â ~4 titletext [format ["The Corporal with XMS/M4 Carbine - %1", name westsoldier3], "plain down"] Â ~4 titletext [format ["The Private First Class with M16A2/Mortar - %1", name westsoldier4], "plain down"] Â ~4 titletext [format ["The Private with G36a - %1", name westsoldier5], "plain down"] I need to hide the text for the disabled AI, but I don't know how... Â Does anyone know what's up? Thanks, CIA Â
  24. Obscure CIA_Agent

    Mission failure

    Hey guys! Â I've been stumped again here. Â So in the mission if all five players die I want the End #2 trigger to activate and end the mission. Â This much works. Â The problem is the trigger activates when westsoldier1 (the leader) dies. Â Now I've tried linking the trigger to the group and using the 'whole group' activation, but that makes it so when any player dies the trigger is activated. This is where I'm at right now: not (alive westsoldier1); and not (alive westsoldier2); and not (alive westsoldier3); and not (alive westsoldier4); and not (alive westsoldier5); This makes it so when westsoldier1 dies the mission ends. Â However I want all the players dead before the mission ends. I'm sure one of you savages knows what I'm doing wrong. Â Any suggestions? Thanks, CIA
  25. Obscure CIA_Agent

    Scripting in the init.sqs file

    Thanks guys it's working now!
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