Jump to content

Otter

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Otter

  • Rank
    Private First Class
  1. Otter

    How to battle server crashes

    I admit I'm pretty new to scripting and mods, but I'm not sure this is correct, sound mods etc. should only run on the client PC and the message the client sends to the server would be exactly the same as the "vanilla" version.
  2. I really appreciated this, very well done. Thanks.
  3. Otter

    Warfare Updated! v1.5

    I wish I knew more about scripting. I know MP is a whole 'nother ball of wax, but it does seem strange Warfare was released with this JIP map issue. I think it must be related to the UpdateMarker scripting.
  4. Figured it out from the Wiki, used "or" operator ("||"):<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_objs"]; if ((vehicle player) == player && player isKindOf "SoldierGMiner" || player isKindOf "SoldierGPilot")then{_objs = nearestObjects [player,["LandVehicle","Air"],5];if (count _objs > 0) then {objectID2 = _objs select 0;if (alive objectID2) then {if(damage objectID2 > 0.05 || fuel objectID2<1)then{true}else{false};}else{false};};}else{false};
  5. I would like to add a "SoldierGPilot" unit option to this script for Xeno's "Domination!" that lets a player pilot repair a vehicle, but have no clue how to do it, so if someone could please point me in the right direction that would be appreciated. I figured out how to add the pilot to the mission choice, but I don't know how to go from there, array, variable???: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_objs"]; if ((vehicle player) == player && player isKindOf "SoldierGMiner")then{_objs = nearestObjects [player,["LandVehicle","Air"],5];if (count _objs > 0) then {objectID2 = _objs select 0;if (alive objectID2) then {if(damage objectID2 > 0.05 || fuel objectID2<1)then{true}else{false};}else{false};};}else{false};
  6. Otter

    Tutorial ???

    I understand that the logic behind this statement is good, however, as someone who has had little to no experience with OFP mission making I'm more than a little concerned when I see this repeated over and over again when new folks bring it up. Armed Assault is not just OFP v2.0, in many ways its a whole new game. I think it would be nice if it had it's own specific resources. The programming differences are significant enough that folks new to scripting might have unexpected problems you vets might not have when conflicts between the two games arise. I am trying to do my part as I learn, one of the ways I'm trying is to help with the BI wiki. Anyway, I hope this is taken as constructive criticism and not as a slam at all the thousands of hours folks put into OFP.
  7. Otter

    What in the hell were they thinking..

    yeah I know, they're called "keystrokes", they aren't programmed to a joystick axis, you can map them to the js but all you get is the same key stroke action and that's not the same effect as a real throttle with incremental control.
  8. Otter

    What in the hell were they thinking..

    I'd be happy if someone could point out where the A/C throttle assignment for my joystick is. One of the most universal controls in flight sims and it's apparently missing in ArmA. I'd be most happy if that's an incorrect statement.
  9. I did do that when I first set up the test mission using the object "pop-up target E", it did allow you as group leader to see the object with the red target reticule but it still did not show up under the "target" menu and AI would not fire on it. I did find several other objects like barrels an AT AI will fire on. As to the other suggestions I wasn't able to apply them to objects, probably because I'm missing something, or it just may be those settable properties only apply to Man classes deeper in the cfgs?
  10. Thanks very much, lots of new ways to play around with things now!
  11. There are apparently some objects you can place (so far I've just played around with the small fuel tank) with the editor that a player controlled AI (only the AT man so far in the fuel tanks case) can be made to target and fire on and destroy. My questions are, is that something that can be applied to any specific object? (making it first a target and then one that has a damage threshold? And, can you adjust which AI classes can fire at which type of target? I don't have a specific example in mind but it would be for something like a cutscene where rifleman and MG's in a squad fire on a parked civilian car. Also, I'm really new to this but I assume you have to make any changes in the specific config file and class?
×