Jump to content

PLRSniper

Member
  • Content Count

    193
  • Joined

  • Last visited

  • Medals

Posts posted by PLRSniper


  1. Quote[/b] ]Yes, and I can help you.

    I could do/did a request engine that handles air support, medivacs, evacs and stuff. I could also mess with code till I get something close to a desired effect.

    But as far as I know, it only works in SP.

    Unfortunately I'm really busy nowadays, so I can't really do much.

    Thats great newiy!

    If you have a good understanding of how your script works you maybe could make it possible to fit any of my future AI scripting...

    For medivacs I.E i would need any command issued to be placed in a Variable of the type ARRAY...

    OrdersList = [["Order1", "Move", [X, Y, Z], PriorityLevel1], ["Order2", "GetOut", [X, Y, Z], PriorityLevel1]]

    That's just a quick draft and i dont request you to do anything about it just yet, only so you know how i was planning to have scripts working with my squads...


  2. More cool functions for OFP would be nice...

    Like hand brakes for cars (If you forget them the car will roll off and NOT bounce against a wall but actually damage itself and the wall accordingly)

    Planes should be able to loose a wing and still be able to manuever until its inevideble crash...

    Ragdolls are a must of every new game... that all i can say...

    But then we have Semi-Ragdoll's!

    Yes that's you, if you are hit by I.E a rolling tire you should fall to the ground (Like a ragdoll with muscles)

    If you fall down a cliff your cameraangle will tumble with your head...

    If you fall through air you will fall irradically...

    Also if you get hit in the leg you should limb.

    And you should be able to loose a leg so you need to jump around on one leg (Not that you would when blood is pouring out of your veins but anyways)

    If you get hit by a 7.62 mm round in the head your teammates should be able to see the missing brainsubstance?

    If you are drunk or on morphine I.E you should have problems with balance and fall to the ground often?

    If a bomb blows off next to you without injuring you should still feel the effects... Red eyes, nosebleeding, ringing ears and balancing problems.

    If you are hit by a car you should bump off it instead of just going from 0 to 100 in 0 seconds and then going through the jeep when your body gets "transparent"...

    Blah blah blah

    One more thing...

    5.56mm is not near as fun as 7.62mm...

    NOT TO MENTION 12.7 MM !

    Or Bofors "Haubits77" Shotgun!

    The haubits is a 155 mm artillery unit that can be loaded with ?? x 10 mm round led bullets and fired right forward 100 to 400 meters leaving a big trail of "mashed potatoes"!

    Nuff said about calibres now?... rock.gif


  3. Why not having lims removed while we are at it...

    Like when an artillery round comes in and blast the hell out of some infantry and there lies one poor bastard wihout a leg (Or two for that matter)

    And when shot in the head it should show...

    That would dramatically speed up some adrenaline in some situations to see your MP friend get crushed by a .50 cal bullet or a 30mm A-10 round as well!

    Guts flying around and blood squirting out like there was no tomorrow!!!

    That's the reality for you?

    Come on...    Soldier Of Fortune #1 was the only game i saw this "kind" of stuff in...   Never seen it since!

    Moo?

    <EDIT>

    Add appropriate sounds to this as well!

    The sounds of crushing bones under a T-80's tracks and blood pouring out of the chest of the poor bastard!

    <END EDIT>


  4. I did not read all posts in this thread...

    But as i Swede i think of America as...

    A big island absolutely full of weapons but not as many men with the brains to use them correctly...

    A weapon today is not meant to kill anymore...

    It's supposed to say:

    Im here watching what you are doing...

    And if i see you doing anything wrong we will apprehend you...

    And then if anyone find's it smart enough to fire at the peaceful force they have choosen their destiny because the majority of humans on this earth will stand behind a peaceful sullotion and award the peacekeeping force for their strength.

    Dont ever bomb or fire a gun at a person that dont shoot at or bomb you first... THAT INCLUDES CIVILIANS!

    Chicken shit Tomahawk launching badass i say...

    Why stand 5000 Miles offcoast with a big ship and lob explosives inland when you can stand at the frontline with hundreds of tanks and just sit and wait for every poor bastard to run home and go to bed?

    And just walk right in to Iraq for example and fetch mister saddam without a single shot fired...

    Any smart human would crap his pants when facing 100 fully upgraded M1 Tanks... (Well i get an erection but thats me biggrin_o.gif )

    anyhow... Why be an agressor when you can be smart and just give them bastards a grim look and say... Youre coming with me...

    Just some word's from a swede... LOL


  5. Well then bugkill...

    Instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Fido = "LesIWTA" CamCreate [0, 0, 0

    Use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Fido = "SoldierWB" createUnit [GetPos AirCraft, groupHotel]

    I dont know about that vehicle you are trying on but maybe, just maybe you need additional units to actually be offset enough to stand in the door???

    I.E   If the aircraft has 12 cargo places where cargo place #5 is at the door then you need 4 soldiers to fill spots #1 - 4...

    Get the basic idea?

    That's how it work's smile_o.gif

    If you choose to use more than one solider you can use deleteVehicle <UNIT> to remove them after you added them

    Like this

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    Fido1 = "SoldierWB" CreateUnit [GetPos Aircraft, "GroupHotel"]

    Fido1 MoveInCargo Aircraft

    Fido2 = "SoldierWB" CreateUnit [GetPos Aircraft, "GroupHotel"]

    Fido2 MoveInCargo Aircraft

    Fido3 = "SoldierWB" CreateUnit [GetPos Aircraft, "GroupHotel"]

    Fido3 MoveInCargo Aircraft

    Fido4 = "SoldierWB" CreateUnit [GetPos Aircraft, "GroupHotel"]

    Fido4 MoveInCargo Aircraft

    Player MoveInCargo AirCraft

    DeleteVehicle Fido1

    DeleteVehicle Fido2

    DeleteVehicle Fido3

    DeleteVehicle Fido4

    If used you would end up on cargospot #5 giving that the aircraft's cargo is empty from the beginning...

    //Cadde


  6. 21 years old living in Gothenburg, Sweden...

    Missing sleep right now but what are you going to do when you are high on adrenaline from my long lost mission editing dream...

    Fully dynamic mission idéa...

    I'm unemployed right now, been working as a computer engineer most of the time...

    About to start a small computer buisness along with my brother...

    Whenever i get som time over i sit by my computer coding scripts or PHP or VB or C or play Doom 3 or anything else that comes up...

    But right now OFP is the only thing running through my head...

    Oh it's 6:00 am here... Havent slept... Going to watch the news now.. Back in 17 minutes approx...


  7. Quote[/b] ]snYpir have written a very good tutorial on the subject that I highly recommend you to read and there are other good info as well over at OFPEC

    Then i will read this tutorial to find out if it suits my plans and i'll come back to you when im done!

    <EDIT>

    Looks like a match for me smile_o.gif

    I will keep in mind that i should make all scripts MP friendly...

    Actually it sounds kind of easy but maybe i am wrong in the end hehe!

    <END EDIT>


  8. Until now i haven't made anything that is SP side only as far as i know...

    I started on this kind of project so many times before but i got it all wrong time and time again so now im taking it very cool and try to make some really smart sullotions instead of hastingly putting togeather a plan and mess things up...

    But for some preparetion...

    What kind of scripting is SP only???

    Here is an example file of what i've done...

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    ;   ----====::::|||[   WEST VEHICLES VARIABLES SCRIPT   ]|||::::====----

    ;   BattleControl Scripts by Richard Candergart 2003 - 2004

    ;   To be considered as NOT FINISHED AND NEVER TO BE FINISHED!

    ;   Feel free to edit all scripts!

    ;   ----====::::|||[   PREPARE VARIABLES   ]|||::::====----

    Vehicles_West = []

    ;   --==[   Jeep   ]==--

    _Name = "Jeep"

    _Model = "Jeep"

    _Description = "Light, small and fast!\nThe M151 Jeep is used for small patrol missions and transportation of 3 Infantry units + Driver from A to B.\nThe Jeep can tow other jeeps and some smaller guns below 2.5 metric tons."

    _Class = "Jeep"

    _Side = "West"

    _ModelName = "jeep"

    _Picture = "ijeepMUTT"

    _Armor = 20

    _Speed = 100

    _Fuel = 50

    _Value = 30000

    _Weight = 1.5

    _MaxTowWeight = 2.5

    _TowedAs = ["Towline", "Heli"]

    _TowCapabilities = ["Towline", "Trailer"]

    _Drivetrain = "4 Wheels AWD"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = False

    _Cargo = 3

    _Weapons = []

    _Ammunition = []

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "All"

    VehiclesWest = VehiclesWest + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   JeepMG   ]==--

    _Name = "Jeep With Machinegun"

    _Model = "JeepMG"

    _Description = "Light, small and fast!\nThe M151 Jeep comes is used for small patrol missions\nThe Jeep can tow other jeeps and some smaller guns below 2.5 metric tons."

    _Class = "Jeep"

    _Side = "West"

    _ModelName = "Jeep_mg"

    _Picture = "ijeepmg"

    _Armor = 20

    _Speed = 100

    _Fuel = 50

    _Value = 32000

    _Weight = 1.5

    _MaxTowWeight = 2.5

    _TowedAs = ["Towline", "Heli"]

    _TowCapabilities = ["Towline", "Trailer"]

    _Drivetrain = "4 Wheels AWD"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 1

    _Weapons = ["Browning"]

    _Ammunition = ["Browning"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "All"

    VehiclesWest = VehiclesWest + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   Truck5t   ]==--

    _Name = "M939 5 Ton Truck"

    _Model = "Truck5T"

    _Description = "The M939 5 Ton Truck is a loyal transport truck that carries 12 soldiers.\nYou can also haul artillery units and AA guns etc.\nThis truck is useful to transport one group from A to B\nTHis truck comes with a roof mounted, Your troops morale will increase if its rainy and decrease if its sunny (Hot) when transported."

    _Class = "Truck"

    _Side = "West"

    _ModelName = "truck5t"

    _Picture = "itruck5t"

    _Armor = 20

    _Speed = 80

    _Fuel = 200

    _Value = 50000

    _Weight = 9

    _MaxTowWeight = 9

    _TowedAs = ["Towline", "Heli"]

    _TowCapabilities = ["Towline", "Trailer"]

    _Drivetrain = "6 Wheels AWD"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = False

    _Cargo = 12

    _Weapons = []

    _Ammunition = []

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "All"

    VehiclesWest = VehiclesWest + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   Truck5tOpen   ]==--

    _Name = "Open 5 Ton Truck"

    _Model = "Truck5tOpen"

    _Description = "Loyal transport truck that carries 12 soldiers.\nYou can also haul artillery units and AA guns etc.\nThis truck is useful to transport one group from A to B\nDelivered without a roof, your troops morale will increase when it is sunny (Hot) and decrease if it is rainy."

    _Class = "Truck"

    _Side = "West"

    _ModelName = "truck5t2"

    _Picture = "itruck5t2"

    _Armor = 20

    _Speed = 80

    _Fuel = 200

    _Value = 50000

    _Weight = 9

    _MaxTowWeight = 9

    _TowedAs = ["Towline", "Heli"]

    _TowCapabilities = ["Towline", "Trailer"]

    _Drivetrain = "6 Wheels AWD"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = False

    _Cargo = 12

    _Weapons = []

    _Ammunition = []

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "All"

    VehiclesWest = VehiclesWest + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   Truck5tRepair   ]==--

    _Name = "5 Ton Repair Truck"

    _Model = "Truck5tRepair"

    _Description = "This truck will keep all your vehicles in mint condition unless the are totally demolished.\nIt can also haul Artillery units and AA guns etc."

    _Class = "Support"

    _Side = "West"

    _ModelName = "truck5trepair"

    _Picture = "itruck5trepair"

    _Armor = 20

    _Speed = 80

    _Fuel = 200

    _Value = 52000

    _Weight = 9

    _MaxTowWeight = 9

    _TowedAs = ["Towline", "Heli"]

    _TowCapabilities = ["Towline", "Trailer"]

    _Drivetrain = "6 Wheels AWD"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = False

    _Cargo = 2

    _Weapons = []

    _Ammunition = []

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = True

    _Pilot = "All"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   Truck5tReammo   ]==--

    _Name = "5 Ton Ammunition Truck"

    _Model = "Truck5tReammo"

    _Description = "This truck will resupply all your vehicles with ammunition on the battlefield.\nIt can also haul Artillery units and AA guns etc."

    _Class = "Support"

    _Side = "West"

    _ModelName = "Truck5t"

    _Picture = ""

    _Armor = 20

    _Speed = 80

    _Fuel = 200

    _Value = 52000

    _Weight = 9

    _MaxTowWeight = 9

    _TowedAs = ["Towline", "Heli"]

    _TowCapabilities = ["Towline", "Trailer"]

    _Drivetrain = "6 Wheels AWD"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = False

    _Cargo = 2

    _Weapons = []

    _Ammunition = []

    _IsReFuel = False

    _IsReAmmo = True

    _IsRePair = False

    _Pilot = "All"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   Truck5tRefuel   ]==--

    _Name = "5 Ton Refuel Truck"

    _Model = "Truck5tRefuel"

    _Description = "All vehicles need fuel and thats just what this truck does best!\nIt can also haul Artillery units and AA guns etc."

    _Class = "Support"

    _Side = "West"

    _ModelName = "Truck5tfuel"

    _Picture = "iTruck5tfuel"

    _Armor = 20

    _Speed = 80

    _Fuel = 200

    _Value = 50000

    _Weight = 10

    _MaxTowWeight = 8

    _TowedAs = ["Towline", "Heli"]

    _TowCapabilities = ["Towline", "Trailer"]

    _Drivetrain = "6 Wheels AWD"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = False

    _Cargo = 2

    _Weapons = []

    _Ammunition = []

    _IsReFuel = True

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "All"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   M1Abrams   ]==--

    _Name = "M1A1 Abrams Tank"

    _Model = "M1Abrams"

    _Description = "The M1A1 Abrams tank is the ultimate fighter tank that delivers some heavy punch on the battlefield!\nUse the M1A1 Abrams for heavy reinforcement when attacking towns and large enemy forces.\nOr to engage other heavy tanks like the T-80 and the T-72 Tank's!"

    _Class = "Tank"

    _Side = "West"

    _ModelName = "M1_abrams"

    _Picture = "iabrams"

    _Armor = 900

    _Speed = 72

    _Fuel = 700

    _Value = 4000000

    _Weight = 63

    _MaxTowWeight = 65

    _TowedAs = ["Towline"]

    _TowCapabilities = ["Towline"]

    _Drivetrain = "Tracks"

    _HasDriver = True

    _HasCommander = True

    _HasGunner = True

    _Cargo = 0

    _Weapons = ["Gun120", "MachineGun12_7"]

    _Ammunition = ["Heat120", "Shell120", "MachineGun12_7"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "TankCrew"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   M60   ]==--

    _Name = "M60 Patton Tank"

    _Model = "M60"

    _Description = "The M60 Patton is a veteran tank that served well in the Vietnam war during the 60's.\nThis tank is well equipped to fend off the russian BMP tanks and is effective against infantry units.\nKeep in mind that this tank is very slow.\nBe sure to keep away from piercing explosives as the armor is very light!"

    _Class = "Tank"

    _Side = "West"

    _ModelName = "M60"

    _Picture = "im60"

    _Armor = 300

    _Speed = 54

    _Fuel = 700

    _Value = 1000000

    _Weight = 60

    _MaxTowWeight = 60

    _TowedAs = ["Towline"]

    _TowCapabilities = ["Towline"]

    _Drivetrain = "Tracks"

    _HasDriver = True

    _HasCommander = True

    _HasGunner = True

    _Cargo = 0

    _Weapons = ["Gun105","MachineGun7_6"]

    _Ammunition = ["Heat105","Shell105","MachineGun7_6"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "TankCrew"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   M113   ]==--

    _Name = "M113 Armored Personnel Carrier (APC)"

    _Model = "M113"

    _Description = "The M113 Armored Personnel Carrier is the standard "on battlefield" infantry transporter for the western alliance.\nIt is well suited to protect groups of soldiers on their way into battle and it can also give good support with its mounted Browning 12.7 mm machine gun.\nCapable of amphibious operation it can cross streams and lakes and small distances in sea\nBe aware of piercing rounds as the M113's armor cant stop them!"

    _Class = "APC"

    _Side = "West"

    _ModelName = "m113"

    _Picture = "im113"

    _Armor = 150

    _Speed = 60

    _Fuel = 700

    _Value = 100000

    _Weight = 12.5

    _MaxTowWeight = 13

    _TowedAs = ["Towline"]

    _TowCapabilities = ["Towline", "Heli"]

    _Drivetrain = "Tracks (Floater)"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 8

    _Weapons = ["Browning"]

    _Ammunition = ["Browning"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "TankCrew"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   M113Ambul   ]==--

    _Name = "M113 Ambulance  Armored Personnel Carrier (APC)"

    _Model = "M113Ambul"

    _Description = "The M113 Ambulance is built most like the ordinary M113 except this one has all the medical equipment needed on the battlefield.\nThis is a non combat vehicle so keep it in the background and use it when neccisary."

    _Class = "APC"

    _Side = "West"

    _ModelName = "M113_ambulance"

    _Picture = "im113_ambu"

    _Armor = 150

    _Speed = 60

    _Fuel = 700

    _Value = 100000

    _Weight = 13

    _MaxTowWeight = 12

    _TowedAs = ["Towline"]

    _TowCapabilities = ["Towline", "Heli"]

    _Drivetrain = "Tracks (Floater)"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = False

    _Cargo = 3

    _Weapons = []

    _Ammunition = []

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "TankCrew"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   Cobra   ]==--

    _Name = "AH-1 Cobra Helicopter"

    _Model = "Cobra"

    _Description = "The Bell AH-1 Cobra helicopter has struck fear in the hearts of the enemy for more than thirty years!\nIdeal when hunting for various armored forces like tanks and APC's.\nBut the AH-1 Cobra is just as good at covering infantry on the move and spotting / neutralising enemy infantry."

    _Class = "Heli"

    _Side = "West"

    _ModelName = "ah1_cobra"

    _Picture = "icobra"

    _Armor = 50

    _Speed = 270

    _Fuel = 1000

    _Value = 10000000

    _Weight = 5

    _MaxTowWeight = 1.5

    _TowedAs = []

    _TowCapabilities = ["Heli"]

    _Drivetrain = "Heli"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 0

    _Weapons = ["MachineGun30","HellfireLauncherCobra","ZuniLauncher38"]

    _Ammunition = ["MachineGun30","HellfireLauncherCobra","ZuniLauncher38"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "Heli"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   CH47D   ]==--

    _Name = "CH-47D Chinook Helicopter"

    _Model = "CH47D"

    _Description = "The Boeing CH47D Chinook helicopter is a massive work-horse built to transport both infantry and equipment to and from the battlefield.\nThe Chinook comes mounted with a Browning 12.7 mm Machine gun to give cover fire when deploying it's 24 infantry units!\nFor fast deployment of tanks, artillery and heavy equipment, the Chinook is the strongest to the assignment."

    _Class = "Heli"

    _Side = "West"

    _ModelName = "ch-47d"

    _Picture = "ich47d"

    _Armor = 60

    _Speed = 270

    _Fuel = 1000

    _Value = 23000000

    _Weight = 11.5

    _MaxTowWeight = 13

    _TowedAs = []

    _TowCapabilities = ["Heli"]

    _Drivetrain = "Heli"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 24

    _Weapons = ["Browning"]

    _Ammunition = ["Browning"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "Heli"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   UH60   ]==--

    _Name = "UH-60A Black Hawk Helicopter"

    _Model = "UH60"

    _Description = "Often referred to as the Black Hawk the UH-60A replaces the UH-1 Huey with it's superior troop capacity and cargo lift capability.\nThe Black Hawk is used to transport light equipment and up to 12 infantry units directly into battle.\nThis UH-60 comes fitted with 38 Hellfire missiles to engage light armor and infantry on the ground."

    _Class = "Heli"

    _Side = "West"

    _ModelName = "uh-60"

    _Picture = "iuh60"

    _Armor = 60

    _Speed = 270

    _Fuel = 1000

    _Value = 7000000

    _Weight = 5

    _MaxTowWeight = 5

    _TowedAs = []

    _TowCapabilities = ["Heli"]

    _Drivetrain = "Heli"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 12

    _Weapons = ["ZuniLauncher38"]

    _Ammunition = ["ZuniLauncher38"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "Heli"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   UH60MG   ]==--

    _Name = "UH-60A Black Hawk Helicopter with mounted machine gun"

    _Model = "UH60MG"

    _Description = "Often referred to as the Black Hawk the UH-60A replaces the UH-1 Huey with it's superior troop capacity and cargo lift capability.\nThe Black Hawk is used to transport light equipment and up to 12 infantry units directly into battle.\nThis UH-60 comes fitted with a 12.7 mm Browning Heavy Machine gun to engage infantry on the ground."

    _Class = "Heli"

    _Side = "West"

    _ModelName = "uh-60mg"

    _Picture = "iuh60"

    _Armor = 60

    _Speed = 270

    _Fuel = 1000

    _Value = 6500000

    _Weight = 5

    _MaxTowWeight = 5

    _TowedAs = []

    _TowCapabilities = ["Heli"]

    _Drivetrain = "Heli"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 12

    _Weapons = ["Browning"]

    _Ammunition = ["Browning"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "Heli"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   A10   ]==--

    _Name = "A-10 Thunderbolt Aircraft"

    _Model = "A10"

    _Description = "The first aircraft in the western alliance built for close Air to Ground operation.\nThis aircraft delivers a massive punch on any unit on the ground with it's 30mm Avenger seven-barrel gatling gun and of course it's Maverick antitank missiles to smash any armored vehicles!"

    _Class = "Plane"

    _Side = "West"

    _ModelName = "a10"

    _Picture = "ia10"

    _Armor = 50

    _Speed = 600

    _Fuel = 1000

    _Value = 13000000

    _Weight = 15

    _MaxTowWeight = 0

    _TowedAs = []

    _TowCapabilities = []

    _Drivetrain = "Plane"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 0

    _Weapons = ["MaverickLauncher","MachineGun30A10"]

    _Ammunition = ["MaverickLauncher","MachineGun30A10"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "Plane"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]

    ;   --==[   BoatW (Mark II PBR)   ]==--

    _Name = "Mark II PBR Boat"

    _Model = "BoatW"

    _Description = "The Mark II PBR (Patrol Boat Riverine) was used during the Vietnam war with great success.\nIt comes with a 12.7 mm Twinned Browning heavy machine guns.\nUse the PBR to patrol shores and open water for any assault's taking place from the sea!"

    _Class = "Boat"

    _Side = "West"

    _ModelName = "pbr"

    _Picture = "ipbr"

    _Armor = 100

    _Speed = 60

    _Fuel = 700

    _Value = 100000

    _Weight = 9

    _MaxTowWeight = 200

    _TowedAs = ["Sea"]

    _TowCapabilities = ["Sea"]

    _Drivetrain = "Boat"

    _HasDriver = True

    _HasCommander = False

    _HasGunner = True

    _Cargo = 6

    _Weapons = ["Browning"]

    _Ammunition = ["Browning"]

    _IsReFuel = False

    _IsReAmmo = False

    _IsRePair = False

    _Pilot = "Boat"

    Vehicles_West = Vehicles_West + [[_Name, _Model, _Description, _Class, _Side, _ModelName, _Picture, _Armor, _Speed, _Fuel, _Value, _Weight, _MaxTowWeight, _TowedAs, _TowCapabilities, _Drivetrain, _HasDriver, _HasCommander, _HasGunner, _Weapons, _Ammunition, _IsReFuel, _IsReAmmo, _IsRepair, _Pilot]]


  9. My 2 cents...

    What i think Matthijs is saying is that you should download the invisible targets addon...

    You can get it

    HERE

    Then you type this in the INIT FIELD of the aircraft...

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">AirCraft = This; Fido = "LesIWTA" CamCreate [0, 0, 0]; Fido MoveInCargo This; This AddAction ["Go to cargo door", "GoCargo.sqs"]; This AddAction ["Go back", "GoBack.sqs"]

    Then create the file GoCargo.sqs and fill it with

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    Player MoveInCargo AirCraft

    Fido MoveInGunner AirCraft

    Then create the file GoBack.sqs and fill it with

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    Fido MoveInCargo AirCraft

    Player MoveInGunner AirCraft

    If that doesn't work i can give you another example...

    I dont know if the invisible soldiers addon actually can take seats in vehicles!?!


  10. Quote[/b] ]If it's MP I would say YEA!

    It's not my main plan to make it MP but that's where you could come in handy since you designed the Grouplink scripts?

    It's never a bad idéa to have some info or help from a veteran you know  tounge_o.gif

    Quote[/b] ]Boring, i dont like comand & conquer, i mean.. money and camcreated stuff and factories and buying vehicals and all that are just not OPF      .

    Maybe not, but if i finish this "mission" i'll make sure you get a version without any "Fancy" C&C stuff...

    My first idéa was to make a smart AI opponent that would advance against me in a random order...  (Got the whole idéa LONG before the CreateVehicle command was introduced... Belive it was during early winter 2001 actually smile_o.gif  )

    <EDIT>

    And by the way i wasn't planning on making factories that puke out tanks until the stand on top of eachother and then launch them all on a massive slaughter mission...

    No, no!  Tactics and strategy comes into play here where you actually need infantry just as much as armor and artillery...

    Intelligence report's will play a crucial roll in the success of your missions!

    <END OF EDIT>

    Quote[/b] ]Maybe you could find some addon team that could make really tiny soldiers, tanks and buildings and then play the entire mission sitting in you headquarters looking at the map or thru yer so called spy satelites, would make more sense  .

    LOL, i needed a good laugh since i been awake too long again sitting and coding boring scripts that define some characteristics of the vehicles in OFP...   biggrin_o.gif

    Thank you for the positive feedback all of you!


  11. The basic idéa is to make a mission in OFP: Resistance Ver. 1.96 using original units in first hand.

    The major concept is to make a mission with a thinking opposition AI.

    AI that can plan attacks and reinforce where needed.

    AI that can take over control of town's and installations without any interaction by the player.

    AI that creates new vehicles and call in more infantry units from "mainland".

    Everything would be economy controlled, also for the player who is commander of the whole friendly millitary precense on the map.

    You as player would have to establish a working base and command your forces to attack or retreat and build factories to create Jeeps, Trucks, Tanks, Boats, Helicopters and planes etc.

    Everything would cost money and you make money by capturing various resources that produce materials that you either can sell or use for construction

    You would also be rewarded with money for successful operations etc as a major force to keep attacking.

    Or you could get contributions when things are hard and it's not your fault.

    Everything would be completely script based and nothing will be present in the actual MISSION.SQM file.  (Only Player start)

    There would be scripts for artillery and such cool things...

    There would be buildings with an uplink to spy satelites...

    Both armies would have their ranks that manage their assignments and they build their camps and sleep during night..

    All that and more of course!

    My basic idéa for enemy waypoints is that the AI calculates where there are town's, Fuel, Roads, trees, forests, sea, mountains, fort's, hospitals etc. etc...

    Blah blah blah you get the idéa???

    I will explain more if anyone is intrested!   OK?  fine...    biggrin_o.gif


  12. Quote[/b] ]Whenever I try to install the non-DLL version, I get the message: "Component Comdlg32.ocx or one of it's dependencies not correctly registered: a file is missing or invalid."

    This is a file needed when using a control called Common dialog control in Visual Basic and VB.Net programming languages

    You can download it from HERE

    This file need to reside in either the folder from where you start OFP dialog maker 0.5b or in your:

    %SystemRoot%\System32 folder

    I.E C:\Windows\System32

    OR C:\WinNT\System32 (For windows NT/2000)

    That should solve your problem for that NON dll version

    Edit: Link fixed - Placebo.


  13. For your info killagee the latter KSP was overheated in the end resulting in rounds going off without pulling the trigger!

    It's really fun actually but not so safe...  smile_o.gif

    Here is some other not as COOL pictures  rock.gif

    Blast door

    About to blast a door during exercise.   (Already blasted several times before)

    Target shooting

    Me shooting at targets 100 meters range using a G3A3 "Carl Gustav"

    Russian.jpg

    "Russian night",   Me and my army buddies got to most of the Soviet armament from 1945 up til now...

    The dude under the red arrow is me smile_o.gif

    EDIT: Removed large pictures and made links instead! Forgot that forum rule...


  14. OK!

    *Sigh*

    I made this script that will determine if lights are on...

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; DayTime calculation script by PLRSniper...

    ; 1 January

    _DayOfYear = 1

    ; 1 July

    ; _DayOfYear = 182

    ; 31 December

    ; _DayOfYear = 365

    ?(_DayOfYear < 183): _LightsOffTime = 7.2 - ((_DayOfYear / 183) * 2.119)

    ?(_DayOfYear > 183): _LightsOffTime = 7.2 - 2.107 + (((_DayOfYear / 183) * 2.119) - 2.107)

    ?(_DayOfYear < 183): _LightsOnTime = 16.8 + ((_DayOfYear / 183) * 2.119)

    ?(_DayOfYear > 183): _LightsOnTime = 16.8 + 2 .107 + (((_DayOfYear / 183) * 2.119) - 2.107)

    #Loop

    Hint Format["Time: %1\n\nLights on: %2", DayTime, _Lights]

    ?(DayTime < _LightsOffTime): _Lights = True

    ?(DayTime > _LightsOffTime): _Lights = False

    ?(DayTime > _LightsOnTime): _Lights = True

    ~0.1

    ?(Alive Player): Goto "Loop"

    Exit

    To execute type

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] Exec "DayTime.Sqs"

    You dont have to name it DayTime.Sqs   wink_o.gif

    Anyways...     It's a little bit off by 10 seconds to maybe 1 minute but it's all about finetuning it a little bit more!

    So you could do that yourself if you like...

    Have fun!

    BTW:

    Dont forget to change _DayOfYear to the appropriate day of your "mission".

    That's what i needed a DATE command for!


  15. Make sure to use SetAccTime so you dont have to wait wink_o.gif

    SetAccTime 1000 would be just fine i suppose

    Then ten minutes would pass every seond i think.

    I Could do this as well, actually im going to check this now!

    But i hoped there would be some way of finding out the ingame date... Well anyways i will try to come up with an easy sullotion now


  16. Quote[/b] ]I had to open that up and tweak it a bit. LOL! They were WAYYY to bright.

    Agree with you olseric!

    But how about that annoying flickering!!!

    I know streetlamps on everon use the standard settings set in Config.Bin and they are also set at:

    Simulation="StreetLamp"

    All addons have:

    Simulation="Fire"

    I tried to change a addon so it uses the "StreetLamp" simulation but then the object's dont eaven show up...!

    PLUS!

    I tried to change the addon so the streetlamp would fall like a tree like all other streetlamps already on the map but it dosent seem to work either...

    Have you solved this perhaps olseric?

    By the way... I'll just have to ignore the stupid NearestObject issue... I promise i've tried EVERYTHING but reinstalling OFP... I dont want to do that and im going to use another function to go through all objects in the map...

    And more to that... im going to calculate where there is land and where there is water... (Kind of advanced stuff)

    Making a complete new AI model that will make the computer walk, Fly, Drive all over the map and reinforce where needed and so on...

    So bumping into this NearestObject thing was just so annoying!

    Workaround here... workaround there!!!

    biggrin_o.gif For now...


  17. Quote[/b] ]Okay  

    try nearestObject [player, "StreetLampWood"]  and nearestObject [player, "StreetLampPanel"]

    I did try StreetLampWood before.  (Res\Bin\Config.Bin Info)

    Never heard of Panel, only metal but i'll test it later thank you smile_o.gif

    EDITED: For everybodys information that did not work either... sad_o.gif

    Quote[/b] ]just to let you know that I have been experiencing the same issue to such an extent that I have stopped using streetlamps from the editor upgrade altogether. There's some fairly "safe" streetlamps in the reallights addon on http://www.aef-kampagne.de

    Checking this link out now...

    Thanks for the info!


  18. I like massive missions where you have to travel great distances and really FEEL the fear of dying after around 30 minutes of gameplay...

    Dont forget about a good story!

    Example story:

    It's just an ordinary day with some small exercises at a base 3 clicks from the frontline...

    The enemy forces are at a calm cease fire but it's not official.

    Everything has been calm for 2 months and no reports have been made that enemy forces are building up an attack.

    You exercise for about 5 minutes and then a Jeep pulls up and Sergeant "Badass" steps out telling you that you got patrol duty in a small village, this village is not important at all and nothing will happen for a random ammount of minutes but then a civilian truck pulls up from a small road.

    The guard at the roadblock check's the drivers papers and the trucks cargo...

    The driver doesn't have any papers and is placed in arrest.

    Nothing more to that but in fact this truck is a decoy for troop movement in the treeline, 2 - 4 enemy "scouts" etc is monitoring the village, maybe a sniper is ready to take out the road guard...

    A shot is fired and your commander reports and calls for reinforcements. All enemy units move away into the woods.

    Nothing more to that, tension is building up as the player dont get what is going on.

    This attack that took place is ANOTHER decoy to loose focus of other parts of the landscape but what the player dont know is that a larger force of enemies is standing by to attack the village.

    But this attacking force will attack after the player is ordered to drive back to base and collect some documents that the officer forgot.   On route the jeep's engine breaks down and you dont have a radio...   Time to walk about one click and when you arrive there is TOTAL MESS...

    You get dragged into action without ever knowing what is going on and all the suddently you are in a 5 Ton Truck that is ambushed and massive losses occur and you retreat and regroup with a disoriented and paniced group of soldiers...

    You overhear an radio transmission that tells about MASSIVE attacks on several fronts including the village you currently where deployed...   "All forces........major.......units dead......artillery...............need reiforcements...............request........................BEEING OVERRUN!...............<Continued silence>"

    You dont know where to go and a enemy helicopter forces you to hit the dirt...     2 BMP's and 4 T80's pass the road where your truck got smashed and you hear enemy soldiers calling about 400 meters and dogs barking...

    TIME TO RUN...    You dont know exactly where you are but you need to leave the area FAST...

    You and the soldiers run until you find a nearby road...

    You hear a truck and hides in the "ditch" but realises that it's a friendly truck.

    The driver picks you up and you then arrive at another village with more soldiers, some wounded, some dead...

    You are left in blind not knowing where you are...

    Time to move again...    Several trucks are moving out to better fortifications...

    The convoy halts at a camp and you are ordered to drive an empty truck and to pick up some units that is stuck near some hot action.   But they arent at the designated point and you get out to find out if they are nearby...

    "BOOM" That truck blows and you hear Tanks coming...

    You hide in the woods knowing that tanks dont "normally" enter treefilled areas...

    Stuck again...

    You meet up with the troops you where supposed to pick up...      The have engages in some heavy fighting and against the odds they actually defeated a large force of enemy infantry...

    You once again overhear a radio transmission...  This time clear as water!

    "ALL FORCES FALL BACK TO <TOWN> FOR IMMEDIATE EVAC"

    "ALL FORCES FALL BACK TO <TOWN> FOR IMMEDIATE EVAC"

    With no transport you dont expect to make it back...

    It looks like you are stuck here UNLESS you find some kind of transportation...

    Your only hope is to find a village and STEAL some enemy trucks and move right through the inferno!

    This could work because unsuspecting enemy forces cant see you in your "perfect" camoflage...

    But you need to kill all enemy units before they understand what your motives is...

    If the player is lucky he will run into other friendly forces and maybe a civillian with a shotgun etc to aid in any missions...

    FEAR AT IT's top when final...

    Sorry about any bad english...

    Tired... need sleep!

    Anyways...   Big missions without saves...

    (Well maybe ONE save after all boring "foreplay")

    EDIT:

    One more thing.

    Linear gameplay sucks!

    Random wait times and random unit deployments is key to good replayability (In case of death etc)

    rock.gif


  19. I worked on this for you...

    It's complicated and i had to fine tune it alot!

    But i worked for me.

    Make a trigger named "Trig"

    Suggestion:   Activation By "Radio Alpha"

    On activation field:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[GetPos Trig, "Flare"] Exec "DoFlare.sqs"

    FLARE.SQS

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_PosX = (_This Select 0) Select 0

    _PosY = (_This Select 0) Select 1

    _PosZ = 25.2

    _Type = _This Select 1

    _PosZ_Start = 150

    _NewFlareDone = False

    _T = Time

    _Flare = _Type CamCreate [_PosX, _PosY, _PosZ_Start]

    #Loop

    ?(GetPos _Flare Select 2 < _PosZ_Start - 20): _Flare SetPos [_PosX, _PosY, _PosZ]

    ?(Time - _T > 13): Goto "NewFlare"

    #DidNewFlare

    ?(Time - _T > 15): _Flare = _Flare2

    ?(Time - _T > 15): _NewFlareDone = False

    ?(Time - _T > 15): _T = Time

    ~0.001

    ?(Alive Player): Goto "Loop"

    Exit

    #NewFlare

    ?(!_NewFlareDone): _Flare2 = _Type CamCreate [_PosX, _PosY, _PosZ_Start]

    _NewFlareDone = True

    Goto "DidNewFlare"

    Hope it works for you too...

    BTW...

    It's finetuned!

    I dont know WHY i had to use Z-Height at 25.2 but the flare stays STEADY at 0.5 above ground for me...

    You can Use [GetPos Trig, "FlareRed"] Exec "DoFlare.Sqs" for red flare

    FlareGreen for green and so on...

    Enjoy!

×