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PalpatineII

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  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">No problem I used the line of code that RED gave me earlier, and i put it into a trigger activation field, only i took out the underscore before bigbang. It looks like this: bigbang = "LaserGuidedBomb" camCreate [Getpos man1 select 0, getpos man1 select 1, 10] And then you just have to have a soldier, preferably enemy, named "man1" wherever you ant the explosion. And just FYI, laserguidedbomb does work very well for artillery simulation. I tested it out and it can take out up to 20 abrams in one strike. <span id='postcolor'> The best thing to do in this case is to make a script, this is fairly easy todo, go back to windows using ALT-TAB, and go to the directory you've saved your mission in, like c:\Program Files\Codemaster\Flashpoint\User\You\Mission.cain. In this directory you create a new text file. Now double click the file to enter it and type the following _Unit = _This Select0 _X = GetPos _Unit Select 0 _Y = GetPos _Unit Select 1 bigbang = "LaserGuidedBomb" camCreate [_X,_Y,10] Exit Now save the file as Bang.sqs Go back to the game, and type in the trigger activation field: [Man1] Exec "Bang.sqs" What you just did is order the game to execute the file Bang.sqs, using the entire array you give him, the array in this case is [Man1], now if you want to change the name of the unit to, let's say Harry, you just change the command line in the trigger activation field into [Harry] Exec "Bang.sqs". I will now give you a short explanation of the script, the first line you see says: _Unit = _This Select0 This tells the game to take the first value in the string called _This, and store it in the string Unit, it can be a bit difficult to understand, but Select 0 means, take the first value. The string _This is a special string, it stores the array wich you give when you order the script to execute, in this case the array only holds the value Man1, but it an hold much more. In this case, the first value is Man1, so the game stores the value man1 in the string _Unit. The following line reads this: _X = GetPos _Unit Select 0 You see the command GetPos here, this means get the position of the unit, in this case the unit is defined as _Unit, and store it in the string _X. As we know, this string _Unit contains the value Man1, so it really says, Give me the position of Man1, and store it in string _X. Now you need to understand the way in wich the GetPos command works, it returns the position of the unit in an array, this array contains the X, and the Y location for this unit, and it might look like this [1000,2000], in wich 1000 is the X location and 2000 is the Y location. We also say that he should Select 0, and store only this value. Meaning that in this example the string _X would contain the value 1000. The way the third line works is exactly the same as the second one, the only differance is ofcourse that it doesn't store it's retrieved value in _X, but in_Y, and that the value wich is being selected is not the first, but the second value. So the _Y string will now contain the value 2000. The fourth line in the script is the line that tells the script what to do with the values that have been found. First of all I will explain the CamCreate command. The only thing it does it creates on object, on a certain location, and gives it a name. In this case the object is "LaserGuidedBomb", but this can also be something like "Shell120", or "Heat120", or "grenade", when you change this, make sure that you only use those types wich are supported by the game, check a command manual to find more types wich are usable. The [_X,_Y,10] array is the place where the object will be placed, in this case it will be [1000,2000,10]. The third value in the array, 10, is the height where the object is created, this is in meters. Finally the object is given a name, in this case bigbang, this can however be any kind of name you want, like Nuke, or whatever. So if I now rite out what you just did, You told the game to create an LaserGuidedBomb on the position, X=1000, Y=2000, Z=10, and name this projectile bigbang. I hope that this will help you a little.
  2. PalpatineII

    Action command how does it work?

    Thanx for the reply, I know that command, but doesn't it transport the unit directly into the vehicle???? It would be nicer if he would simply move to the vehicle and get in, after all the GETIN_COMMANDER action is described in every manual I've seen. What I want to use it for primairly is for a heli pickup script, the crappy thing about the AssignAsCargo and OrderGetIn commands is that it will force the chopper to land. This whole landing procedure takes an age, so I figured why not have the heli move in and hover at 1 or 2 meters, this way the units can still get in, and the chopper doesn't need to land, much more realistic.
  3. Okay, I've been editing for some time now, and everything seems to be going just fine..... Exept for one thing, the action command, what I mean is that I can't figure out how the array works. I know that this works : Player Action ["EJECT",heli] This just works fine, but when I bring a unit close to a M1A1 for example, and I give the command: Player Action ["GETIN",tank] It doesn't work, I know that the command should include a position (like commander) to put the player in, but where in the array do I put this string?? Now please don't give the answer that I can also use the "AssignAsCommander", in combination with the OrderGetIn command, this is not what I want. I think there is a great deal more possible with the action command if I just knew how.... Thanx for any advise.....
  4. PalpatineII

    Nexts addons

    There are a few things I would like to see in future updates: 1. A militairy transport plane like the C-130 on both allied and soviet side. Don't you think it is rather stupid to insert troopers with a chute from a chopper, the thing can also just land or hover to make the insertion. 2. A good mortar with a crew of two or 3 man, not the silly grenades you can fire from your rifle but a real mortar. 3. Trenches a position is very difficult to defend now, with a few tanks and some infantry you can take every posistion you want, (unless the enememy has got a nice chopper hanging over the target of course). 4. A good boat for armor transportation. With the 1.30 update they inserted an transporter wich can't do much more than float. Well there are a few more things but these are the ones I miss the most right now.
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