PlaneShifter
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Everything posted by PlaneShifter
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I'm trying to make a 3-team CTF map with one center flag, but the flag object can only be set to the US, Russian, or Resistance side, and then only two of the teams can take the flag! Â Setting the flag's side to "civilian" [sic] doesn't work. Is there a way to make it so that the flag can be taken by all three sides? In the meantime, I'm doing a fun workaround: Â In addition to the center flag, each base has its own team flag. A team is chosen at random to be the Defender, and their base flag is moved to the center flag. Â If a team takes the flag from the other (non-defending) team, they get 1 point. Â If they take the Defender's flag, they get 5 points. Â If the Defenders hold out for the round duration, they get 10 points, and the next team becomes the Defender. Â I'm almost to the point where I can release a beta. The map is also going to have some other neat features: * Close quarters combat, no armored vehicles. Â Each team has 1 transport truck. * All tents, hospitals, ammo crates, vehicles, etc., respawn a minute or so after being destroyed. Â There is only one bug that I haven't been able to fix: Â if a vehicle is blown up, it respawns correctly, save that the vehicle model stays warped! Â (the vehicle is still useable, however) Â Also, all corpses in the truck remain, which isn't a problem. Â It IS very morbid, however ^_^ * All units respawn with their starting weapons payload (no more ordering AI units to rearm magazine by magazine...) * Each team has a max of 2 satchel charges in their ammo box, which "respawn" in the ammo box a couple minutes after being picked up. * Scripts check for server computer -- scripted respawn & scoring handled on server. Sound cool? - PlaneShifter - (Edited by PlaneShifter at 5:21 am on Nov. 29, 2001)
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"Return to formation" when AI group leader respawns in MP
PlaneShifter posted a topic in OFP : MISSION EDITING & SCRIPTING
I'm working on a 3-way CTF mission, and whenever the group leader is an AI unit and he dies, he tells everyone to return to formation, instead of returning to where the rest of the formation currently is. Â He will do this even if they are engaging enemies or near the flag. Â Is there a way I can stop this? - PlaneShifter - (Edited by PlaneShifter at 4:45 pm on Dec. 12, 2001) -
Q: Creating custom object interaction
PlaneShifter posted a topic in OFP : MISSION EDITING & SCRIPTING
I'm trying to write some scripts to give stationary objects in the game custom actions, so that when a unit walks up to it, the action becomes available, and when the unit walks away, the action disappears. Â Sort of like how "Take Flag" pops up as an action when a unit is near a flag-pole. Â It needs to work with any unit (so the commander can order an AI unit to perform the action), and in multiplayer. I've tried a few things, and nothing has worked the way I want it to. Â I can get the target area surrounding the object to respond correctly and add the action with just the player, but I can't get it to work for any unit (and *only* the units) in the target area. If anybody knows how to do this, please help! - PlaneShifter - (Edited by PlaneShifter at 5:23 am on Nov. 27, 2001) -
[EDIT: added "setCaptive" command] ; FEIGN DEATH script. Â Tons of fun to be had by all. ; Should work in multiplayer, but untested in "real" MP ; --- ; TO USE: Â Make a radio command trigger that execs this script ; --- ; NOTE: AI units will not fire on a feigning player, but WILL ; target him and fire once the player gets up. ; --- ; by PlaneShifter ? feignDeath : goto "getUp" player setCaptive TRUE player playMove "standDying" feignDeath = TRUE exit #getUp player setCaptive FALSE player switchMove "lying" player playMove "lyingToCombat" feignDeath = FALSE exit - PlaneShifter - (Edited by PlaneShifter at 5:21 pm on Dec. 14, 2001)
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"Return to formation" when AI group leader respawns in MP
PlaneShifter replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
Changing the special setting "In Formation" to "None" worked just fine! Mission-makers take note. - PlaneShifter - -
Feign Death script
PlaneShifter replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
Rob, you don't need two radio commands. Just use one, it toggles by itself. If you want to, you can add 1 setRadioMsg "<text>" commands to change the radio message between "Get up" and "Feign death" as necessary. - PlaneShifter - -
TURNING THE DEFAULT CITY LAMP OFF
PlaneShifter replied to K6's topic in OFP : MISSION EDITING & SCRIPTING
Try naming the trigger and replacing "this" with the trigger name. Might be referencing the trigger list or something, I dunno. Also, make sure your quotes and brackets are all in the right places. I'll try this myself and see if I get the same problem. - PlaneShifter - -
3-team CTF, can it be done?
PlaneShifter replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
Hehe, this post is old, I've figured it out. Â Thing is, my mission still isn't working properly on clients! Â Still gotta work out the bugs. Â I'll post a d/l link here when it's done (I'll be posting it to the OFP ed center). Oh, and I'm on 56k, so internet play is a no-go -.- - PlaneShifter - (Edited by PlaneShifter at 9:50 pm on Dec. 16, 2001) -
I'm pretty darn sure that that isn't possible. You'll have to do something like have the text "Patrols: 1 2 3 4." where each number links to a different patrol. - PlaneShifter -
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"Return to formation" when AI group leader respawns in MP
PlaneShifter replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
amos, I just ran across that answer on the OFP editing center forum too, and I'll give it a shot. Thanks! - PlaneShifter - -
Feign Death script
PlaneShifter replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
Rob, on my computer, I get up fine! Maybe you should talk to your doctor if you can't get it up? o.O teehee... - PlaneShifter - -
Feign Death script
PlaneShifter replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
* Set your radio command trigger to work repeatedly, and it will work multiple times. Â If you aren't the unit leader, you have to use the action from the map screen, but you can still use it. * I must've had a brainfart, I didn't even *think* to use setCaptive! D'oh! Thanks for the suggestion. * addAction is useless, especially in multiplayer -- other units near you will have YOUR action available to them. Â Plus it stays on your body when you die (you have to manually remove it & re-add it in a script) Just stick to using radio commands. I'm uploading this to the OFP ed center right now. - PlaneShifter - (Edited by PlaneShifter at 5:16 pm on Dec. 14, 2001) -
A clarification, DV: The chat commands are supposed to show their messages on all corresponding computers (ie. global SHOULD show up on ALL computers), and this doesn't happen. Â This is a bug. However, hint & titleText are *supposed* to only show text on the computer executing the command. Â So that isn't a bug. BTW, to everyone else posting on this forum:Â http://www.ofpeditingcenter.com has an awesome editing forum (actually, it has 5 editing forums, one specifically for MP editing). Â You can get tons more information there. - PlaneShifter - (Edited by PlaneShifter at 5:08 pm on Dec. 14, 2001)
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In Game Multiplayer Missions
PlaneShifter replied to lt poncho's topic in OFP : MISSION EDITING & SCRIPTING
You have to get a de-PBO program. The PBO files are a bunch of files put together, and the program will take em apart. You'd then put them into a folder under either users\<yourusername>\missions, or users\<yourusername>\MPmissions (to edit & test in MP mode). You can get a de-PBO program at the downloads section of the OFP Editing Center, or pretty much any other OFP related site. http://www.ofpeditingcenter.com/ - PlaneShifter - -
AFAIK, there are only two airfields--one in Malden, one on Everon. Might be one on Kolgujev too, I never checked. They are all near the top of the islands--just look for a large area with no contour lines on the map (ie. an area that is perfectly flat). - PlaneShifter -
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Editing - Questions and Observations
PlaneShifter replied to Cantata's topic in OFP : MISSION EDITING & SCRIPTING
BTW, for that trigger condition, I think it needs to be "(this && Alpha in humV1) || (this && Alpha in humV2)", or else the trigger would go off as soon as alpha gets in humV2. - PlaneShifter - -
There are *definitely* clipping issues with buildings. The wall problem seems to happen more at slow framerates, but buildings currently are VERY easy to fall out of. I've been playing one of the co-op missions 2-player with my brother. He always plays a sniper and goes up inside one of the buildings, but he falls out of the top floor 5 or 6 times until he can finally position himself without falling out! And this is only slightly less frequent in single-player. Falling out of towers is quite common, too. None of these are that much fun, since your soldier usually ends up getting his legs broken in the process! BTW, just for fun, ever try walking through a crumbled building? It's funny as ####! - PlaneShifter -
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Not that I'd blame him for trying to avoid the english-speaking people, the way they are replying in this post ^_^ - PlaneShifter -
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I've always wondered what's up with the coronas around lights going through objects -- I have a VooDoo 5, and when I play, all coronas go through objects, except for the sun's. So it isn't some clipping problem, because the game engine CAN handle it. Very strange indeed. Unless they were able to have the sun's work properly through some sort of simplified clipping algorithm, I don't know. - PlaneShifter -
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WELL HERE R THOSE LOVELY HARRIERS U REQUESTED!
PlaneShifter replied to Rob's topic in OFP : MISSION EDITING & SCRIPTING
So are these new *models*? If so, this guy needs to make pistol/knife/etc. sidearm weapons! And right now! - PlaneShifter - Yes, addon developers ARE there for me to command! ^_- -
Well, titleText is *supposed* to only work locally. However, the chat commands certainly aren't! That IS odd. Has anybody posted this bug in the beta test forum? - PlaneShifter -
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If you don't like using tons of variables, I bet the condition "(fog != nil) && (overcast != nil)" would work, or whatever it is you would use to check if those variables were actually given a value. - PlaneShifter - (Edited by PlaneShifter at 1:43 am on Dec. 13, 2001)
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DV, you were close. The server cannot set the client's weather *directly*, however the server can broadcast the variables, as well as a variable flag (like clientSetWeather = 1) to tell the clients that they should now set the weather. So you'd have the server run a script like this: *** fog = (random 1) ; this is to stop the fog from getting too extreme ? fog > 0.8 : fog = 0.8 overcast = random 1 clientSetWeather = 1 publicVariable "fog" publicVariable "overcast" publicVariable "clientSetWeather" *** Then you'd have a trigger with the condition "clientSetWeather == 1", and the activation "fog setFog 0; overcast setOvercast 0". You could also add a randomness to starting time, using the skipTime command. - PlaneShifter -
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If the position of unit A is dynamic, then you will have to run a loop that checks distance anyways. - PlaneShifter -
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TURNING THE DEFAULT CITY LAMP OFF
PlaneShifter replied to K6's topic in OFP : MISSION EDITING & SCRIPTING
Very possible. You can even add lightswitches to every single lamp, if you want to. Create a trigger, condition TRUE, activation: nearestObject [this, "StreetLamp"] switchLight "OFF" There ya go! You don't even need a radius to be set for the trigger. Keep in mind that O:FP's handling of streetlights is VERY slow. It might take a few seconds for the thing to actually appear to be off, but this DOES work. To make a lightswitch feature, I did this: Place a flag or other static object inside the light (using an invisible game logic unit will only work in single player), give it a name, and put this in the init field: this addAction ["Turn streetlight on/off","lightswitch.sqs"] Then, make a script called "lightswitch.sqs" with the following code: *** _lightname = _this select 0 ? lightIsOn nearestObject [_lightname, "StreetLamp"] == "OFF" : goto "setOn" ? lightIsOn nearestObject [_lightname, "StreetLamp"] == "AUTO" : goto "setOff" #setOff nearestObject [this, "StreetLamp"] switchLight "OFF" exit #setOn nearestObject [_lightname, "StreetLamp"] switchLight "AUTO" exit *** NOTE: "AUTO" is used, because "ON" doesn't show the light during daytime anyways, and "AUTO" is the default value. You can change it if you want to, with no ill effects, AFAIK. Have fun! - PlaneShifter -