Psychopomp7781
Member-
Content Count
22 -
Joined
-
Last visited
Never -
Medals
Everything posted by Psychopomp7781
-
A real hot lz landing?
Psychopomp7781 replied to drkhrt532's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LordZach @ June 01 2002,11:11)</td></tr><tr><td id="QUOTE">trust the AI to make a realistic hot landing? they have enough trouble not crashing into eachother in mid air!<span id='postcolor'> ARRGHHH - I hate not knowing how to use these cool features! -
A real hot lz landing?
Psychopomp7781 replied to drkhrt532's topic in OFP : MISSION EDITING & SCRIPTING
I don't think I've ever laughed so hard before! -
Need ideas for a un/middle eastern campaign
Psychopomp7781 replied to Hatchet's topic in OFP : MISSION EDITING & SCRIPTING
If it were me, I'd use that 24mb UN mod first of all. I really like the 'extras' that came with it. Now then on with my brainstorming... -I've never been a big one on tanks or things of the such. Keep the armor limited. I find OFP more fun and exciting with little infantry pawns more so than Sabot. -I'd be working on this premise for #1... UN forces are trying to urgently send aid to a city (somewhere on this island) a few ambulances and some clean, pure, drinking water. Thing is, the rebel's are in need of medical supplies and water themselves. The rebel's camp out with maybe one bmp, a sniper and maybe a handful of men on each side of the road with a land mine in the middle of the road. I see the UN leading this convoy with a Jeep w/Machine Gun ... I'm thinking it would look like this: Jeep w/MG > Ambulance > Water > M1A1 > Water > UN Ural > Ambulance > Water > Jeep w/MG That would put the heavy hitting M1A1 in the middle of the convoy - which would put them in a position to support wherever needed. Now, perhaps the rebel's outnumber the UN forces... so they call for help... Your Bradley squad is called in to support the convoy. Dunno... it's just me thinking outloud... Pomp -
A stupid question,but....
Psychopomp7781 replied to xREPTILEx's topic in OFP : MISSION EDITING & SCRIPTING
... and remember Reptile, the only stupid question is the one you don't ask. Pomp -
Some questions on a playmove/switchmove problem
Psychopomp7781 replied to Transfunsel's topic in OFP : MISSION EDITING & SCRIPTING
1. Not sure. 2. You need to have a deactivation that states -- aP switchmove "" --this will allow your units to be free 3. To have units move while under the FXStandSur you'll need to do this... a. Trigger so they are surrendered b. Trigger so they join group also switching them to "" c. Trigger when they leave vehicle to go back to the surrender action. -
How to make a leader
Psychopomp7781 replied to GothicOne's topic in OFP : MISSION EDITING & SCRIPTING
What if you tried using GroupName = Group this In your players init field. Then have each player through a script join your players group? [A1] join GroupName [A2] join GroupName etc... If you are highest rank, will that offset the 'bug'? Pomp -
Is there a way to... revive into another soldier?
Psychopomp7781 replied to martin_hucke's topic in OFP : MISSION EDITING & SCRIPTING
Zach, As far as I know, you don't need to make a unit 'playable' for them to respawn. You need to use the respawn codes which are 4-Another member of group 5-Another member of side Pomp -
Disable the thermal imaging sight, how to?
Psychopomp7781 replied to Redline's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried, unitname removeweapon "NVGoggles" Â ? Pomp -
Okay, quick question, hope someone has an answer. What might I do to keep a player from putting a "Fire" out? Thanks for the help yall... Pomp
-
You know, I just tried that... was a good idea though...
-
Sure beats the way I've been doing it... Naming each piece of the squad... Support1 Support2 Support3 Support4 !(alive Support1) and !(alive Support2) and !(Support3) and !(Support4) Thanks for the tip... Pomp
-
Anti-Pasta, I'd look on the Operation Flashpoint Editing Center. I found that to be a good start for me. Another good site to search is Operation-Flashpoint.net. Another page which helped me immensley was the http://www3.sympatico.ca/sgv/pboedit.htm link. It has alot of INIT field suggestions... Two months ago I start with this whole mission making thing and now as I look back, my original missions pretty much sucked, but I learned as I went. Good luck... and remember start small... learn how to get the guys to do what you want them to do. Learn the description.ext - learn the scripting - learn the HTML briefing... then move onto more complicated things... using user defined actions, such as surrendering, sitting on a chair, etc. With time, and experience you'll be building missions that have depth and a true worthwhile play... Pomp
-
Intros in multiplayer
Psychopomp7781 replied to Black Hawk's topic in OFP : MISSION EDITING & SCRIPTING
Black Hawk, While there is no "true" intro or outro persay on the MP side of OFP, you can always find a nice calm, EMPTY place on the island to make your intros for MP... just a thought... Pomp -
Ending mission intros
Psychopomp7781 replied to Enigma65's topic in OFP : MISSION EDITING & SCRIPTING
I believe "End1", "End2" and so on, regard themselves to the briefing where you put in your Debriefings... End1 End2 etc. Take for example one of my missions... End1 - US Soldiers apprehend Walid al'Nasir and extract. End2 - Walid al'Nasir is struck by a bullet and killed but soldiers extract. End3 - Both groups of US soldiers are wiped out. -
I'm working on an invasion campaign, and the first battle is all out chaos. I'm curious how in the MP features, if you are to do, how to spawn you into AI so that you can continue. There are about 50-60 US troops with air support invading and about 50 Soviet troops with heavy armor defending. I'd prefer that the respawn be within ground troops and not any of the air units. Anyone know how I can accomplish this? Pomp
-
I'm trying to make a convoy
Psychopomp7781 replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
I've found that convoy's with armored units won't stay in a direct line. I'm not sure why, but when I set them to drive in a column, the trucks and jeeps will form the column and the armored units stray off, following my direct line. Pomp -
Others cannot use my mission
Psychopomp7781 replied to LightBringer's topic in OFP : MISSION EDITING & SCRIPTING
I'd almost agree, however a friend of mine has been getting similiar errors as well. He gets some sort of vehicle error in the begining of the mission and some sort of missing Ural error during the MP mission which boots him out. I have not added any addon's to OFP to the best of knowledge. He called Codemasters and they haven't a clue what is wrong... Pomp -
Okay, listen, I've read the tutorials, and I swear I've done EVERYTHING correctly... here is what I have in my description.ext file: class CfgMusic { tracks[]={war}; class war { name = ""; sound[] = {war.ogg, db+50, 1.0}; }; }; Okay, so that is in my description.ext. Now, in my mission I placed a trigger that states if West is present it should trigger the song... Condition: This On Activation: playMusic "war" Okay... what am I doing wrong, because this isn't working. Another quick question... I have to Shilka's in which the west is to destroy. To have it click off as an objective would this work? Trigger 1: Condition: (not(aliveshilka1)) Trigger 2: Condition: (not(aliveshilka2)) Now, could I make a third trigger that would somehow have those click off as an objective? Maybe syncronize it? Any help is appreciated! Thanks to everyone who takes time to help us all!! Pomp
-
I'm still relatively new with scripting, so maybe someone out there can help me. What I'm doing is this, I've created three empty Fuel Urals which are to be destroyed. In each init field there is the following: [truck1] join bait [truck2] join bait [truck3] join bait [truck4] join bait Now, I have my trigger which should set off the objective to be completed. I had thought that if my condition said this... (not(alive bait)) ... that it would register the group 'bait' as not alive, so it would then click off the objective. Can anyone help me with this? Thanks in advance... Pomp
-
Problems with the m16 grenade launcher
Psychopomp7781 replied to Psychopomp7781's topic in OFP : MISSION EDITING & SCRIPTING
DOH!! Okay... thanks!!! -
Problems with the m16 grenade launcher
Psychopomp7781 posted a topic in OFP : MISSION EDITING & SCRIPTING
Okay, maybe someone can help me here. I can't seem to get this to work. Let's say for instance I want to use a Black Op (Day) with a M16 w/ Grenade Launcher attached. Okay... here is the script I put in the init field... removeallweapons this; this addmagazine "m16grenadelauncher"; this addweapon "m16grenadelauncher"; okay... when i just type in: this addweapon "m16grenadelauncher"; all is fine. What am I doing wrong with the magazine? Is there not a m16grenadelauncher magazine? HELP!! Thanks yall!! Pomp -
Hello all. Â I've recently gotten this making a OFP map bug into my viens. Â I'm currently working on a hostage rescue (if it will be possible) on Everon. Â The only problem I've having is this. Â I'd like to have four captives being held in the city of Montignac, by Spetz Natz officers. Â Now here's my problem. Â If I assign them as a US squad, the Spetz Natz shoot them on sight. Â If I assign them with the Spetz Natz then the US troops shoot them when I try to liberate them. Â Does anyone know how to stop this from happening? Â Thanks for any help you can give me. Pomp Tactical Co-op Clan