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Paestero

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About Paestero

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core_pfieldgroups_3

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    Computers<br>Games ( Half-Life: Counter-Strike, Operation Flashpoint and many others :) )
  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Aculaud @ June 25 2002,23:42)</td></tr><tr><td id="QUOTE">I have noticed one of the things people look for the most here is how to get soldiers to para drop from a helicopter. The following is a simple script that really works. Here ya go: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 unit_name action ["eject", chopper_name]; unassignvehicle unit_name ~1 exit <span id='postcolor'> This configuration is good for getting 12 men to jump, but it can be easily modified by adding or taking away some of the commands.<span id='postcolor'> The on of the tutorial is better.. ( http://www.3dactionplanet.com/flashpoint/tutorials.html ) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _aunits = units L1 _i = 0 _Max = count _aunits #Here (_aunits select _i) action ["EJECT",helo1] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_Max>_i:goto "Here" exit <span id='postcolor'> Only draw back is *maybe* the fact that all people have to be in one group (leader of the group is named L1)
  2. Paestero

    Simple trigger question

    The above works! For one unit: Con: count crew vehicle jeep1 == 1) Activ: hint "Move to blabla" For Two units: Con: count crew vehicle jeep1 == 2) Activ: hint "You and your mate move to blabla" You can also do it like this: Trigger one: Con: true On Activ: max = count units L1 (L1 is your name..) Trigger two: Con: (Count cew vehicle jeep == max) On Activ: hint "Move to bla bla bla" Depends on how lazy you're etc
  3. Paestero

    Simple trigger question

    Hm... I think the "crew" command would work here </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> crew vehicle Operand types: Â Â vehicle: Object Type of returned value: Â Â Array Description: Â Â All units mounted in given vehicle. If vehicle is not vehicle, but person, list containing only person is returned. Example: Â Â crew vehicle player <span id='postcolor'> Maybe something like: Â Â Â btw: ! Â is same as not Condition: Â !(count crew vehicle jeep1 == 0) On Activation = Hint "Move too Everon airport and beware of enemy roadblocks" Or something like that, got really NO idea if you can use COUNT on CREW command
  4. Tutorial jump script: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> _aunits = units L1 _i = 0 _Max = count _aunits #Here (_aunits select _i) action ["EJECT",helo] unassignvehicle (_aunits select _i) _i=_i+1 ~1.0 ?_Max>_i:goto "Here" exit <span id='postcolor'> ~1.0 is the interval between the jumps don't set it TOO low, else they'll all crah BillGatezSux: That's a shit load of lines for a simple task..
  5. Paestero

    Repairing script

    Sorry for the spam But I finally figured it all out, after testing the Array thing, I figured out how to use them without crashing OpF It can work for multiple tanks (talking about more then 6 etc) Just add them to TankArray , and add their guard pos to MarkerArray Again, you need some Triggers For Tank 1 Trig1 Con: (getdammage Tank1 > 0.3 )and(getdammage Tank1 <1) Activ: bla1 = 1 Deacti: bla1 = 0 Trig2 Cond: bla1 == 1 Activ: Tank1 exec "repair.sqs" For Tank 2 Trig1 Cond: (getdammage Tank2 > 0.3 )and(getdammage Tank2 <1) Activ: bla2 = 1 Deacti: bla2 = 0 Trig2 Cond: bla2 == 1 Activ: Tank2 exec "repair.sqs" For Tank 3 Trig1 Cond: (getdammage Tank3 > 0.3 )and(getdammage Tank3 <1) Activ: bla3 = 1 Deacti: bla3 = 0 Trig2 Cond: bla3 == 1 Activ: Tank3 exec "repair.sqs" </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> TankArray = [Tank1, Tank2, Tank3] MarkerArray = ["Guard1", "Guard2", "Guard3"] _i = 0 _Max = count TankArray _aunit = WR1 _aunit commandMove getMarkerpos "RepairSite" #checkarray ~5 ?(_i == _Max): goto "parkit" _unit = (TankArray select _i) ?(getdammage _unit >0.3) and (getdammage _unit <1): goto "gorepair" _i=_i + 1 goto "checkarray" #gorepair ~1 _unit commandMove getMarkerpos "Repairsite" ?(_unit distance _aunit < 15): goto "repair" goto "gorepair" #repair ~2 _unit action["repair", _aunit] ?(getdammage _unit <0.1): goto "return" goto "repair" #return _unit commandmove getMarkerpos (MarkerArray select _i) ~5 _i = 0 ~1 _i =_i+_Max goto "checkarray" #parkit _aunit commandMove getMarkerpos "SafePlace" exit <span id='postcolor'>
  6. Paestero

    Repairing script

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ConanOfOz @ Feb. 11 2002,00:59)</td></tr><tr><td id="QUOTE"><span id='postcolor'> Ok, I've been working on this script today Used most of ConanOfOz "script" But Somehow, it fails to work Anyone got a idea? here's what you need: Units: -Tank1 -Tank2 -Tank3 -WR1 Markers: -Guard1 -Guard2 -Guard3 -Repairsite -Safeplace Triggers: -Checktank1 Â : Condition: (getdammage Tank1 >0.3) and (getdammage Tank1 < 1) On Activation: bla = 1 -Checktank2 : Condition: (getdammage Tank2 >0.3) and (getdammage Tank2 < 1) On Activation: bla = 1 -Checktank3 Â : Condition: (getdammage Tank3 >0.3) and (getdammage Tank3 < 1) On Activation: bla = 1 -Startscript: Condition: bla == 1 On Activation: WR1 exec "repair.sqs" </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> REPAIR.SQS TankArray = [Tank1, Tank2, Tank3] MarkerArray = [Guard1, Guard2, Guard3] _index = 0 _Max = count TankArray _aunit = WR1 _aunit commandMove getMarkerpos "RepairSite" #checkarray ?(_index == _Max): goto "parkit" _unit = TankArray select _index ?(getdammage _unit > 0.3 ) and (getdammage _unit < 1): goto "gorepair" _index = _index + 1 goto "checkarray" #gorepair _unit commandMove getMarkerpos "RepairSite" ?(_unit distance _aunit < 5): goto "repair" goto "gorepair" #repair _unit action["repair", _aunit] ?(getdammage _unit == 0): goto "return" goto "repair" #return _unit commandmove getMarkerpos MakerArray select _index ~5 _index = _index + _Max goto "checkarray" #parkit bla = 0 _aunit commandMove getMarkerpos "SafePlace" exit <span id='postcolor'>
  7. Paestero

    Repairing script

    I prefer just one repair unit But if more then one makes it easier, then it doesn't matter
  8. Paestero

    Repairing script

    That could fix it But the problem is, when they are done with fixing, they will all go to the same point Is it possible to do something like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> _unit1 = tank1 _unit2 = tank2 _unit3 = tank3 _unit4 = tank4 #dam ~0.1 ?(getdammage _unit1 > 0 ): goto "gorepair1" ?(getdammage _unit2 > 0 ): goto "gorepair2" ?(getdammage _unit3 > 0 ): goto "gorepair3" ?(getdammage _unit4 > 0 ): goto "gorepair4" goto "dam" #gorepair1 "Tankpos1 setmarkerpos getpos _unit1 _unit1 commandMove _posrepair ~5 ?(_unit1 distance _aunit < 5): goto "repair" goto "gorepair1" #gorepair2 same as gorepair1 but then for unit2 #repair ?(_unit1 distance _aunit <10): action["repair", _aunit] ?(_unit2 distance _aunit <10): action["repair", _aunit] ?(_unit3 distance _aunit <10): action["repair", _aunit] ?(_unit4 distance _aunit <10): action["repair", _aunit] ~10 ?(getdammage _unit1 or _unit2 or _unit3 or _unit4 or _unit5 == 0 ): goto "return" goto "repair" #return ~2 ?(_unit1 distance _aunit <10): _unit1 commandmove getMarkerpos "Tankpos1" ?(_unit2 distance _aunit <10): _unit2 commandmove getMarkerpos "Tankpos2" ?(_unit3 distance _aunit <10): _unit3 commandmove getMarkerpos "Tankpos3" ?(_unit4 distance _aunit <10): _unit4 commandmove getMarkerpos "Tankpos4" ?(_unit5 distance _aunit <10): _unit5 commandmove getMarkerpos "Tankpos5" goto "dam" <span id='postcolor'> Something in that way.. Maybe a scripts foreach unit that it should execute when damaged? Problem with the script in quote is.. that it will not check for damage on the other units, when a unit is on his way to repair  (atleast, I think so)
  9. I've been working on a defend base mission Very basic stuff etc But it came to my attention that my tanks (those who were hit) didn't go to repair, eventhough I had a repair-truck in the base Ohh, they DID call for repair when the battle was over, and 2 out of 3 tanks were destroyed So I begon working on a script:  Link to Script </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> _unit = _this _aunit = WR1 _posunit = getpos _unit _posrepair = getpos _aunit "Tankpos" setmarkerpos _posunit #dam ~0.1 ?(getdammage _unit > 0 ): goto "gorepair" goto "dam" #gorepair _unit commandMove _posrepair ~5 ?(_unit distance _aunit < 5): goto "repair" goto "gorepair" #repair ~5 _unit action["repair", _aunit] ?(getdammage _unit == 0): goto "return" goto "repair" #return _unit commandmove getMarkerpos "Tankpos" ~5 goto "dam" <span id='postcolor'> The HUGE back draw is... that it only works for one unit Trying to figure out how to make it work for multiple or groups, and was wondering if any of them (good/better/godlike) scripters could help me? If you want to use it (you might have a one-tank--with-repair-mission) that needs this You'll need: 1 marker named: Tankpos( unit will use this to find his "guarding" position again, after repairing) 1 tank  ( in his init line: tankname exec unit.sqs) 1 repair truck (named: WR1 ) IMPORTANT!! I know it might be a useless script , but I find it pretty cool (my first working script! woohooo) So, one last question, does anyone know what I have to change to make this script work for multiple tanks?
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