

Private_Flak
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Respawn asa diffeent class
Private_Flak replied to Private_Flak's topic in OFP : MISSION EDITING & SCRIPTING
I dont really understand how your idea would work, could please explain in a bit more detail, perhaps with a little psudo code? Also the player respawning might already have 11 soldiers under his command at the time, this might be a problem. -
I would like to add a feature to my map allowing people to choose the class they will respawn as next time they die (ala day of defeat) For example, the starting slots would all be soldiers and you would have the option of respawning as Sniper when you die. Is there any way to do this? edit: blah how many typos in the topic? and i cant edit it!!
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Weapons not available to all players
Private_Flak replied to Private_Flak's topic in OFP : MISSION EDITING & SCRIPTING
I thought about using Karrilions weapons loadout dialog which is on this forum somewhere. Unfortunatly when I tested it I found I could leave an AI at the ammo crates and use the radio actions to open the loadout menu from anywhere on the map. (this wouldnt go down to well in a CTI game) Not sure if you can do this in RTS, im sure Karrilion has found a way around it (unlike me) But that aside, it would be damn cool to let people add a custom loadout to vehicles, if only I could find a list of the ammo/weapon capacity of each vehicle -
Weapons not available to all players
Private_Flak replied to Private_Flak's topic in OFP : MISSION EDITING & SCRIPTING
With some help from BN880 I have mangaged to get the vehicle loadouts working for all players in my CTI mod. Briefly this is how its done... Follow the installation instruction for CoCNS, its a peice of cake. Create a function with the newly created vehicle object as a parameter. The function need to call a script that will add the weapons to the vehicle using the addWeaponsCargo command. In my example this function is called EVL (Equip Vehicle Loadout) In the script that creates the vehicle add the following code or equiv: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _ArrayCount = count rNPeerList ;start at 1 becuase we dont want to execute this on the server which is always in position 0 _CurrentPosition = 1 #RNloop [_CurrentPosition,[_newVehicle],["E","V","L"]] call fNSend _CurrentPosition = _CurrentPosition + 1 ? (_CurrentPosition < _ArrayCount): goto "RNloop" <span id='postcolor'> Im sure this can be done with much neater forEach loop but it caused me nothing but hassle so I did it this way. Hope thats of some use -
Weapons not available to all players
Private_Flak replied to Private_Flak's topic in OFP : MISSION EDITING & SCRIPTING
wow I only came back here to make a bookmark, thanks for the quick reply...ill try that now. -
Weapons not available to all players
Private_Flak posted a topic in OFP : MISSION EDITING & SCRIPTING
I've been editing MFCTI (http://mfcti.sourceforge.net) ver1.0 for nogova but i've run into a multiplayer problem. MFCTI allows you to build vehicles from factories, I have added weapon loadouts to these vehicles in the script that creates them. The problem is that the weapons are only available to the person who bought the vehicle. So its the player who initiated the script that has access to the loadout but no-one else does. Has anyone else had a problem like this and found a way around it?