

Platoon_Patton
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Everything posted by Platoon_Patton
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["fired", {if(((((_this select 0) ammo (_this select 2)) - 1)== 27) and ((_this select 1) == "Main_Rocket")) then {hint "Exec code now"}}] The number 27 assumes the number of shots left after the 3rd shot in a 30 clip magazine... If U have 8 shots U need to use 5. OFFTOPIC: (_this select 0) ammo (_this select 2) returns 30 after u shot 1 time with a M16.While the ammocounter shows 29 ingame  When U are out of ammo it returns 1  Anybody can explain this? Thats why i did ((_this select 0) ammo (_this select 2) - 1)
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class BigShip: Ship { cost=10000000 displayName="$STR_DN_BIG_SHIP"; accuracy=0.200000; armor=1000 soundEngine[]={"Vehicles\BigShip",0.001778,1}; weapons[]={"Gun120","MachineGun12_7"}; magazines[]={"Gun120","Gun120","Gun120","Gun120","Machine Gun12_7","MachineGun12_7"}; }; There is a "Gun120" in the config,why cant Bigships fire shells then? Alltho the Magazines should be Heat120 or Shell120 instead of Gun120... primary = false; Shouldnt that be the primary?
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OK just did some testing and debugging: Thx for the help CSJ-Thobson Fuelleak.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Chief= _this select 0 ;;in charge of vehicle _Motorison=_this select 1 ;;engine running or not #letsgo ~1 ?!(_Motorison):exit ?(count crew vehicle _chief==0):exit ?!(alive vehicle _chief):exit _fuel = fuel (vehicle _chief) -(0.05) (vehicle _chief) setfuel _fuel goto "letsgo" PS:If U have many vehicles,name them V1,V2..,V27 Put them in an array in init.sqs: Allvehicles = [V1,V2,V27] give them all the Eventhandler: {_x addEventHandler ["engine", {_this exec "fuelleak.sqs"}]} forEach Allvehicles PS2:The comment "in charge of vehicle" for _this select 0 is dodgy,if U jump out and check _chief it returns NO ID Cobra bla bla bla (tested it on an AH1),while I assumed it would return objnull because no one is in charge when vehicle is empty.So I used the line ?(count crew vehicle _chief==0):exit PS3:If U want to use this in MP with respawning vehicles u need additional code,lemme know if U do so. PP
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Just some taughts: --Add your vehicle an EH "engine" Let it exec your "fuelleak.sqs" smth like:Vehicle Addeventhandler ["engine",{_this exec "fuelleak.sqs"}] --Fuelleak.sqs: _Chief= _this select 0 \\in charge of vehicle _Motorison=_this select 1 \\engine running or not #letsgo ~1 ?!(_Motorison):exit ?(_chief==objnull):exit ?!(alive vehicle):exit _fuel = fuel vehicle -(0.05) vehicle setfuel _fuel goto "letsgo" Just an idea "on the fly",nothing tested. This would give u an emty fueltank in 20 seconds.
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ArmA-board lock false Whats in a name heh,everytime I come visit this board all I see is locked threads. Maybe a lil more tolerance?At the end it proves that ppl are looking forward to their favo updated game. All we know is the official pressrelease,no further questions are allowed... Suggestions are no use,so can U answer this please? --The game is ready,just waiting for a publisher,or are you still improving things? --Why is CM stepping back?Or is BIS?Some background info of what happened would be nice.. --Q4 is close,is early Q4 possible or will late Q4 be more likely (X-mas 05?) --Did u ever taught of releasing ArmA(or OFP 1.5) together with VBS1,if yes what happened then?(early 2004) --Howmany copies of VBS1 are sold public?Would U give them a free copy of Arma when released? #loop ~0.1 ?( locked ArmA-board):hint format ["Locked in %1",_time];goto "end" goto "loop" #end  PP Â
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(object 124444) addaction ["Cut Powercables","Myscript.sqs"]
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If you want to turn lights on\off U can use "switchlight" (object 124444)switchlight "ON" or (object 124444)switchlight "OFF" or (object 124444)switchlight "AUTO"
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Maybe with "inflamed" command? (Condition):!(inflamed object124444 ) (On activation):A1=true or smth similar...
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Scripting question about addons?
Platoon_Patton replied to Doolittle's topic in OFP : MISSION EDITING & SCRIPTING
If....IF addonmakers would do that,the MP community would be very thankfull... It would mean we would be able to use alot more great stuff,while its now impossible because of the major stress it creates in MP (0.001 Loops,multi drop commands...etc)without modifying the addon.  Ontopic:U cant remove the Ehs,but U can change the effects they have when fired...Open Config.cpp,class Eventhandlers and check what script they activate.A little tweaking there can do miracles.. Ofcourse within the range of OFP etiquette  -
What i dont understand: The "SUCHjavelinlauncherm2a2" has no model,it was just a jav missile who came out the tube of a Bradley. But U define a model in your config,is it possible that U mix up 2 configs?
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Event Handler Help plz
Platoon_Patton replied to NaveReyem's topic in OFP : MISSION EDITING & SCRIPTING
I think U better not execute your script with those parameters. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">westman1 addEventHandler ["killed",{[this,westman1,20,5] exec "apkiller.sqs"}] The power of EHs is the output when activated,but you define them,so they are allways the same. Try this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">westman1 addEventHandler ["killed",{_this exec "apkiller.sqs"}] And now U have: _victim = _this select 0 _killer =_this select 1 _money = 20 _fame = 5 ?(side _killer == side player):exit (Exit for friendly fire) ?(_killer == _victim):exit (Suicide ) etc...etc... EDIT:Bit too late -
Armed Assault - should the name be changed?
Platoon_Patton replied to theavonlady's topic in ARMA - GENERAL
Errrr do I need to copyright it? Â -
Armed Assault - should the name be changed?
Platoon_Patton replied to theavonlady's topic in ARMA - GENERAL
Resistance:Second Wave -
NV in intro
Platoon_Patton replied to [lol]clan killer bee's topic in OFP : MISSION EDITING & SCRIPTING
Player action ["NVGoggles"] might help u also. -
ECL's record breaking attempt players on one serve
Platoon_Patton replied to HitmanFF's topic in MULTIPLAYER
Sorry guys for the off topic response... But we are planning on a new attempt to start off the new ECL spring season (War-Batlle and the brandnew Skirmish ladder). The old record (146 ppl) needs to be broken by 10% at least,so I will change the map to 162 players  Our Communications Officer (GWG HitmanFF) will announce the date as soon as possible,looking forward to see you all on the server again  PP ECL MultiPlayer League http://www.european-combat-league.com/index.php