

Pyry
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Hi, I a here to ask foolish things again. The question is how could i make specified music track to fade out when certain event occurs. I want the music fade out when player decides to call radio alpha. So the music would either stop by time or radio alpha. But as i mentioned, the question would be how command a music track to fade out? Im pretty sure it's a plain simple question but my experiance with any kind of editing is very limited. Thanks.
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Hi, Talking about Intro/Outro, i kinda didn't understand a word about either, the question or the answer . I wonder, if somebody could give me some specified, and wide information about camera set-up for the demo. The camera settings in OFP-editor are kinda weak and i feel i need something more. Could somebody be kind and advice me? Thanks.
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Anyone? Am i just asking crazy things?
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Hi, By reading some topics about respawning i noticed somebody talking about dead bodies having effect on performance. Are there way to remove these bodies off the map, i mean not just body of some specified guy but every deadbody around the map once and for all repeatedly. Building some low-quality defense map and spawning troops would probably couse a lot of stress to computers. It would be nice to have useless stuff removed when another wave of enemies come rushing in. Thanks in advance
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Hey, Something about the chopter firescript. It all works great, and there ain't anything wrong with the actual script (Who am i to say that ) but recently i've noticed some problems in the performance. Why is that each time i "Retry" after a "Preview" in the mapeditor the script won't work..The chopter simply keeps flying without doing anything. I was pretty sure first that it wasn't worth mentioning but lately i have noticed that the (script?) ain't working correctly and it is matter of possibility if the chopter performs it. The actual activation is triggered by (East,Present) and the area is so wide that it just isn't possible to fly past it without tresspassing. Is this normal? Will it work correctly in the actual mission and why is that it won't perform the script everytime i try?
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Hey, Awesome, i think this is all i could hope. At least for the moment. Thanks
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Okay, thanks it all sounds pretty clear now, thanks to you. Just a few questions more, not to make it work but to clearer things to me. [] exec "spawnUnits.sqs" and the top of "spawnUnits.sqs": Code Sample _spawnPoints = [getMarkerPos "spawn1", getMarkerPos "spawn2", getMarkerPos "spawn3"] _mySpawnPoint = _spawnPoints select (random 2.99) ; Just as example - move all units of group "grp1" to the selected point {_x setPos _mySpawnPoint} forEach units grp1 So, considering that the group supposted to be teleported is defined in the script it shouldn't matter who executes that script, or does it? It doesnt seem to be a command to any specified unit so it doesn't take anybody to execute the actual script right? 1. []exec does it? Since nobody really executes that script, like the chopter does in our previous conversations. 2. I need to create specified script for each group to be teleported? 3. The 2.99 represents 3, then are the chances between possible spawning place around 33,3%. Just to satisfy my curiousity, is it possible to lower chance-percentage of specified spawnpoint? I might have got it all wrong in my head, but you wrote me an example so i think it should work with enough trying. I'll try it later tonight possibly. Thanks a lot.
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Hey,
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Hi again, To prevent wasting any space and creating extra topics i'll ask my next question here. How to generate a chance for a trigger to happen. So trigger, when triggered would teleport my units to either destination 1, destination 2, or destination 3? Is there a specified command for this? Thanks in advance.
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Hey, Thanks. Everything works now.
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Hello, Im building up a map and i came up with wacky idea, a bit like movie based scene to scare or accidentally kill the player. The idea would be making a chopter moving swiftly forward, then come lower it's altitude a bit and fly above players shooting rockets or something explosive to a defined place and then keep moving forwards and taking some distance from the player by flying higher. I understand perfectly if nobody is willing to sacrifise their sparetime to help me but i would appreciate it a lot. 1. How to define altitude for chopter, and how to order a chopter to change it during the flight. 2.How to make it shoot without actually targeting anything. (How to create an invisible target-dummy?) 3.Finally, would it be possible to make the chopter shoot rockets using burst fire, for example 20 rockets shot while flying high speed. Thanks in advance
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Sorry wrong category, was kinda confused when i posted this.