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Rastavovich

BI Developer
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Everything posted by Rastavovich

  1. Rastavovich

    Some editing things

    You're welcome.
  2. There exists a script, just for that purpose. It was written by Drak and snYpir , it's called smokeheli or something like that. The script allows you to fire directly smokerockets on targets. Look at the code snippets section of ofpeditingcenter.
  3. Rastavovich

    Some editing things

    1. Yes, it is possible to check this by a script. ------------------------------------------------------ #check @(getdir _this != 270 OR !(alive _this) _this setdir 270 ?! alive _this : exit; goto "check" ------------------------------------------------------- save the text between the lines in a scriptname.sqs and call it with [this] exec "scriptname.sqs" in the activation-field of the civilian. 2. If you use multiple conditions connected with OR or AND you have to place brackets around the whole thing: (condition1 OR condition2 or condition3) 3. Don't know 4. Don't know exactly, the command is unit playmove "onchair" but I don't know if it finds the chair by itself or you have to place it directly over it. Hope I could help.
  4. Rastavovich

    Sound problem

    Why is the troubleshooting-section not the right place for that??? We need some more info, your system specs, are you using some addons (especially unofficaly), modifications.
  5. You could create variables that represent each flag, of course you will loose some flexibility of your script.
  6. Rastavovich

    Scripting question

    Open the editor and save the mission you are making, then go to OFP/user/yourname/misssions-folder. There should be the mission folder in named "missionname.xxxx". The xxxx indicates the island your mission is on. Simply place the sqs-files in the missionname.xxxx-folder.
  7. Rastavovich

    Spawning units

    Yes that is possible, with a script. get the commands reference manual for that and look under the command "createunit" and "createvehicle". To activate these scripts you simply use triggers.
  8. Rastavovich

    Why is mission editor

    If they are grouped you can tell them to stay not in formation by switching the field "special" from "in formation" to "none"
  9. Rastavovich

    Boat racing

    For respawn you are using a script, in this script is somewhere written, where a vehicle should respawn. You just have to change that value to a value you want. You could ie: place a game logic or H (invisible) on the place you want to respawn the boat and set the command in the script vehiclename = type createvehicle getpos H(inv)-name
  10. Rastavovich

    Textlog command

    That's what I've allready done and I couldn't see any effect. (Well maybe I didn't see him) I am also using hint-windows for debugging. Does anyone knows a command that creates an logfile with certain values in it?
  11. Could anyone please explain me what the textlog-command is doing and how it is used (please don't simply copy&past the comref). Is this command creating a log-file? And if yes, where could this file be found?
  12. Rastavovich

    Scripting question

    No, it is not working in a trigger, it's an explicit scripting command. For triggers you can use the countdown function.
  13. a "gettype"-command would be nice. ie: a Su-25 called "plane1" gettype plane1 returns "Su25"
  14. The helicopter will start automaticly its engines when game starts. So you should place the helicopter with empty tanks and create an trigger with on activation: helicoptername setfuel 1; helicoptername flyinheight 0; If the helicopter should take off you have to do another trigger or whatever with helicoptername flyinheight 30
  15. Rastavovich

    Insertion by boat

    "_x moveincargo boatname" foreach units groupname in the init-line of your commanding officer of the landing group.
  16. Why not using the radio instead? in the init-field: 1 setRadioMsg "Call Arty" Then you create a trigger activated by "Radio Alpha" that executes your script.
  17. Rastavovich

    Ammo-command

    Don't know if somebody already has found that bug, it's jus a small one. In the official command reference is written that the syntax for using the "ammo"-command is: unit ammo "magazinname" that is incorrect the correct syntax is: unit ammo "gunname" , which makes no difference most times, but I fought now for half an hour to find that out:)
  18. Rastavovich

    Scripting

    Maybe: removeallweapons unit setcaptive unit unit playmove "FXStandSurDown" or unit playmove "FXStandSurUniv"
  19. Rastavovich

    Just another 2 points

    Try: [c1] join grpnull [c1] join moffgroup The commands awaits an array so you have to place the brackets.
  20. Rastavovich

    The a10

    Back to Titanium's question, I checked that out and it is possible, BUT it looks strange because there is a full payload of missles viewed. Only if you drop the bombs they get the form of a bomb and they always fall from the position from where the next missile would be shot.
  21. Rastavovich

    The a10

    Could be possible, I have to do some testings on that.
  22. Look in the addon section of ofpediting-center, there should be a fully functional arty.
  23. Rastavovich

    Fire mission !

    Ok, I overworked the howizer a little. It's now more than a "Paladin". 70° max elevation the muzzle speed of the rounds is increased to 1200 37 rounds of 155mm shells containing: 20 rounds HE (standard shell, but bigger effect) 12 rounds Heat 5 rounds Copperhead (laserguided, I will decrease the count more because I think it's a to powerfull ammo) Everything else is like the M60. But if someone is able do create a model after opf-standards we could use that also. I have some more questions about the M109 A6: 1. Is the turret completly turnable (360°)? 2. What is the real max elevation? 3. How fast are the grenades when leaving the gun? 4. What is the deadly radius of an 155 HE shell? 5. Is a BMP also damaged by an HE shell when not directly hit?
  24. Rastavovich

    Fire mission !

    You could create a vehicle based on the M60 and allows this vehicle to lift its main gun more than 60°. Also you could give those vehicle more powerfull shell (like arty shells). Don't know about the shell's range problem, I have to look at it. PS: After a look I would say it should be possible to increase the range of the shells. PPS: I created a howizer based on the M60 with 155-shells and a better elevation (70° now, which doesn't look that nice, but works). If you want it write me an pm with your e-mail address. Also if you have some data of the M-109 A6 Paladin I could influence that in the vehicle.)
  25. Rastavovich

    Parachuting out . .

    You could do it by scripts. Just write in the init-field of your chopper this addaction ["Group Eject", "eject.sqs"] this will add an action that you could use (the AI wont use it) then place the following script in you <missionname>-folder ----------------------------------------------------------- You have to modifiy it a little bit. Just place the names of the units instead of the <..>. Then say save as.. and save it as eject.sqs. ----------------------------------------------------------- _chopper = <choppername> _drop1 = <yoursquadname> _i = ((count units group _drop1) - 1) #next unassignvehicle (units group _drop1 select _i) (units group _drop1 select _i) action ["eject", _chopper] _i = _i -1 ~0.6 ? _i >= 0 : goto "next" exit;
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