Rastavovich
BI Developer-
Content Count
527 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by Rastavovich
-
Some editing things
Rastavovich replied to =BFP=Cheetah's topic in OFP : MISSION EDITING & SCRIPTING
You're welcome. -
Custom cessna for marking airstrikes?
Rastavovich replied to nyles's topic in OFP : MISSION EDITING & SCRIPTING
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. -
Some editing things
Rastavovich replied to =BFP=Cheetah's topic in OFP : MISSION EDITING & SCRIPTING
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. -
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.
-
Passing server-side array info to clients?
Rastavovich replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
You could create variables that represent each flag, of course you will loose some flexibility of your script. -
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.
-
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.
-
If they are grouped you can tell them to stay not in formation by switching the field "special" from "in formation" to "none"
-
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
-
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?
-
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?
-
No, it is not working in a trigger, it's an explicit scripting command. For triggers you can use the countdown function.
-
A few questions for bis (suma for example :)
Rastavovich replied to HuBBa's topic in OFP : MISSION EDITING & SCRIPTING
a "gettype"-command would be nice. ie: a Su-25 called "plane1" gettype plane1 returns "Su25" -
Trigger helicopter to start engine
Rastavovich replied to euly's topic in OFP : MISSION EDITING & SCRIPTING
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 -
"_x moveincargo boatname" foreach units groupname in the init-line of your commanding officer of the landing group.
-
Artillery - need help designating targets
Rastavovich replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
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. -
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:)
-
Maybe: removeallweapons unit setcaptive unit unit playmove "FXStandSurDown" or unit playmove "FXStandSurUniv"
-
Just another 2 points
Rastavovich replied to themoffster's topic in OFP : MISSION EDITING & SCRIPTING
Try: [c1] join grpnull [c1] join moffgroup The commands awaits an array so you have to place the brackets. -
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.
-
Could be possible, I have to do some testings on that.
-
Where do i get working artillery?
Rastavovich replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
Look in the addon section of ofpediting-center, there should be a fully functional arty. -
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?
-
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.)
-
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;


