Rastavovich
BI Developer-
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Everything posted by Rastavovich
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Look at this thread: http://www.flashpoint1985.com/cgi-bin....;t=8943
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Getting on board of a grounded helo
Rastavovich replied to kfine's topic in OFP : MISSION EDITING & SCRIPTING
Place an H(invisible) where your chopper should wait then give the copper a "load"-waypoint. Give all squads which should board the chopper a "get in"-wp and group those wps with the load-wp of the chopper. The chopper will now starts its engines and wait until all living men of those squads have boarded, then he will lift of and continue with its wps. -
What the hell is wrong with this?
Rastavovich replied to erve's topic in OFP : MISSION EDITING & SCRIPTING
Little respawn script. But for what you need "_namepos" if it never occures in your script? -
_thrower = _this select 0 _heli = _this select 1 @_thrower distance _heli <= 500 _thrower dowatch _heli smoke = "smokeshellred" camcreate [getpos _thrower + 5, getpos _thrower + 5] exit; ---------------------------------------------------------- Just copy all above the line in a .txt-file and "save as" <scriptname>.sqs. Call syntax: [soldier, rescuechopper] exec "<scriptname.sqs" The soldier doesn't throw the smokeshell actually, but that should not matter. Oh, I set the distance bettwen chopper and soldier to 500 so the smoke has some time to appear.
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Of course they get in in the back, because you assigned them as cargo. Use: person1 assignascommander bmp1; person2 assignasgunner bmp1; person3 assignasdriver bmp1; After that: 'units group bmp1 ordergetin true' should do the job. You don't need a WP for that.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">i dont know if this exists or if it is just something they made for the movie, but the film Resident Evil features a shorty G36 and a G36 with grenade launcher<span id='postcolor'> Both weapons exist the short version of G 36 is called G 36 K (the k stands AFAIK for "kurz - german for short" and the grenade launcher is easy to attach to the normal G 36.
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The SCUD is not necessarly a nuke missile. SCUD itself is just a transport rocket what you place on top of it depends on your financal funds. AFAIK the SCUD-missile is not a alonestanding weapon that you could create by camcreate or createunit.
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there are several script that simulates an chopper extraction. go to ofpeditingcenter and search in the code snippets section.
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If an AI unit is disabled doesn't return the question "not alive s1" a true?
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not alive s1 and not alive s2 and.....
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You're welcome.
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The End#2 button allows you to win a mission but with another end then End#1. For example you had an mission with a primary and a secondary goal. If you have completed both End#1 is activated if you just complete the primary the mission ends with End#2 but you still win and if you just fail the lose describes your end.
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what unzip programm you are using? Try another one.
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Is there an error-message? Have you installed other custommade addons? Please give some more information.
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You use the command in a totally wrong way. The scudstate-command is only there to let you know what a scud is right now doing, it is not to be ment to order the scud to do something now. I guess you will initiate a scud launch if western units activate the trigger. For that you should try the dofire-command or the action-command (don't know the correct syntax).
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Don't know if your way is possible but you could give your resis an base then set them where they should be at beginning and make an trigger over the base which checks if both are in the base and end the mission. So if both are killed they activate the trigger and the mission stops.
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Ai chopper pilot and firing manually
Rastavovich replied to chartier's topic in OFP : MISSION EDITING & SCRIPTING
Manual fire is only for human players. All AI units are controlled by behaviour files (which should be the .rtm-files). The AI units are only able to do what is written in this files and using the weapons is only in the "gunner".rtm file. That's why it should be not possible to make your pilot shot at you. A workaround could be to create an gunner by the camcreate command and delete him after he shot at you. Maybe you could also create an "invisible" gunner, but that would be a bit more work. -
My first script for airdrop from plane or helico
Rastavovich replied to Lorenzo's topic in OFP : MISSION EDITING & SCRIPTING
Looks like a handy script, even if you don't need the "_i"-variable. instead of _i you could use directly _nb:  _nb = Count(_tab) - 1 #boucle  ~_temps  _soldat = _tab Select _nb  _soldat Action ["EJECT",_helico]  UnassignVehicle _soldat  _nb = _nb - 1  ?(_nb == -1):Goto "fin"  Goto "boucle" but that is simply cosmetic. As I said, nice script. -
You're welcome.
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1. Where is your mission saved? If it is in the user/yourname/mission-folder you can simply rename it. If it is somewhere else you have a nice prob. 2. The plane is behind the base?? Pilots of planes always try to start and the only start in one direction of an airport. In Malden and Everon the starting direction is 0°. If they are not at the end of the runway and the can start directly the pilots try to reach the right runway by taxiing to it. 3. have you grouped the helicopter with your player? If you are commander the pilot awaits your command where to go even if there are waypoints on the map.
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Have you extracted all files? If you only extract the comref.html it wont show everything.
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Need help for little questions about scripting
Rastavovich replied to Lorenzo's topic in OFP : MISSION EDITING & SCRIPTING
You're welcome. -
Need help for little questions about scripting
Rastavovich replied to Lorenzo's topic in OFP : MISSION EDITING & SCRIPTING
1. Correct syntax: ?a : action1, goto "next" action2 #next 2. group (f2) the trigger with the specific unit. 3. the commands are called getwppos and setwppos Correct syntax: getwppos [unit, waypointnumber] the first waypoint is number 0 [unit, waypointnumber] setwppos [positionarray] 4. maybe you should use the select command array select 2 (for the 3rd value in array) -
In your editor should be an merge-button (only in advanced settings). first load the first mission the hit merge button and then select the second mission. AFAIK you can only merge missions on the same island.
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Just place the ammo-select-button nearly to empty and not exactly to empty. Your tank will now have a little ammo for the machine gun and just 1 or 2 shells for the main gun.


