Rastavovich
BI Developer-
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Everything posted by Rastavovich
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To the BI-programmers: could you please create a scripting-command, that returns the type/class of a given unit. for example: we have a Su-25 named "Easter_plane_1" Now a command like: getclass Easter_plane_1 returns "plane" and gettype Easter_plane_1 returns "Su25" would be nice. If this is possible, it would be nice if it would be implemented in one of the next patches.
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Suma, why don't you form a team that checks the addons and gives such a digital signiture. For example, the ofp-editingcenter checks each addon if it has a certain standard, like variable-names, that are unique. They also look for a realistic background. If all that is correct, they put it on their website. What if before releasing it to the peoples, the right digital signature is added (of course only if the addon doesn't allow unfair tricks). Of course for that you have to give the possibility to add the correct signature to a few people. Or you form by yourself such a gremium, with a little more work for each of you:)
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Point that gun somewhere else!
Rastavovich replied to kfine's topic in OFP : MISSION EDITING & SCRIPTING
Maybe you should try the "dotarget" command. unitwithgun dotarget officer if this doesn't work use "dowatch" unitwithgun dowatch officer -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">"unassignvehicle (_aunits 1#1select _i)';Error Unknown Operator Select_i"<span id='postcolor'> no big problem just make a space between "select" and "_i" in the command line. The compiler doesn't recognize that you mean "select _i" if you write "select_i".
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I am fiddling with a new script and need an command that gives me an array in which all planes on map are mentioned. If this command doesn't exist, does anybody know if there is an command which checks whether a certain sequence is in a string or not? like: _hello = "Helloworld" "Hello" in _hello returns a true/false
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Adding tank ammo to the ammo truck?!
Rastavovich replied to Dr Oink's topic in OFP : MISSION EDITING & SCRIPTING
You can't add the ammo of a tank to the ammo-truck. The ammo-truck already carries those shells. As long as the ammo-cargo is not 0 the ammo-truck can reload a tank. BUT: If the tank starts without any ammo, the option "reload @ ammo-truck" will not appear. (Maybe a bug) So place the ammo-switch just a little right of the "zero"-value. You will now have just a few bullets for the M2 and 1 or 2 shells for the main-gun. Then it should work. -
ammoname : flare, flarered and flaregreen just add it with "addmagazine"
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Can i start with another weapon?
Rastavovich replied to Loft's topic in OFP : MISSION EDITING & SCRIPTING
Try the search function in this forum and you will find a few answers like in this topic. Answer for binocular simply write in the init-field: this addweapon "binocular" -
Ok, lets see if you guys can figure this one out.
Rastavovich replied to Barry the baldy's topic in OFP : MISSION EDITING & SCRIPTING
You are welcome. -
Ok, lets see if you guys can figure this one out.
Rastavovich replied to Barry the baldy's topic in OFP : MISSION EDITING & SCRIPTING
Try the "unitready"-command. That command checks if the unit is not busy/ has no commands to follow. Syntax: unitready unit returns true/false. -
Laser Bomb Aimer...how to?
Rastavovich replied to Owuor's topic in OFP : MISSION EDITING & SCRIPTING
You're welcome. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">But, how do you know the unit's name?<span id='postcolor'> In mission-editor you simply choose the name of a specific unit, like BO1 in the example above. There's also a second unique number that identifies every object on the map, afaik this number is returned if you are using the "name"-command in scripts.
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Laser Bomb Aimer...how to?
Rastavovich replied to Owuor's topic in OFP : MISSION EDITING & SCRIPTING
<soldiername> addweapon "LaserDesignator" should do it. Maybe you need a <soldiername> addmagazine "LaserDesignator" in front of the first line. -
Try (((usaflag) && (rusflag)) OR ((!usaflag) && !rusflag))) maybe that works. You should have brackets around the whole boolean thing, else the compiler will have some probs.
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Jungs, ihr macht mir Angst. Ich sach nur "Finger weg von Drogen und Onlineübersetzer".
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I could say "1.42 is just fine for me" but every1 here said so. That`s why I say "1.42 is just fine for Rastavovich".
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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">Begrüßen Sie sehr meinen guten Mann <span id='postcolor'> Was issn das fuer nen Dialekt??
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You can use the camcreate command, but not for impacts, because it takes to long for the smokeshell to create enough smoke. What you could try is to start an smokeshell and put it then on all impact points. Problem: you have to recreate it all minute or so because it runs out of "fuel".
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Gunship Heli Escorts/Riding shotgun
Rastavovich replied to franze's topic in OFP : MISSION EDITING & SCRIPTING
Well, then there is only the hard way: give every helicopter its own WPs. That's a lot of work to make that looking nice. Or you write a "follow the leader"-script. -
Gunship Heli Escorts/Riding shotgun
Rastavovich replied to franze's topic in OFP : MISSION EDITING & SCRIPTING
The mission fail thing is easy, just make a trigger with the concition: not(alive Blackhawkname). For escorting the Blackhawks you could group all helicopters. So they will use the same WPs or you could give them similar waypoints with the cobra behavoir "combat". -
I guess he want's it ingame and not in the editor. I don't know how the fence.sqs looks like but for putting the fence always in front of zou and not in north you have to change the cammcreate [position]-thing. From fence="Wire" camCreate [(getpos InqWiper select 0),(getpos InqWiper select 1)+1, 0] to fence="Wire" camCreate [(getpos InqWiper select 0)+ cos (getdir IngWiper),(getpos InqWiper select 1) + sin (getdir IngWiper), 0] (Tell me if this is incorrect. I will think about the correct sin/cos then, cause right now I am to lazy for it
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Try it that way and don`t use not needed variables: #loop ~3 ? ((getPos chop select 2) < 20): goto "loop" TitleText ["Test Radar Activated","PLAIN"] exit
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RemoveAllWeapons on Air Craft
Rastavovich replied to BigQEd's topic in OFP : MISSION EDITING & SCRIPTING
AFAIK the weapon types of a plane are written in the .obo file and cannot be changed over the "removeallweapon" command. U have to change the .pbo file directly. -
I scrippted a little around and made a script that switches a global variable on/off. Then I placed a waypoint with this variable as condition. Now if I switch that variable to true my whole system freezes.
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How do i use the action command...?
Rastavovich replied to nyaznlink's topic in OFP : MISSION EDITING & SCRIPTING
If I understood you correctly you wanna force a specific unit to use a specific weapon. To do so you should use the "selectweapon"-command. Correct syntax is: unitname selectweapon "weaponname" ie: soldier1 selectweapon "lawlauncher" U need at least version 1.27 for that command. Hope it helps.


