raptorsaurus
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Dead in mission alive in outro ?
raptorsaurus replied to limmy3's topic in OFP : MISSION EDITING & SCRIPTING
Here is a way you can do it and not have the scripts be so long. It may not work if saveVar cannot save an array value, but I think it can. Savetest.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deadtest = [] _units == [n1,n2,n3,n4] {if (! alive _x) then {deadtest = deadtest + _x}} forEach _units saveVar "deadtest" ~ .1 ENDTHISMISSION = true exit Outrotest.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~.1 {_x setDamage 1} forEach deadtest Its worth a try. If it works it will save you a whole lot of typing. -
Does anyone know when or if ArmA will be available in the U.S.? I was thinking of downloading from the German distributer, but if it will be distributed soon in the U.S. I will wait for that.
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I am making a steerable parachute (one that really acts like a parachute and not a high speed glider  ) Anyway, I have it working all pretty well, but when an enemy shoots at the parachute and hits the canopy it makes a metalic sound.  I want to change the sound so that it will make the sound of a bullet plunging through tightly drawn strong fabric.  I have the sample sound I need, but how do I change the config.cpp so that this new sound is made when the canopy is hit insead of the default BIS sound which is a metalic "ping"?
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You can also use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">! someAmmo m113 The "someAmmo" cammand returns true if the vehicle has ammo and false if it has no ammo.
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Scripting in the init.sqs file
raptorsaurus replied to Obscure CIA_Agent's topic in OFP : MISSION EDITING & SCRIPTING
You have your commands out of order. Â It should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? alive unitName: titletext [format ["The Lieutenant with Steyr AUG - %1", name westsoldier1], "plain down"] The "alive" goes before the unitName not after. -
chopper howering at an exect posision
raptorsaurus replied to general's topic in OFP : MISSION EDITING & SCRIPTING
I have a script that may help you. It bascally makes choppers land or hover in precise locations. I am at work now, but I can send it to you when I get home. -
I know there are scripts that make lightning using the drop command, but these do not produce any light (the surrounding "world" does not light up as with real lightning). Â The default lightning in OFP is fine (it lights up the surrounding area), so I would like to use camCreate to control where it strikes. Â I want to be able to camCreate it at the desired location, then inFlame true it (assuming it is in the fire class), then make thunder (I found the in game thunder sounds). Â I searched the commented config and found some items called thunderboltNorm and thunderboltHeavy. Â These use the models blesk1.p3d and blesk2.p3d, but <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">t = camCreate "thunderboltNorm" (getPos Player); t inflame true does nothing. Â I tried "thunderboltHeavy" and "thunderbolt" as well, but nothing happens. Â So is there a way to do this or am I searching in vain?
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Hey, all I know is I found a file called: "str borovice horska.p3d" in the unpboed data3d folder. Â When I coppied this into the data3d folder in the root directory where the the O2 viewer resides, I no longer got the error which was: "cannot load object: str borovice horska.p3d"
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Thanks, but I solved the problem. Â My data3D folder must have been corrupted or something. Â I unpboed the data3d from the OFP game folder, and coppied the problem files into the data3d folder where the viewer is located (in my virtual z: drive) and now everything works fine. Â Thanks.
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I just downloaded and installed o2 and the o2 viewer. Â The viewer is installed in my HD root directory as required. Now, whenever I try to run 02 I get an error message: "cannot load oobject: data3d\str borovice horska.p3d". Well, I checked in the data3d folder (which was installed to the root directory with the o2 viewer) and sure enough there is no file called "str borovice horska.p3d". Â So why is a needed file not included in the folder supplied with o2? Â Or am I doing something wrong?
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Just to fill in on a few of the features Wizzywig and I have included in the Tomahawk: - Smart terrain following guideance system gives Tomahawk true Nap of Earth flight capabilities. - Map click target marking. - Control of the target ingress route by map clicking area from which you want the missile to approach the target. - Control of the launch direction by map clicking the spot where the Tomahawk begins its NOE flight path. - The waypoint system finds a path that follows valleys and low tarrain features between mountains and hills. - User can edit waypoints to ensure a path that steers clear of known AA locations. - Teminate Feature allows Tomahawk to be destroyed by user if a trajectory error was made or if you launch the unit before realizing that friendlies are present in the target area. - Satalite Tracking system that allows impact zone damage assessment. - Nose Camera system so you can see what the Tomahawk "sees" right up to impact! - In nose Camera and Satalite view the Tomahawk parameters are displayed (ASL altitude, AGL alt. current waypoint, distance to waypoint, distance to target, Tomahawk air speed. I am currently working on adding compass heading, bearing to target, & systems status (damage indicator). In initial tests the Tomahawk fairs very well against standard Shilka AA. Â The AI controled Shilkas can shoot it down, but its low level NOE flight and high speed make it very tough to hit which coincides with the characteristics of the actual Tomahawk cruise missile. Â Out of 10 missile purposely sent through high Shilka density areas about 7 to 8 of the missiles make it to the target! The final version Tomahawk will provide two options for war heads. These will be: Â bunker busting for taking out specific targets with minimum colateral damage or high exlplosive area effect for use against mixed armor/infantry positions. Â The current beta version has the area affect warhead (its more fun to test with that one :-).
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For the past week I've been unable to access OFPEC. Â Has anyone heard any news as to what has happened? Â Did their sever crash? Â Did they cash it in? Â Last time they were down at least people knew what was going on, but this time they seem to have just disappeared!
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Try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _str = format ["%1",_x] _soldier sidechat _str This works for me. If you want there to be text in front/behind the number you can do: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _str = format ["Enemy spotted %1 m to North West",_x] _soldier sidechat _str If _x is 75 then the chat message will be: "Enemy spotted 75 m to North West"