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Snake1999
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Posts posted by Snake1999
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Ahh,, Flame out of the barrel,, looks sweet
Not much to do with mission editing huh,, I'll move this one to OFFTOPIC
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Well,, the shortest possible I can think of is the following:
;Snake1999 | artillery
;[centre,area,NrOfRounds,frequency] exec "*.sqs"
_centre = _this select 0
_area = _this select 1
_rounds = _this select 2
_freq = _this select 3
_bombArea = getPos _centre
_baX = _bombArea select 0
_baY = _bombArea select 1
_areaX2 = _area * 2
#Update
_rounds = _rounds - 1
Explosion = "shell125" camcreate [_baX + Random(_areaX2) - _area,_baY + Random(_areaX2) - _area, 30]
~_freq
? (_rounds > 0) : goto "Update"
exit
if you want something like atillery, mortar or similar. To Get it to work in OFP, do the following:
Go to your mission's folder, and create a new notepad document.
Paste the lines from above, and save the file as "mortar.sqs" (with quotes).
Then in OFP, place a trigger (name it "mCentre" (without quotes)), and in the onActivation field, type:
[mCentre,100,10,10] exec "mortar.sqs"
This will fire 10 rounds at the location of mCentre, with a variation up to 100m, with 10sec between each round.
(Edited by Snake1999 at 6:21 am on Dec. 31, 2001)
(Edited by Snake1999 at 6:31 am on Dec. 31, 2001)
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d*amn... you typed faster than me..
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class CfgMusic
{
tracks[]=
{
music1
};
class music1
{
name = "music1";
sound[] = {\music\music1.ogg, db+130, 1.0};
};
};
How about adding an ending " } " thingy (like I did above)
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In their initialization field, put this line:
this setDammage 1
That will kill 'em
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seems like you have some things to catch up with too
(Edited by Snake1999 at 11:57 pm on Dec. 29, 2001)
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The sensor/trigger waits until the condition/s is/are meet, and then they're triggered.
If you have a variable in the trigger's condition field, in something like the example above;
myCondition
(this means myCondition == true)
and you've set the variable as true, the trigger will get triggered
And you should alwayes give these kind of variables a start value, so that OFP doesn't assume the variable to have a value.
The triggers are accurate, it's just that you have to be sure that you've set everything up right
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hehe,, triggers are pretty smart, you know
In the trigger setup screen, you'll see that it sayes that it can be triggered "ONCE" or "REPEATEDLY". If you have it set to "ONCE" (default), it will only be triggered once, and never again. If you have it set to "repeatedly", it will get triggered every time the condition is meet.
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Well,, you use scripting for everything
Nah,, really. Basicly everything you can do in the editor, and allot more, can be done with external script files. You can move around units, you can simulate mortar/artillery, making cutscenes and so much much more. There's no limit for what you can do really.
Go to OFP editing center, and check out their "code snipet" area. There you'll get a pretty good idea how you can take advantage of scripts.
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In basic?
Script is an external file, which you place in your ..\OFP\users\userName\mission\missionName folder. The script file can be/is built up by the different commands available.
If you make bigger, more complex scripts, you'll notice that it's done pretty much as in simple programming, with the use of variables, and such things.
Most people use NotePad to write their scripts in. To save you file in the correct format ( .sqs ), you just write the name of the script in quotes, with the .sqs ending, like this:
"MyScript.sqs"
;-------------------
Learn more about scripts at OFP editing center, where you can find many usefull tutorials, if you're new to editing and/or scripting.
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Flare will stop light when they hit the ground, so you'll have to place them high up in the air, and make 'em fall to the ground (or, you could have a looping script that places the flare at one point).
Example (this will put the flare 100meters up in the air, and it will fall towards the ground):
Place a trigger, and give it the name flare
In the condition field, type: true
In the onActivation field, type: flare1 = "Flare" camCreate [(getPos flare select 0),(getPos flare select 1),100]
If it's that what you mean...?
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This can be achived very easily with a external camera script. By creating a loop that will make the camera stay fixed (or be in movement), in relation to the vehicle:
#Update
_myCam camSetTarget vehicleName
_myCam setSetRelPos [x,y,z]
_myCam camCommit 0
~0.01
goto Update
This will make the camera stay fixed at the X,Y,Z coordinates, relative to the target (in this example; "vehicleName").
Then you can rewrite it, so that you can move the camera around, in the vehicle, while it's moving for example. Then you can add a counter, which keeps track on time, and after a X seconds the script will continue (stop the loop).
If you're not familiar with camera scripting, or not scripting at all, I recommend you to visit OFP editing center's tutorial section. Look for the camera ( "How to script a cutscene" ) tutorial by snYpir.
hmm.. maybe there's another solution?
(Edited by Snake1999 at 5:06 pm on Dec. 27, 2001)
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Use:
enableRadio false
Just put it into th init field of a soldier, or in a trigger.
You have the Official cmd ref here
(Edited by Snake1999 at 6:17 am on Dec. 27, 2001)
How to line up stuff?!
in OFP : MISSION EDITING & SCRIPTING
Posted
The usual windows commands:
Ctrl + C = Copy
Ctrl + V = Paste