Space Cadet
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Everything posted by Space Cadet
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Scripting geniuses Plz read!!
Space Cadet replied to Paco1's topic in OFP : MISSION EDITING & SCRIPTING
Why don't you just CAMCREATE one where its needed? _Target = _This select 0 _Flare camCreate [(_Target select 0),(_Target select 1),100] exit Just create an invisible H at the location you want the flare and name it, and then call the script, passing the H's name. (you can change the "100" to whatever value you prefer, it relates to how high the flare will appear. Which method you use, I suppose, depends on whether you prefer teleporting blokes around, or using scripts. (Edited by Space Cadet at 6:56 pm on Dec. 18, 2001) -
Changing default formation?
Space Cadet replied to Jamesia's topic in OFP : MISSION EDITING & SCRIPTING
I think setting the special field to NONE works if the group don't have any waypoints, but if they do, then as soon as they start to move they assume a formation again. I might be wrong here though, I had trouble with this, and after much playing about in the editor I came to this conclusion. -
This is the syntax for adding actions to players UnitName AddAction ["Name Off Action","Scripttoexecute.sqs"] but, as PlaneShifter mentioned, there are problems with this in multiplayer.
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Not exactly a tip, more an observation/question. I coded a co-op MP mission, with a cutscene script that runs when an AI unit reaches a certain point, code to run the scene is in the on activation field of the units waypoint. (I play it on my LAN, 3 players, no dedicated server) I have experienced unpredictable behaviour with this script, sometimes it runs fine on all PC's, other times it starts on one PC, and then starts after a few seconds on the others, once it even ran on the host but never ran on the other PC's. Now, obviously when the unit reaches its waypoint, it does so at the same time on all PC's, so whats goin' on? Is this just the dodgey net code, or is there a way I can control this? (oh, and its works fine in single player and the editor)
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1) Are you talking about the 'falling out of the bloody tower' problem that soldiers have when they are under fire. If so this is caused by the guy taking a step forward when he gets back up again from a prone position, so eventually he steps right off the platform. Yop can stop this by forcing him to never go prone GuardOne SetUnitPos "UP" 2) If you do what I suggested above he will never lie down (not sure if thats what you want) but he will shoot at any bad guys that he is aware of. 3) To start someone off in aware mode type This setbehaviour "AWARE" So if you type:- This SetUnitPos "UP"; This Setbehaviour "AWARE" into the soldiers INIT field, it should solve most of your problems.
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The default AI level is a bit low. if you look at most of the BIS missions they have the AI skill set a lot higher than this default, and also most officers are set to Major or higher. It is really annoying that you have to change the skill and rank settings each time you add a new unit, so I normally create one group, alter the skills to the level I want, and then copy and paste this group whenever I want more blokes. Saves a lot of messing about with these settings.
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Yeah, I did use it in a script cos I wanted a barrage of around 30 shots, all landing in different spots, so I just created a loop in a script and ran the code 30 times. It should still work in the editor though, did you get an error message - or just nothing happened?
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Ammo, Medic and Repair Support
Space Cadet replied to mjpadilla's topic in OFP : MISSION EDITING & SCRIPTING
MP is right, give the support unit a support waypoint and they will move there until someone calls for that type of support, so long as you are close enough. -
It depends on what event you want to trigger the message. If you want the message to be sent when a unit reaches a waypoint, put it in the On Activation field of that waypoint. If you want it to be sent when an event happens, create a trigger that fires when that event happens (eg East not present - West detected by East etc) and type the command into the On Activation field of the trigger. If you want conversations, ie more than one message, you will probably need to use a script and put the commands in there, with a small time delay between them. (Or use game logic - but I'm not to sure to sure how to use this)
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To hold conversations use the sidechat or groupchat commands:- UnitName SideChat "Message" UnitName GroupChat "Message"
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I think if you create an Init.SQS and type "Obj_1" Objstatus "hidden" then it wont appear in the breifing, then run "Obj_1" ObjStatus "Active" to get the mission plan updated thingy, and you can then see the objective as normal.
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I generally setup patrols as behaviour SAFE and Speed LIMITED, so they walk the patrol route with their guns on their shoulders. I then put a trigger over the area they can see, Condition West detected by East (or vice versa) and in the on activation field type, group1 setBehaviour "AWARE" group1 setspeedmode "NORMAL" group1 setcombatmode "RED" so they take their guns of their shoulders and start running (and will engage anyone they see).
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radio message when activating a script
Space Cadet replied to K6's topic in OFP : MISSION EDITING & SCRIPTING
The syntax is exactly the same in a script as it is in the editor, apart from you don't need a ";" after each command, just put each command on a new line. Unitname sidechat "Message" -
Jason Alaska you are quite right for blokes, but for crates and vehicles it doesnt matter.
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How to put objects into fortress?
Space Cadet replied to RA29's topic in OFP : MISSION EDITING & SCRIPTING
Yeah, I've done a mission with 6 M2 guns in a town, all positioned in the second floor of houses, loads of Russians running about in the village(about 50 blokes), and 50 Western blokes come in attacking the town with 4 M113's and 2 M2A2's in support. ( oh, and 4 blokes with MM1 grenade launchers.) Talk about chaos, hehe, its great fun to watch, but I have yet to survive the mission!! (got to keep my head down more often) Now, if only i could get groups of guys into buildings, it would be time for some grenades through the windows!! -
I hate to break up the argument, but what the #### :biggrin: :biggrin: There was a thread on this forum a while ago called "LGB Experiments" do a search for this. Lots of people were explaining what they've found out about dropping LGB's and the mission editor.
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Questions on using the Dragon or Javelin addon.
Space Cadet replied to bauhaus's topic in OFP : MISSION EDITING & SCRIPTING
Is the option to take the ammo there, but when you select it, it dosn't appear in your inventry? or is the option to take ammo just not there? If its the first, it might be that there is not enough room in your inventry for the ammo (it needs 6 slots all next to each other) If the option isn't there, it could be that the crate is full (they have limited space aswell) so the ammo wasn't added. Try a crate that only has the ammo added to it, and use the removeallweapons command to take the default load out of the crate) -
Need lots of editing Info
Space Cadet replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
You tried synchronising and it didn't work??, are you sure you did it correctly?? Try this:- Create a group of blokes, give them two waypoints. Create a trigger that will fire when you want (east not present or something, you might want to setup some kind of text or sound effect on the trigger so you can see that it is firing correctly - use the effects button) then synchronise this trigger with the first waypoint for the blokes. (you will see a dark blue line appear if you do this right). Now, when you start the mission, the blokes will move to the first waypoint and wait there until the trigger fires, then they will move to the second waypoint. -
Blowing up guns is an older way of getting explosions (although it does work) I normally use the CamCreate command:- "Heat120" CamCreate [(getpos aP) select 0 + Random 10,(getpos aP) select 1 + Random 10, (getpos aP) select 2 + 30] this will create a heat shell 30 meters above your position and a random distance away from you (you can even see it fall to the ground) (Edited by Space Cadet at 11:48 am on Nov. 29, 2001)
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Triggers and WPs
Space Cadet replied to EveronVetsAgainstTheWar's topic in OFP : MISSION EDITING & SCRIPTING
you need to use the synchronise function. Create a group and give them two move waypoints at the appropriate places. Create a trigger, condition East not present, covering the first area where you will be shooting all the Russians. (make sure some russians start off in the radius of this trigger or it will fire as soon as the mission starts) Then click on synchronise, and click and drag from the trigger to the first waypoint. (you will see a dark blue line appear if you do it right). The group will now move to the first waypoint, but wont go to the next waypoint in the chain until the trigger fires (ie all East blokes are dead or running away) -
For a soldier:- This addweapon "XMS" This Addmagazine "M4" (the scoped XMS uses the same ammo as the M4) For a crate or vehicle This addweaponcargo ["XMS",2] This addmagazinecargo ["M4",10] the other new weapon names are G36a G36aMag Steyr SteyrMag Bizon BizonMag
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If your talking about the radius of waypoints (in the waypoint setup not the units setup) then you are correct. If you create a move waypoint and give it a radius of 300, as soon as your unit steps inside that radius the waypoint will have been completed and you blokes will move onto the next one. With search and destroy, I've found that the units generally search around the waypoint anyway, you don't need to give them a radius to search.
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How can we change napalm
Space Cadet replied to Blind Guardian's topic in OFP : MISSION EDITING & SCRIPTING
The weapon name is "LaserGuidedBombLauncher" or so I'm told, I've not checked myself. -
Any website with finished scripts
Space Cadet replied to dkraver's topic in OFP : MISSION EDITING & SCRIPTING
try <a href="http://www.ofpeditingcenter.com click" target="_blank">http://www.ofpeditingcenter.com click</a> on code snippets and there are sample scripts and sample missions that show you how to use them. There's loads of other goodies as well. -
How to put objects into fortress?
Space Cadet replied to RA29's topic in OFP : MISSION EDITING & SCRIPTING
To put a bloke into a fortress, just give him a get in waypoint over the fortress, this only works if there are just one or two people in the group, otherwise, two blokes get in and the rest sort of hang about outside looking to get shot. To put an M2 into a fortress you will need to place the unit in the correct place on the map, this is just trial and error until its in the right place. You will notice that the gun appears "inside" the fortress ie both items are in the same space, you need to raise the gun a few meters, which will involve a simple script. _Target = _This select 0 _Height = _This select 1 _Target setpos [(getpos _Target)select 0, (getpos _Target)select 1, (getpos _Target)select 2 + _Height)] exit copy this to a text editor and save it as Raise.sqs in your mission folder. Then in the units init field, execute the script, just pass two argumemnts, the unitname and the height in meters you want the unit raising. eg [myGun,2] exec "Raise.sqs"