Spitfire
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core_pfieldgroups_3
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Aviation freak. No known cure.
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Your problem seems to be the LOD setting. At your current setting the building never shows the most detailed LOD, not even at close distances. Try setting your object LOD slider all the way to the right in the preferences.
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Have you tried "helicopter"?
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Deletevehicle = painful death
Spitfire replied to toadeater's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Feb. 28 2003,16:58)</td></tr><tr><td id="QUOTE">Anyway don't worry if you don't get errors.<span id='postcolor'> Hmm... I wonder how that sentence looks like taken out of the context. Sounds a bit like a slogan for Microsoft products Anyway, I tried using deleteVehicle on waypoints, too, and it never crashed. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (whisperFFW06 @ Feb. 28 2003,14:10)</td></tr><tr><td id="QUOTE">In the last official comref, you have a list of unit types at the end. I've read that you can test to which "meta-class" a unit/vehicle is (ie, Apache does inherit from class "air", class air is meta class for all flying vehicles).<span id='postcolor'> The first level of these "meta-classes" seem to work well with nearestObject. Plane, car, tank, APC and man seem to work OK. As far as I know, air and land do not work.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Badgerboy @ Feb. 20 2003,17:48)</td></tr><tr><td id="QUOTE">or perfectly compress the core from all directions at the same time. (Also very unlikely)<span id='postcolor'> I read somewhere that if the uranium/plutonium core mass is big enough, all it takes is a large caliber rifle round to start the reaction. EDIT: hmm.. or then again it might have been a Tom Clancy or Clive Cussler novel and therefore not that reliable scientific source
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Currently US is the last nation in the world to have any right telling other nations to scrap their nuclear/weapons of mass destruction -programs! Not soon from now Arab countries will not be the only nations to despise USA.
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More than zombies , I'd like to see an "Escape from New York" type of mission, zombies replaced by muggers & other criminals. But nevertheless, civilian missions with weapons being very scarce but having an option to buy them is generally a good idea. Actually I've had this eternally unfinished project quite similar to bn880's Working Mission where some of these things are actually implemented. The setup is an anarchic Nogovo, very dark and hostile environment. Earn money by taxi driving (not as safe as in bn880's mission ), stealing & selling cars or signing assassination contracts. Buy vehicles and weapons. Avoid competing henchmen and try to survive. It's not that far from being finished, but it will take some time to polish it up.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Smokey @ Feb. 19 2003,03:50)</td></tr><tr><td id="QUOTE">Hmm, how do you do quotes in quotes? " "man" countType [_x] " foreach etc...<span id='postcolor'> I'd suggest using different types of quotes to avoid confusion: { "man" countType [_x] } foreach etc... That should work for sure. EDIT: In case you're interested I recently made a dynamic AI bus driver & passenger script which creates that nice and lively atmosphere. Here is a sample mission of 4 AI buses and 42 passengers. Feel free to use it.
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Why bother with knives when you can have.... THIS! Drill addon by Kegetys Â
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But I believe it works with APC, TANK, CAR and MOTORCYCLE. Covering every land vehicle as such. But then again, using T80 and T72 will ensure that they'll be East only
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Feb. 17 2003,19:01)</td></tr><tr><td id="QUOTE">this addeventhandler ["Fired",{obj=_this select 4;if (obj=="Flare") then {hint "Flare fired!"}}]<span id='postcolor'> I believe "Flare" works for white flares only. If green, red or yellow flares are fired, you'll need to modify the line a bit: this addeventhandler ["Fired",{obj=_this select 4;if (obj=="Flare" || obj=="FlareGreen" || obj=="FlareRed" || obj=="FlareYellow") then {hint "Flare fired!"}}]
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Feb. 17 2003,20:07)</td></tr><tr><td id="QUOTE">Here comes the part where SpitFire has to write the entire script... Â Â sorry, I'm just in a funny mood. Â <span id='postcolor'> Not funny! I would've, but as I said, I don't have OFP installed on this computer to test it...
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[problem] reverse gear [@bis developers]
Spitfire replied to ofpchaos's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ofpchaos @ Jan. 30 2003,17:46)</td></tr><tr><td id="QUOTE">Is it in any way possible to force AI tanks to go in reverse for a longer period of time – e.g. for a change of position?<span id='postcolor'> Maybe by really stretching the limits of OFP... I'd start by doing a looping script of series of getDir's, getPos'es and doMove's so that the tank is given orders to move, say, 3 metres behind the tank a couple of times per second. If I'm not mistaken, if the distance to travel is short enough the AI will use reverse instead of trying to turn the tank first. Of course, if it's done this way, controlling the actual direction of movement would require a bit more advanced scripting if you wish the tank to turn while travelling backwards. Heck, I don't even know if this suggestion would work anyway! -
I can see two choices: 1) Use fired-eventhandler and check the type of ammo and if the person who fired it belongs to the group. Both the ammo type and the person are carried as a parameter for the script. 2) Use the built-in feature: onFlare.sqs -script which will be executed every time a flare is launched. A clip from the official comref: onFlare.sqs - launched when illuminating shell is lit(since 1.45) Â Â - arguments: [[r, g, b], gunner] - r, g, b is light color
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I don't have OFP handy at the moment, but I think that you can work it out by using countType. "Tank" countType list triggerOne I believe that you can use something generic like "Land" or even "Vehicle" instead of "Tank", but you'll have to try it out yourself. If not, make several commands for "Tank", "Car", "APC" and so forth. If there are vehicles of many sides inside the trigger area and you want only eastern units to count, you'll have to do a double check by defining the triggerOne as EAST and PRESENT and then eliminate all non-vehicles by using countType.