Jump to content

SSG Plazmoid

Member
  • Content Count

    65
  • Joined

  • Last visited

  • Medals

Everything posted by SSG Plazmoid

  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RalphWiggum @ Dec. 11 2002,18:19)</td></tr><tr><td id="QUOTE">also, search under 'benchmark' on this forum <span id='postcolor'> Benchmark: 3658 CPU: Intel P4 1.8Ghz 512 MB PC2700 RAM Geforce4 TI4600 (driver v3.0.8.2 7/16/02) Windows XP Pro DirectX 8 1024x768x16 Also, I'm becoming frustrated with what searches return. Maybe I'm using the search settings incorrectly but searching for benchmark found this thread and one other (which was specific to how to set viewdistance). Could you provide links to all the other many missions editing benchmark threads you know of or offer advice how to set my search parameter to find them?
  2. SSG Plazmoid

    Scripting command request

    I'd like a continuation of the create commands. We've got createvehicle and createunit now I'd like a createobject command or for more objects to be supported by createvehicle. I'd like to see a way to place trees, bushes, and walls without resorting to an addon. thanks, Plaz
  3. I'd like a continuation of the create commands. We've got createvehicle and createunit now I'd like a createobject command or for more objects to be supported by createvehicle. I'd like to see a way to place trees, bushes, and walls without resorting to an addon. thanks, Plaz
  4. SSG Plazmoid

    Working smoking damaged aircraft script

    thanks By not simple I meant that all clients have to execute the script and since I'm calling the smoke script from the server only vehicle respawn script it complicated matters. I'm doing it this way so I get the vehicle object after it's been respawned. If I didn't worry about respawn it would be very simple. Am I making it more complicated than it needs to be? for the performance impact I'm trying to keep the load down as much as possible. There aren't too many aircraft on my maps and they'll smoke only under certain conditions. Also tried to make the delay when looping a little bigger than I normally would in single player so there's less loops. Finally the smoke doesn't hang around too long - 15 seconds. I'll fiddle around with these values if performance is impacted. Also was considering adding a way for a player to turn off smoking vehicles so they don't have to see it if it's a problem. thanks for response (woohoo someone responded to one of my posts). your smoke trail pic looked very cool.
  5. SSG Plazmoid

    1.90 bug list

    object id command no longer working for me for some reason. It works when I load up an old mission that hasn't been changed by the editor by if I try even this simple command: object 20913 setdammage 1 I get unknown command with the # cursoer after object. I verified my command from a map I previously made, the object command worked, and I copied/pasted the command into a new script on new map and get the error. can't see any differences from old to new... wondering if this has anything to do with the setpos of objects fix? oh and happy new year! followup unrelated point. I came upon this thread by searching for "bushes" and I don't see bushes mentioned anywhere in the 17 pages of this thread.
  6. SSG Plazmoid

    Sound files

    ensure the sounds are in your sound folder in your /user/name folder. create a new multiplayer game yourself and choose any map that's quick and easy to get into. test your sounds. ** Important: if you were making changes moving sounds into sound folder etc with flashpoint running you need to exit flashpoint and restart for it to pick up your (new) sounds.
  7. SSG Plazmoid

    Vehicle occupancy notification

    I'm working on implementing some helpful info for chopper pilots and passengers. Two of the most common questions in a chopper are 1) who's flying this thing and 2) is everyone out. Using titlersrc I came up with a graphic representation of how many people are in a chopper and a vehiclechat message is shown to chopper occupants whenever someone exits or enters the vehicle. Here's a screenshot of my initial attempt: The red numeral 1 on the chopper graphic represents one person in the chopper. As people enter or exit the chopper the number changes to refelct how many in the chopper. My last issue (which has a workaround just don't know how to implement it) is I need to control which clients execute the script as currently everyone in the game sees the chopper graphic whether in the chopper or not. I'm sure there is a way, just haven't gotten the syntax correct yet. The image is done using the rscTitles classes (which you define in the description.ext). Unit53 is one person who uses this to display his title screen at startup (and I have seen on some german maps). You can define what you want your titletext to look like, where it will be placed, color, font, etc. For each subclass you have a block of code (shown at bottom code block 1). In place of the text you can specify an image (same rules apply as for squad logos - jpg or paa). The event is triggered by using the GetIn and GetOut events. You can attach those events to any vehicle using the following in the init field in mission editor for the vehicle: this addEventHandler ["GetIn",{_this exec "chopper_in.sqs"}] this addEventHandler ["GetOut",{_this exec "chopper_out.sqs"}] (note that the curly brackets can be used interchangeably with double quotes) The event implicitly passes some info to the script being called: _this select 0 = the vehicle that had the event _this select 1 = the position the person got into the vehicle _this select 2 = the person that triggered the event You can determine who is in a vehicle or how many crew by using: _vehicle = _this select 0 _myArray = crew _vehicle _myCount = count crew _vehicle the driver would be: driver vehicle _vehicle where "driver vehicle" is the command and "_vehicle" is the variable. You should be able to then compare individual client playernames to the list of crew and exit or run a script based if they match or not. This is the part I'm working on now. The vehiclechat part should be as simple as the image part but due to some odd bug it's not. You should be able to do this in a script: unitname vehiclehat "text" but if you just have that line in a script it won't display the chat at all. Be aware also that for each client to see the text using any of the chat commands (global,side,vehicle) you have to have that script execute on all client machines. Anyhow to get around the bug you can use a trigger to trip your vehiclechat command. It would work to have the vehiclechat command in the action of the trigger but happily it also works to have the trigger set some variable to true and then be waiting for that variable to go true in your vehiclechat script. Why this is different than just doing the chat command in the script I have no idea... This is something that almost no one knows I think (I sure didn't see any helpful info on ofpec or flashpoint1985 on it so will be posting there). Once I have figured out how to execute only on specific machines I'll put together a tutorial w/example mission. The hardest part honestly is playing around to place the image in the right spot as it's a best guess where the coordinates will put it. To display the image/text specified below just use: TitleRsc ["1","PLAIN"] (where "1" refers to the subclass and "TitleRsc" refers to the parent class I think). To clear use: Titletext ["","PLAIN"] To display other numbers than 1 I just defined more subclasses reusing the image for each one. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">code block 1) class RscTitles  { class 1  {  idd=-1;  movingEnable=0;  duration=22;  fadein=0;  name="1";  controls[]={"chopper","1"};  class chopper : RscStdText   {   style=48;   text="chopper.paa";   x=0.015;   y=0.50;   w=.15;   h=.175;   };   class 1 : RscStdText   {   text="1"; colorText[]={1,0,0,1}; font="TahomaB48"; size=1;     x=-.31;   y=0.55;   w=0.8;   h=0.05;   };  }; // Next class would go here to display "2" };<span id='postcolor'>
  8. SSG Plazmoid

    Flag for stolen vehicle

    ok sad news. Testing with 4 people (2 per team) yielded the following: good - team mate saw the flag when team mate climbed into enemy vehicle. bad - enemy player saw the flag when enemy unit (to him) climbed into his vehicle. I modified my getin and getout scripts adding a line at the top that checks side player. For the west vehicles I specified that ?(side player == WEST):exit and for east vehicles ?(side player == EAST). But even still the flag is showing for everyone to see regardless of side. Unrelated point, side can change if someone is renegade but in our test no one had shot anyone - just tested getting in/out of vehicles. Is flagowner global without me needing to assign the owner on each client? If so I'll have to live with the flag being visible to all when it's flown. If it's not supposed to be known to clients who owns the flag until I tell the client then it might be possible for someone to see what I'm doing wrong. thanks, SSG Plazmoid
  9. SSG Plazmoid

    Flag for stolen vehicle

    Was told the idea of adding a flag to a vehicle if a friendly unit has stolen an enemy vehicle. This is actually really easy using events. I did it another way and sort of got it working but after fighting the remaining problems for a few weeks I came to my senses and simplified using events (this is what led me to the chopper resource I mention in my other post). The beauty of events is the reduction in overhead. There are no scripts running waiting for the event, loops or wait events. OFP keeps track of the events and we start a script only after the event has occured. A couple of things: First, I haven't worked on making this work for respawned vehicles yet. I think there's a way but I've never had good luck attaching events or scripts to respawned vehicles. We do vehicle respawn by deleting the vehicle and recreating it at the appropriate spawn area using the appropriate vehicle class (which we know from where/what the vehicle was at mission start). When a unit dies the script(s) associated with it stop. When the vehicle is respawned it gets a new name generated by OFP. Second, I haven't yet ensured that only friendly units can see the flag. It will be most useful if the enemy can't see the flag. Also, since I use the same flag for both sides it would be confusing to some people if they had to think about seeing that flag on their side's vehicles (hint it's enemy). So, here's a pic of the flag: You'll need to add a Flag object/unit for each vehicle. So you'll need 1 pole per vehicle. Each one needs a name. I named each pole similar to the vehicle it's associated with adding an f. So for vehicle w1 the associated flag is w1f. Next, add GetIn and GetOut events to your vehicle in it's init field. To simplify the script it's helpful to separate east and west vehicles into their  own events/scripts. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["GetIn",{_this exec "west_vehicleIn.sqs"}] this addEventHandler ["GetOut",{_this exec "west_vehicleOut.sqs"}] For east vehicles, just call the east in/out scripts. this addEventHandler ["GetIn",{_this exec "east_vehicleIn.sqs"}] this addEventHandler ["GetOut",{_this exec "east_vehicleOut.sqs"}]<span id='postcolor'> In the "west_vehiclein" code (blocks of code at bottom) we exit if a west unit has entered the vehicle since the vehicle hasn't been stolen in this case. If it's an east unit then we look at which vehicle it was and look how many units are now in the vehicle. If the crew count is 1 then we know it was just stolen and the unit that triggered the event is made the flagowner for the flag associated with that vehicle. A "don't shoot" flag will now be flown on that vehicle. In order for only friendly units to see the flag I need to check the side of the player (and exit if side player != side _unit) in addition to the number of crew. I haven't added that yet but just realized it should be that easy. We have to have a way to get rid of the flag also otherwise the unit will be carrying a big yellow flag upon exit. (note: big flags attached to each unit might help train people which team someone is on for new players hehe - could attach US flags to US units and Russian flags to EAST units). In the "west_vehicleout" code we look at two things once we know the vehicle. Is the vehicle empty? If it is we know the unit that got out was the last unit to be in the vehicle so we know they had the flag. In that case we set flagowner of the flag associated with the vehicle to objnull (no one). If the vehicle is not empty we know the unit that got out wasn't the only unit in the vehicle. In this case we reset the owner of the flag to the next crew member in the vehicle. Regardless of the position the unit is in the vehicle, the first crew member can be found using: _unit = crew _vehicle select 0. If someone makes this work on respawned vehicles let me know how you did it. Plaz west_vehiclein.sqs </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 2 ?(side _unit == WEST):exit ?(side _unit == EAST):goto "east" exit #east _vehicle = _this select 0 ?(_vehicle == w1): goto "w1" ?(_vehicle == w2): goto "w2" ?(_vehicle == w3): goto "w3" ?(_vehicle == w4): goto "w4" ?(_vehicle == w5): goto "w5" exit #w1 ?(count crew w1 == 1):w1f setflagowner _unit;exit #w2 ?(count crew w2 == 1):w2f setflagowner _unit;exit #w3 ?(count crew w3 == 1):w3f setflagowner _unit;exit #w4 ?(count crew w4 == 1):w4f setflagowner _unit;exit #w5 ?(count crew w5 == 1):w5f setflagowner _unit;exit<span id='postcolor'> west_vehicleout </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 2 ?(side _unit == WEST):exit ?(side _unit == EAST):goto "east" exit #east _vehicle = _this select 0 ?(_vehicle == w1): goto "w1" ?(_vehicle == w2): goto "w2" ?(_vehicle == w3): goto "w3" ?(_vehicle == w4): goto "w4" ?(_vehicle == w5): goto "w5" exit #w1 ?(count crew w1 == 0):w1f setflagowner objnull;exit _unit = crew w1 select 0 w1f setflagowner _unit;exit #w2 ?(count crew w2 == 0):w2f setflagowner objnull;exit _unit = crew w2 select 0 w2f setflagowner _unit;exit #w3 ?(count crew w3 == 0):w3f setflagowner objnull;exit _unit = crew w3 select 0 w3f setflagowner _unit;exit #w4 ?(count crew w4 == 0):w4f setflagowner objnull;exit _unit = crew w4 select 0 w4f setflagowner _unit;exit #w5 ?(count crew w5 == 0):w5f setflagowner objnull;exit _unit = crew w5 select 0 w5f setflagowner _unit;exit<span id='postcolor'>
  10. ah, you are exactly right! It looks like the same output from _this select 0 and _this select 2 for the getin event for example but trying your suggestion I looked at the weapons for _this select 0 and _this select 2. Â The result was vehicle weapons (a t72 in my example) for _this select 0 and personal weapons (west officer) for _this select 2. I was then able to do something with the vehicle object passed to the getin event. _bob = _this select 0 deletevehicle _bob select 0 To answer your question, I'm creating a multiplayer mission in the mission builder. My overall goal is to create a system where if a friendly unit steals an enemy vehicle that unit will fly a "don't shoot me flag" while in that enemy vehicle. Executing the script on clients which are the same side as the unit in the stolen vehicle will ensure that the enemy doesn't learn of their lost vehicle because of the flag. Because I'm attempting to use this system for more than one vehicle per side I need to determine which vehicle triggered the getin or getout event. So, even though it looks like the output from _this select 0 and _this select 2 are the same I now know they aren't. thanks!
  11. client v1.90 getin/getout events _this select 0 should give vehicle object but instead gives duplicate of _this select 2 which is unit that entered/exited vehicle. In a simple test, adding this event to a vehicle init field: this addEventHandler ["GetIn",{_this exec "testIn.sqs"}] and this line in the testIn.sqs file: hint format ["%1\n%2\n%3",_this select 0, _this select 1, _this select 2] gives unit (person), position, unit (person) am I doing something wrong? can someone else reproduce or better yet show me an example that gives the vehicle from _this select 0 rather than a duplicate of _this select 2. thank you
  12. SSG Plazmoid

    Problem with 1.90 patch

    I've gotten the same error and I already have flashpoint/resistance installed on the C: drive. I will wipe my installation and try again. - UPDATE - uninstalling flashpoint and resistance then installing in the following order looks good so far (1.90 is installed). installed flashpoint installed gold upgrade upgraded to 1.46 installed resistance upgraded to 1.90 I think in my case the problem was I had renamed the flashpointresistance.exe to something else?
  13. SSG Plazmoid

    Onbriefingplan sound

    thanks for your quick reply. I downloaded the mini version of the mission and required addons. Despite downloading all of the linked addons (except UN addon) and already having updated editorupdate addon I was missing several items like the skoda800s. I replaced all of the missing stuff with a search/replace in the mission file and was able to load the mission in my editor. The sounds didn't play when I viewed the briefing. I see how the sounds are listed in description and how the command is used in the init file. Perhaps these commands are broken in v1.85? thanks for any advice, Plaz
  14. Searched onBriefingPlan and onBriefingNotes but found only 1 reference which was listing the commands in the command reference. I have sounds defined in my description file which play ok when I play them with playsound. I've added the onBriefingPlan command to my init file. My understanding is the first time the plan is viewed the sound should be played? However, no sound plays for any of the onBriefing commands I've tried (and viewed the appropriate briefing page) and I've tried with all of my sounds that work with playsound. I tried defining a radio voice sound in description which played using the sideradio command but using that sound name in the onBriefingPlan command didn't work either. Are the onBriefing... commands working correctly and if so what steps are needed to use them? Does the sound need to be defined differently in the description file? Is the sound format required different from sounds that play using playsound? thanks, Plaz
  15. SSG Plazmoid

    Radio targeting (f11) fixed !

    Instead of removing entirely wouldn't it be possible to offset the yellow rectangle a random amount left/right, up/down? I think the yellow rectangle was intended to give the ordered unit a location where they should look and move if necessary. I understand the desire to not allow a shot at the center of the rectangle resulting in a kill of something you never would have seen. Moving the rectangle around would have the same effect?
×