SevenBEF
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Everything posted by SevenBEF
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Take a look at the Comref under addeventhandler _this select 0 returns the victim or target that has been killed; _this select 1 returns the killer You could also take a look at some deathmatches to see how that's done; it's not with eventhandlers there.
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If you're using a trigger, "this" wouldn't be good... as "this" can only be called from a unit/object's init field. So you'd have to point to: getdammage (object 12345) > 0.9
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Perhaps; Seems that first solutions didn't work since the check on the captive status is slower than the status "captive" to be gone when the unit dies. So if the check takes time, so does assigning the variable. that's how I came to it. Guess a trigger would also do, but I don't see why you wouldn't use the EH since you can launch any script or whatever you want from the "then {.....} I'm sure there are some real pro's (that didn't reply yet) here who would recommend you to use the EH I think
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Ok tested thisone before posting: Have a trigger set to true on the map with: activation: cap1 = false When setting the unit captive, in its condition add: unit setcaptive true; cap1 = true; same for setting to false: unit setcaptive false; cap1 = false; in the unit's initfield: this addEventHandler ["Killed",{if (cap1) then {hint "you failed"}}] this seems to work
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_this select 1 would check the killer and not the killed. Ooops ehm like often just awaken when I wrote that post Thx for the correction indeed EDIT: Arf this doesn't work
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/post edited after correction/ ye it seems that when he dies after 0.5 second captive status is gone. this works though; put in the init field of that guy: this addEventHandler ["Killed",{if (captive (_this select 0)) then {hint "you failed"}}] edit: change the part after "then" to however you want it to react; maybe have a (end)trigger that checks for a condition for example condition: fail1 and you could make it like this: this addEventHandler ["Killed",{if (captive (_this select 0)) then {fail1 = true}}]
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I'd suggest you use two (repeating) triggers activated by radio (alpha - bravo); one for units, the other for the armor. Have a look in the comref on how to use "createvehicle". comref createvehicle In ur triggers condition have: this AND player in thislist on activation(for example): _tank = "M1Abrams" createVehicle getMarkerPos "tankFactory" looking at the condition field, "this" will refer to the radio AND player in thislist will check if ur actually in the trigger area. Both conditions will give you the possibillity to spawn units or vehicles Hope this is what you need; Good luck
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... deleted what I posted. Do you launch ur test from the editor? is this a coop or a ctf mission?
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Or maybe when you arrive a few tents are already beeing build. Only the tops are made yet, so you go to sleep and they're all set up when you wake up. Setpos the tent below ground level so only a part of the tent is visible? That must be a unique thing too Place tents where you want to, in it's initfield put tent1 setpos [(getpos tent1 select 0),(getpos tent1 select1), -4] to stick them into the ground (play with the "-4" to get the desired height). "at night" make them all rise up [] exec "tentsup.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> tent1 setpos [(getpos tent1 select 0),(getpos tent1 select 1), 0] same for other tents... Not tested but curious Don't slap me if this isn't totally correct, I'm still waking up and cant test from this pc
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LOL
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dunno if it would work, but once ur mission is all designed change the vehicle's site to east? side="WEST"; vehicle="Cobra"; change into side="EAST"; vehicle="Cobra"; Note that if you would edit that mission again, the change would be lost *edit* the chop showed up "white" upon my radar, but not green anyway...
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Have a screenshot of the debriefing of ur mission; work on it so that score & such are not seen. When one dies, make him have to exec a script like for example from its initline: this addEventHandler ["killed",{_this exec "urdead.sqs"}] in the script make the screenshot popup and a check to see whether all are dead or not <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> cutrsc ["debriefscreenshotname", "plain", 0] @alldead:goto "done" < not sure on this maybe someone can correct syntax here if I'm wrong #done cutrsc ["", "plain", 0] titlecut [" ","BLACK IN",0.5] You'll need a trigger on ur map to check if all are dead so depending on how much players, well fill in the blanks Condition: "alive _x" count [p1,p2,p3,..........] == 0 Activation: alldead = true Don't shoot me if this doesn't work, I havent tested but thought this might be ur solution
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Whenever I want to run a quick test on the objective triggers, I use a radiotrigger. So if you make a trigger activated by radio Bravo for example and in its activation put [] exec "outrocam.sqs" you'll see if the camscript works or not. After that make another radio trigger & in its activation field put obj1 = true && obj2 = true && obj3 = true && obj4 = true to activate ur initial trigger. If that doesn't work check ur objective triggers I recon
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Diferent kind of completing a mission
SevenBEF replied to thirdrm's topic in OFP : MISSION EDITING & SCRIPTING
ehm <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crwgrp = groupthis; "_x moveincargo M131" foreach units crwgrp groupthis should be group this? as for the m131 is that a new m113? *or maybe I'm not really awake yet hmm -
yeah use the search function... search either on weapon AND table or weaponholder have fun
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createUnit does not work properly
SevenBEF replied to MulleDK13's topic in OFP : MISSION EDITING & SCRIPTING
edit* erased -
Prevent "You are dead" screen from appearing!
SevenBEF replied to MulleDK13's topic in OFP : MISSION EDITING & SCRIPTING
If you use respawnscripts in MP, you should have a gamelogic named "Server" which will prevent the multiple spawn. It is also enough to have to markers on the map named: respawn_east and respawn_west and ur description.ext file where you set it how you want it. ( Have a look at Description.ext options here ) The west guy will respawn within west marker and the east well... When you use respawn in MP, you'll never have the screen "you are dead" AFAIK, this is only in SP mode Have fun! ps: out on vacation -
camsetFOV 0.700 ?
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Diferent kind of completing a mission
SevenBEF replied to thirdrm's topic in OFP : MISSION EDITING & SCRIPTING
If you have multiple objectives: Trigger objective one: condition: !(alive unit1) on activ: "1" ObjStatus "Done"; ob1 = true Trigger objective two: condition: !(alive unit2) or whatver condtion you want... on activ: "2" ObjStatus "Done"; ob2 = true and so on... And make one End trigger for when the mission is a succes. In its condition field put: ob1 AND ob2 Hope this is what you need; if not plz post ur objectives here which would be easyer to explain then. Greetz -
Diferent kind of completing a mission
SevenBEF replied to thirdrm's topic in OFP : MISSION EDITING & SCRIPTING
Set up an End trigger and in its condition put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">!(alive unit1) for example. for more units to kill try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"alive _x" count [unit1,unit2,unit3,unit4] == 0 -
how to destroy units/objects
SevenBEF replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
Just put that at the end when all the camerstuff is done; Also if you put an option for MP to disable the intro, set the parameter at the beginning of your intro and make it jump down so you don't forget to delete those units etc.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(Param1==0):goto "end" enableRadio false titlecut [" ","BLACK IN",1] _camera = "camera" camCreate [-61336.72,74673.81,-32392.88] _camera cameraEffect ["internal","back"] mycamstuffhere........... _camera cameraEffect ["terminate","back"] camDestroy _camera titlecut [" ","BLACK IN",2] enableRadio true #end deletevehicle veh1 deletevehicle veh2 deletevehicle veh3 exit -
it's the 10 part you can change for volume; the 1.0 is the pitch Dunno about ur last question though Greetz *edit" found this Source
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class CfgSounds { sounds[] = { sound1, sound2, sound3, sound4, sound5, sound6, sound7, sound8, sound9 }; class sound1 { name = "sound1"; sound[] = {"sound1.ogg", 10, 1.0}; titles[] = { }; }; class sound2 { name = "sound2"; sound[] = {"sound2.ogg", 10, 1.0}; titles[] = { }; }; class sound3 { name = "sound3"; sound[] = {"sound3.ogg", 10, 1.0}; titles[] = { }; }; class sound4 { name = "sound4"; sound[] = {"sound4.ogg", 10, 1.0}; titles[] = { }; }; & so on....... till class sound9 { name = "sound9"; sound[] = {"sound9.ogg", 10, 1.0}; titles[] = { }; }; }; All sounds should be in folder sound Greatz
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Cool I tried that but couldn't get the right syntax; I was using brackets [...]
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"alive _x" count units group1 == 0 AND "alive _x" count units group2 == 0 AND "alive _x" count units group3 == 0 AND "alive _x" count units group4 == 0 AND "alive _x" count units group5 == 0 condition: !(alive mytank) on activ: hint "I got the tank" or condition: "alive _x" count [tank1,tank2,tank3...] == 0 on activ: hint "All the armor is down!"