Jump to content

SevenBEF

Member
  • Content Count

    117
  • Joined

  • Last visited

  • Medals

Everything posted by SevenBEF

  1. SevenBEF

    3 in 1

    Hello! I wondered if anyone would like to review my little tryout here. Didn't test it though cause I bet there must be some errors in there anyway & maybe someone even knows better ways to do this. I have 4 Cobra's in a mission, so for helipads (pad1,pad2,pad3&pad4). In their init field I would put [this] exec "repscript.sqs" Meaning of the script would be repair, then refuel, then rearm. Can someone correct my script? ps: I'm not sure about the ammo used in the cobra's so if you can correct me there plz do so as for the addMagazineCargo I based on the comref but dunno if that's a correct approach either :/ Any help appreciated! Greetz
  2. SevenBEF

    Sakakah Al Jawf OPEN BETA

    ok then let's hope this one is bugfree anyway congrats on making this is very nice! Cheers!
  3. SevenBEF

    Sakakah Al Jawf OPEN BETA

    this is nice Any chance of not doing this for those who don't have/want GQ?
  4. SevenBEF

    Wall Generator

    *edit: right found it now
  5. SevenBEF

    Wall Generator

    Its using LowFly's EditorUpdate. Hopefully Benoist could release a test mission without addons? I used the class "AAMI170"; couldn't you make a demo with this? would like to see those nice straight walls generated good work on this! keep on going ps: my italian sucks so plz add some more flawless english on readme
  6. SevenBEF

    SWM SWITZERLAND MOD RELEASED !!!

    indeed looking very promissing and nice can't believe BIS wants to make us pay for an extra island while most of the work is (usually) done by the community when it comes down to addons
  7. Nice tool was looking for this thanks!
  8. SevenBEF

    custom images

    Hi sirex, The tuts I found on how to do this with photoshop are outdated for photoshop 9 I'm able to do it in Paintshop11 first, then have to open up again in photoshop because it only save TGA 24bit in paintshop and then rename it to *.paa through texview. I also installed "The Gimp" today and that does the job very well, but I'm used to Photoshop & would like to use this. Could you tell me step by step on how to do this with Photoshop? Thx a lot! Seven *edit: a paa plugin? where to find that?
  9. SevenBEF

    Scrip Probs (Again...)

    well to start with you don't have a position where your camera2 is created e.g. [0,0,0] As for camera 1 to get there quickly <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _cam camcommit 0.1 should do... you don't need to make a new cam *duh*
  10. Try PboX Looks like the proggy you use to unpack generates corrupted files.
  11. SevenBEF

    Weapons on table part 2

    AgentJonathan, If you don't want 2 weapons on the table, remove all the lines that begin with _weapon2
  12. SevenBEF

    buidingpos in wiki

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soldier setpos ((object 27121) buildingPos 2) Change the ID of the building (object xxxxx) => If you don't know how, press on the right side the button "show ID's" & then zoom in on the building
  13. SevenBEF

    A regular question by me

    I remember something called "google" orso
  14. SevenBEF

    Another Campaign screw-up

    Do you use a script for the countdown? If so paste it here would be easyer to edit that. Loose the they are bad for concentration
  15. SevenBEF

    radio reinforcements

    My guess is you are putting the condition in the 2nd waypoint instead of the first - synched your trigger with the 2nd waypoint. You should synch it with the first waypoint mission.sqm <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Mission { randomSeed=16095747; class Intel { }; class Groups { items=2; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={9530.612305,29.834999,4056.992432}; id=0; side="WEST"; vehicle="SoldierWB"; player="PLAYER COMMANDER"; leader=1; skill=0.600000; text="me"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=9; class Item0 { position[]={9532.879883,29.834999,4107.314453}; azimut=95.000000; id=1; side="WEST"; vehicle="OfficerW"; leader=1; rank="SERGEANT"; skill=0.466667; }; class Item1 { position[]={9527.636719,29.834999,4104.761230}; azimut=95.000000; id=2; side="WEST"; vehicle="SoldierWMG"; rank="CORPORAL"; skill=0.333333; }; class Item2 { position[]={9527.462891,29.834999,4102.769043}; azimut=95.000000; id=3; side="WEST"; vehicle="SoldierWG"; rank="CORPORAL"; skill=0.333333; }; class Item3 { position[]={9527.288086,29.834999,4100.776855}; azimut=95.000000; id=4; side="WEST"; vehicle="SoldierWG"; rank="CORPORAL"; skill=0.333333; }; class Item4 { position[]={9527.114258,29.834999,4098.784180}; azimut=95.000000; id=5; side="WEST"; vehicle="SoldierWLAW"; rank="CORPORAL"; skill=0.333333; }; class Item5 { position[]={9526.939453,29.834999,4096.791992}; azimut=95.000000; id=6; side="WEST"; vehicle="SoldierWMG"; skill=0.200000; }; class Item6 { position[]={9526.765625,29.834999,4094.799561}; azimut=95.000000; id=7; side="WEST"; vehicle="SoldierWB"; skill=0.200000; }; class Item7 { position[]={9526.590820,29.834999,4092.807129}; azimut=95.000000; id=8; side="WEST"; vehicle="SoldierWB"; skill=0.200000; }; class Item8 { position[]={9526.416992,29.834999,4090.814697}; azimut=95.000000; id=9; side="WEST"; vehicle="SoldierWB"; skill=0.200000; }; }; class Waypoints { items=2; class Item0 { position[]={9533.552734,29.834999,4107.381348}; synchronizations[]={0}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={9875.053711,26.730000,3985.271484}; placement=200.000000; type="SAD"; class Effects { }; showWP="NEVER"; }; }; }; }; class Sensors { items=1; class Item0 { position[]={9881.912109,26.730000,3983.103027}; activationBy="ALPHA"; age="UNKNOWN"; class Effects { }; synchronizations[]={0}; }; }; }; class Intro { randomSeed=7299075; class Intel { }; }; class OutroWin { randomSeed=1949187; class Intel { }; }; class OutroLoose { randomSeed=1068547; class Intel { }; };
  16. SevenBEF

    SetDir 270 in camera-intro

    experiment with this: Put an invisible H (name it hbehind the soldier "he" needs to look at (you can put both soldier & the "H" behind the "him" make a radio trigger and on activation W_1 setMimic "surprised"; h reveal W_1; W_1 doTarget h;
  17. SevenBEF

    CommRef Scripting Commands

    http://www.ofpec.com/COMREF/letterA.php
  18. Indeed ur right, there could be a workarround with nearestobject. But I was thinking that a very small bush is an object too (?) so I wanted to try nearestbuilding. Since the script didn't work out I didn't go deeper onto it. You could do more than just that one check I did in the above script to eventually get a nice spot in the open for the crate
  19. SevenBEF

    getViewDistance

    In FDF you can set autoviewdistance; the viewdistance of the weakest machine will be taken. Here's what the script looks like; it uses "benchmark" finmod\dta\scripts.pbo\eastborder\autovd.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; ; Automatic viewdistance script v1.0 by Kegetys ; ; for FDFmod ; ; ; Sets viewdistance according to benchmark value of weakest client, ; from 900m (benchmark 2000) to 2000m (benchmark 6500) ; ? format["%1", player] == "scalar bool array string 0xfcffffef" : exit _min = 410 _max = 2000 _maxb = 6500 _b = benchmark FDF_AutoViewDistance = _max _mydist = (_b/(_maxb/(_max-_min)))+_min ? _mydist < 900 : _mydist = 900 ? _mydist > 2000 : _mydist = 2000 #luup if (FDF_AutoViewDistance > _mydist) then {FDF_AutoViewDistance = _mydist;publicvariable "FDF_AutoViewDistance"} ~0.0001 ? time < 5 : goto "luup" setviewdistance FDF_AutoViewDistance Hope this helps you
  20. Hm ok thx for this reply I assume there is no way to do it then
  21. Well in case a structure would be to close near the player, setpos the crate somewhere further away so it wouldn't be stock half inside the building But it didn't seem to work; if I would stand next to some barracks or anything, the crate would be but partial visible...
  22. well here's a start; make ammo1.sqs like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _man = _this select 0 _bildpos = NearestBuilding _man ?(ammocrate1 distance _bildpos) < 3: goto "next" ammocrate1 setpos [(getpos _man select 0)-1.5,(getpos _man select 1)+2.5,(getpos _man select 2)] exit #next ammocrate1 setpos [(getpos _man select 0)+4,(getpos _man select 1)+3,(getpos _man select 2)] exit I used nearestbuilding but it doesn't quite work; maybe someone can help me out here so I learn what I'm doing wrong Anyway your ammocrate will follow you with this. Greetz, Seven
  23. SevenBEF

    Addon guns into crates

    I think he's refering to Pipebomb or Satchel Charges
  24. best would be to have a seperate trigger that only checks if the fire is burning; set it to repeate; in it's condition field inflamed fire1 AND !(fireburning) on activation: [] exec "mysoundscript.sqs" modify ur script: fireburning = true; PublicVariable "fireburning"; #Loop ? well1 : goto "End" ?(!inflamed fire1):goto "End" oilwell1 say "oilfire1" ~2 Goto "Loop" #End fireburning = false; PublicVariable "fireburning"; exit
  25. SevenBEF

    Addon guns into crates

    Put such a unit that has that C4 on the map & in his initfield put hint format["Weapons: %1\n\nMagz: %2",weapon this, magazines this] to get the classnames
×