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SevenBEF

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Posts posted by SevenBEF


  1. I cant use the demo because it needs an addon. Witcht one?

    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 smile_o.gif

    good work on this!

    keep on going smile_o.gif

    ps: my italian sucks so plz add some more flawless english on readme


  2. 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    The tuts I found on how to do this with photoshop are outdated for photoshop 9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? wow_o.gif where to find that?


  3. Quote[/b] ]_cam2 "camera" camcreate

    _cam2 cameraeffect ["internal", "back"]

    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* biggrin_o.gif


  4. <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


  5. 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

    {

    };

    };


  6. 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 wink_o.gif


  7. 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 smile_o.gif

    Anyway your ammocrate will follow you with this.

    Greetz,

    Seven


  8. 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

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