Trapper
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READ THIS!!! Speed problems
Trapper replied to Russian aviator's topic in OFP : MISSION EDITING & SCRIPTING
I'm sure you can't. The plane recognizes waypoints as "fly" waypoints, and before it heads for the first waypoint it will taxi directly to the AI runway of the island for take off. Pazuzu's way is the only thing you can do. EDIT: Or do you need it for a very short cutscene? Then setvelocity could help. -
Drop weapon on death script
Trapper replied to combat-agent's topic in OFP : MISSION EDITING & SCRIPTING
I worry about lag caused by too many objects. You're creating a weaponcrate for each dead soldier's weapon. In my opinion this means doubling the data of dead soldiers. The total opposite of lag reduce scripts which even delete dead bodies to lower the object count. And the "blow up without weapon" is the only positive change I can see. The pistol workaround should help you for AT weapons, too. - But dropped weapons will always have full magazines with this script. And there's another problem especially with rocket/grenade launchers. Even if the unit has not one rocket/rifle grenade left, magazines returns at least one magazine for each weapon. So the player will find much more ammo than before. And the Radio AI Action Commands (F2-6-x), won't they be spammed with much more "Pick up M16" lines than before? This could make the menu almost useless. -
http://www.flashpoint1985.com/cgi-bin....t=48022 ...but not that easy to understand, I believe the solution was: ..\Campaigns\PBONAME\scripts\scriptname.sqs
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Drop weapon on death script
Trapper replied to combat-agent's topic in OFP : MISSION EDITING & SCRIPTING
But what for is it? Doesn't it lower overall performance for no reason? There's no physic for the dropping weapons, magazines will always be refilled and the original weapon "drop" doesn't look that bad. -
Probably another place in OFP were only sizes of 2^n are allowed. So 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 pixels in any combination would be ok.
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How to make parachuting tanks
Trapper replied to Maltesefalcon's topic in OFP : MISSION EDITING & SCRIPTING
Try this for 500m height. Condition: getpos tank select 2 < 500 -
I think the problem is something else. OFP was designed for the simulation of medium sized skirmishes on relatively open terrain. Maybe always in mind the final goal to create a usefull training tool for the military. SpecOp infiltrations are not supported by default. But with the scripting possibilities and some creativity you can add all the realism you need. It's just not placing some units here and there and hoping they will knew what they have to do. This could help you: http://www.mapfact.net/include....tid=433
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Please have a look at these lines for my OFP mission:
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#1 A very simple solution, it should work in theory. What you'll notice with so many units is, that it takes up to minutes until dead group members/leaders are recognized by OFP. Maybe that's what makes this script look like it isn't working. Read the Unified Zombie Mod FAQ in this forum for more infos. gblAllTargets is an array which can always be altered by the editor, but also dead targets are removed automaticly. Proper ways to change arrays are found in the comref. I also wrote something about this on the last Page of the Zombie FAQ. My more complicated approach in ZOS is:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _group = _this #loop1 _leader = (leader _group) if !(_leader in addedToGAT) then {gblAllTargets = gblAllTargets + [_leader]; addedToGAT = addedToGAT + [_leader] if ((count units _group) == 0) then {exit} ~2 goto "loop1"Additional you need to initalize addedToGAT = [] in your mission, then execute this script with every group. It'll be best if you initalize an array with all group names, too. (ie civgroups) {_x exec "script.sqs"} foreach civgroups What happens then is that every leader is added to both arrays. The second array checks if the leader was already added to make sure it happens only once. After his death a new guy becomes leader and will be added once to the targets because he isn't found in the check array at first. (Remeber the dead leader is removed automatically from gblAllTargets) And in your init.sqs (or whereever) you only initalize the easy and stable targets. (player and the army) #2 Oh yes, at least one error message was caused by "squadx", the distance to a group can't be meassured by ofp. My bad. I would create one small script and run it for all groups.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _group = _this #l1 ? {if (_x distance leader _group <= 50) then {goto "1"}} foreach armyunits ~2 goto "l1" #1 if (_group == squad11) then {["ADD_GROUP", 11, 3] exec "groupmanagement\platoonorders.sqs"} if (_group == squad12) then {["ADD_GROUP", 12, 3] exec "groupmanagement\platoonorders.sqs"} if (_group == squad13) then {["ADD_GROUP", 13, 3] exec "groupmanagement\platoonorders.sqs"} . . . exit Again: {_x exec "script.sqs"} foreach civgroups No gurantee for the squad names/numbers.
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I changed the setfuel to 0 as when the heli had crashed it started its engines and went to repair and I also gave a time wait command so that you have to run like HELL from the chopper before it blows up and also the "are you ok bit didn't work, so I made the driver say are you ok. But this will probably only work when random kills are turned off. I also changed the setdamage to .94. Just thought you might like to know. Aook Removing the fuel should help.
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_ammo = "reammoboxwest" camcreate [_x,_z,(_y) + 0] Change the type of the ammobox. Or to change the loadout manually, the crates local name in this script is _ammo.
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Creating a large scale ZOS? #1 Only use the leaders as targets, and update the targets after one has died. Depbo ZOS and have a look at the scripts. #2 I suggest slower script loops instead of a triggers. armyunits = Units squad1 + Units SQUAD2... all the way to squad 11<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #l1 {if (_x distance squad12 <= 50) then {goto "c"}} foreach armyunits ~2 goto "l1" #c add squad12 to coc now
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You're creating a small stringtable.csv in your mission(folder). It overrides identical strings of everyones original stringtable while this mission is played.
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change time of day dialogue mp
Trapper replied to Commando84's topic in OFP : MISSION EDITING & SCRIPTING
description.ext<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titleParam2 = "Daytime"; valuesParam2[] = {1,2,3,4}; defValueParam2 = 3; textsParam2[] = {"0000h","0530h","1200h","1830h"};init.sqs<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? Param2==1 : skiptime -12 Param2==2 : skiptime -6.5 Param2==4 : skiptime 6.5Normal mission daytime is 1200h But IIRC there are only two parameters possible for the multiplayer lobby. -
Maybe you could add a special prototype version to the addon. - All black and with selectable emblem textures for different nations. This way it could also be used as a really unknown hightech plane in specop or scifi missions.
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Questions on unified zombie mod
Trapper replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Yes. But of course you have to use AIgroup1, AIgroup2, AIgroup3 and so on. If you add too many gblAllTargets at once, the Zombies are less effective. As gblAllTargets is just an array, you can always add and remove targets to avoid this. Defining first targets: gblAllTargets = [Player] + units AIgroup1 Adding more targets (AIgroup2) later in mission: gblAllTargets = gblAllTargets + units AIgroup2 Remove Player from targets (AIgroup1 and AIgroup2 remain targets): gblAllTargets = gblAllTargets - [Player] Remove AIgroup1 from targets (Player and AIgroup2 remain targets): gblAllTargets = gblAllTargets - units AIgroup1 Clearing gblAllTargets at once: gblAllTargets = [] It's pure array handling all the time. You can find some more infos about arrays in the comref and at ofpec. -
Many users don't like mission installations as .exe because of security reasons. A big mission zip with many addons and all the readmes could be even more confussing than the links. Every mission maker would have to find a host without download limit. And personaly it would take me very long to upload at 128kbps.
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Many users don't like mission installations as .exe because of security reasons. A big mission zip with many addons and all the readmes could be even more confussing than the links. Every mission maker would have to find a host without download limit. And personaly it would take me very long to upload at 128kbps.
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please walk me through merging missions
Trapper replied to stingfish74's topic in OFP : MISSION EDITING & SCRIPTING
At first you open or create your own mission. In main that's placing units and waypoints on the map. Then you click the merge button and open the template you've got there. Afterwards your own units/waypoints/triggers are still on the map, and the ones of the template are merged on the same map now. -
Write this setunitpos "UP" in the units init line.
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The action index number (0) increases everytime. Use global variables to update the action index number: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player removeaction actiondeploy actionstop = player addaction ["Stow weapon", "gundown.sqs"] player removeaction actionstop actiondeploy = player addaction ["Deploy gun", "gunup.sqs"]
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Oh, and set behaviour to safe or careless.
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Start with empty vehicles and the group disembarked. Then place them in the "right" order with a script. In this example the group is named convoy (in the leaders init: convoy = group this) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(convoy select 0) moveindriver UAZ1 (convoy select 1) moveindriver UAZ2 (convoy select 2) moveindriver UAZ3 (convoy select 3) moveincargo UAZ1 (convoy select 4) moveincargo UAZ1 (convoy select 5) moveincargo UAZ1 (convoy select 6) moveincargo UAZ2 (convoy select 7) moveincargo UAZ2 (convoy select 8) moveincargo UAZ2 (convoy select 9) moveincargo UAZ3 (convoy select 10) moveincargo UAZ3 (convoy select 11) moveincargo UAZ3 This way they are always placed in the chain of command of the moment (0=highest rank/in command). Setting up the cargo like above makes the convoy more stable, too.
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You need bigger distances so they won't interfere with each other. But if you want them to drive as real convoy, someone has to be in command so you're able to set column formation. In the moment you need it, you are still able to delete the grouping: "_x join grpNull" foreach in jeep1 "_x join grpNull" foreach in jeep2 "_x join grpNull" foreach in jeep3
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This one already came with the German Gold Upgrade (Red Hammer Campaign and Upgrades 1 to 3) Campaign Walkthrough: 42 pages Multiplayer Missions: 9 pages Mission Editing: 9 pages It's the best "official" editor manual I know. It covers the basic thoughts before editing, and the whole mission editor tutorial that you're working on Nightjay. But in german of course. And it doesn't mention scripting at all.