Trapper
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Questions on unified zombie mod
Trapper replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Hm, the link above gets me to the Farmland addon page where I can download them without problems. (And that's the only reliable source I know for the Unified Zombie Mod download.) Try this direct link to the file: http://ofp.gamezone.cz/_hosted/farmland/uploads/unifiedzombies_b3.rar -
Thanks guys, I'll have a look for all this.
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Scripts for all editor missions?
Trapper replied to Havok69's topic in OFP : MISSION EDITING & SCRIPTING
You can only export the mission once to SP or MP. The created .pbo is somekind of writeprotected until you close and restart OFP. (But of course OFP won't tell you that ) -
It looks like you're are ready for the official OFP comref now. EDIT: A direct link wasn't working. Visit the page and click on "editing" at bottom left. It's the first file. "Equal or greater/less" is really that simple, but you will find everything in this file. For simple random timers try to use the three time values in triggers. Min, middle and max time. You even have the choice between countdown (after activation wait with execution) or time out (only activate if condition lasts long enough). If you want to script a random timer, make use of random and maths: ~(random 10) = wait between 0 and 10 seconds ~(5 + (random 5)) = wait between 5 and 10 seconds
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Questions on unified zombie mod
Trapper replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
How to let Zombies stand up/resurrect again if the player comes close only. (Using Unified Zombie Mod event handler gblOnZombieDeath) <span style='color:red'>Working only for small missions, because an eventHandler bug in the last mod release candidate beta 3 will slowly overflow the memory until crashing OFP!!!</span> That's possible wenker. You'll have to use an Unified Zombie Mod event handler. - Make sure you're using the last zombie mod release to have them included. In short: 1. configurate all the zombie settings with a script, not with a gamelogic. (remeber to wait for gblZombieInit == 1 before this setup! ) 2. is it a multiplayer mission? then don't forget to place an OFP default gamelogic and name it SERVER. 3. disable the default zombie resurrection (in your setup script: gblIndestructibleZombies = 0) 4. activate the Unified Zombie Mod event handlers (in your setup script: gblEventHandlers=1) 5. configure the zombie death event handler (in your setup script: gblOnZombieDeath = "customresurrect.sqs") <span style='color:red'>5b. add a new global variable to prevent extreme memory overflow!!! (but the real bug remains) (in your setup script: gblSLEEPERS = [])</span> 6. create a script named customresurrect.sqs in your mission folder. In this script you'll have to write your own resurrection procedure. customresurrect.sqs should look like this (for single player! ):<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if ((_this select 0) in gblSLEEPERS) then {exit} else {gblSLEEPERS = gblSLEEPERS + [(_this select 0)]} _z=_this select 0 _ty=typeof _z _gp=group _z ~gblZombieResrWait + random 5 @player distance _z <= 4.5 [_z,_ty,_gp] exec {\zombiescripts\reszombie.sqs} gblSLEEPERS = gblSLEEPERS - [_z] exit When the time you have setup for zombie resurrection has passed, the zombie waits for standing up until the player is 15ft (4.5m) or closer. (Don't blame me if the zombies need a few seconds until they go after the player, thats how they are. ) This all could cause a higher cpu load than the default zombie system, because - there is a bad line in the zombie addon scripts, which prevents the termination of no longer used zombie AI scripts, if you do something like above. They'll become more and more over time. <s>(only the looped scripts, not the zombies )</s> - <span style='color:red'>This is exactly what will always cause the memory overflow after a while. The "brain" scripts of killed zombies keep running and get more with every resurrection. - (For experts: It's line 145 in movezombie.sqs which loops back to #mn, instead of terminating the script once the gblOnZombieDeath eventhandler is fired.)</span> - all Zombies ready to stand up again, scan for the player distance. It makes their AI somewhat "alive" for the cpu even while lying around. Especially if you setup a low gblZombieResrWait. -
help on Addon and an Error Note
Trapper replied to ed-Dutchie's topic in OFP : MISSION EDITING & SCRIPTING
This error type is more known to mission makers/scripters, no matter if they script for missions or addons. So I'm speaking somewhat off addon. I think Sanctuary gave you a good idea which addon to depbo. Syntax lines (mini script) could already be found in an addon config.cpp as part of eventhandlers... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class eventhandlers {init = [_this select 0] exec \zombiescripts\initmalezombie.sqs}; ...while the important scripts inside of an addon will be stored as .sqs (script) or .sqf (function) files. You can edit them with notepad. What you'll have to search in these parts of the addon is: - an o - and because the error msg is that short, it has to be a line containing only an o, nothing else. EDIT: - it starts to look like a small typo in one of the script files for me... -
Questions on unified zombie mod
Trapper replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Doesn't the third post in this topic already show all the possibilitys for specifying targets with the Unified Zombie Mod? Where is the problem? -
You have to write what zombie addon, there are more than one unofficial zombie addons around. Also there is an old FAQ topic on this board for the Unified Zombie Mod Zombies if you are using these.
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help on Addon and an Error Note
Trapper replied to ed-Dutchie's topic in OFP : MISSION EDITING & SCRIPTING
Looks more like a script/init line error for me. For example, if you write jeep1 unassignvehicle player you get 'jeep1 |#|unassignvehicle player': Error Unknown Operator unassignvehicle. The right line is unassignvehicle player, because a special vehicle is not requested for this command and produces the error. It's always confusing that the error message reports a correct command like unassignvehicle wrong, instead of jeep1 which is the real mistake here. Is your error message really that short? You would have to remove an "o" somewhere in the addon nothing more. -
There is a bug in Bleed for Oil: I was playing with the DMA Army, ECP config and ECP. Error showed up right after start, and repeated when I accepted the first mission: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'While {(_i < (count _a)) && !_b} |#|Do { if ((a_select _i) countType [_v] == 1) then {_b = true}; _i = _i + 1}; if (_b) then { _i = 0..........
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Are you using the Unified Zombie Mod? It lists all alive zombies in the array <s>gblAllTargets</s> gblZombieList so if this array is count 0 all Zombies are dead.
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detect if player is incargo
Trapper replied to kakagoegie's topic in OFP : MISSION EDITING & SCRIPTING
Looks like you'll need the event handler getin, if it's about the cargo position. There's a good tutorial about them at ofpec. -
You can always try to search a firestation for a fire axe...
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MiG will fix the links at Farmland tomorrow, it's just a typo. http://ofp.gamezone.cz/_hosted/farmland/uploads/unifiedzombies_b3.rar
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I don't really know how that works. I think first a DNA sample has to be taken and then they need one of the very rare revieve syringes to revieve a zombie. I was killed and revieved two times now. - All I did was standing up as a zombie, and waiting around two days near my safehouse, until someone revieved me. Maybe I could have also been lying around dead until then. But there is also a revive list in the forums, where you can ask revivors to help you.
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Keep in mind that the zombies are all played by humans. That makes them very intelligent. For zombies... The safehouse I'm at is less organized, and it was almost overrun one day by around 15 zombies.
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Hi guys 1. Don't fire flares! They'll only attract all the zombies close to your position. 2. Look out for Keith Baker, he's one of the PKs that make flak jackets useful. He was last seen dead in front of my police station in Dunningwood, after we killed him. 3. All the usefull and barricaded buildings (policestations, hospitals...) are not as save as you might think. Because of the many survivors suspected inside of them, they are often attacked by large zombiegroups.
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Help pls! Getting error from a tutorial script
Trapper replied to Eddie Haskel's topic in OFP : MISSION EDITING & SCRIPTING
Another thought..., while not so sleepy anymore The only real mistake that caused the first error (Error Select: Type Object Expected array) simply was: I'm sure you called the script with an 'object': priest exec "myscript.sqs" The error message trys to tell you an 'array' is needed for the execution of this script (even if this contains just one value): [priest] exec "myscript.sqs" -
Help pls! Getting error from a tutorial script
Trapper replied to Eddie Haskel's topic in OFP : MISSION EDITING & SCRIPTING
The mistake is to use player as a variable. player is always the played unit in OFP. If I understand "Point the camera to the passed object" right, the original script should "record" any passed object when executed. But you don't want to use it variable, you just need it for this priest scene. Then the whole script should look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _camx = getpos priest select 0 _camy = getpos priest select 1 _camz = getpos priest select 2 _cam = "camera" CamCreate [_camx,_camy+2,_camz+1.5] _cam CamSetTarget priest _cam CameraEffect ["Internal","Back"] _cam CamCommit 0 priest setMimic "sad" titleText ["Father, where is everyone? Are they inside? We're here to help!", "PLAIN"] ~5 titleText ["My Son, dark times are upon us.","PLAIN"] ~10 _cam CameraEffect ["Terminate","Back"] CamDestroy _cam Exit -
Too proof, test and debug anything in missions, the command hint is very usefull: Put hint "I'm activated" in the trigger, and he will give you this hint everytime he is triggered. More advanced is hint together with format, you can use it to display the value of a variable: hint format ["%1 is the value",thevariable] will display a hint where %1 is replaced with the value of the variable. You're not limited to one variable, just use %2 %3 %4 and so on and add more variables. EDIT: hint format ["%1",getpos mytrigger] This one will display the world coordinates of mytrigger.
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I admit I was wrong, about the 4th of July project. There is no reason that you, the initiator of a new editing site, has to be Mr. OFPEditing himself. Much more important is, that you're able to maintain the community platform you want to create. And for now it looks promising, even if I don't like the idea of another editing page.
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EDIT: I didn't see your reply before writing this Ranger99 Yes, I'm rude klavan, because (someone tell me if I'm wrong) for me it has to look like Ranger99 is a new/second account, only created to annouce an existing page as "new" a second time. Why wasn't the first post updated for this? I just can't aquire a taste for searching more and more boards and confusing people new to the scene, if all the answers&people could be located at one board. The community isn't that big anymore and IMHO this will result in: -more complicated searches for help -everywhere it's needed to create a new account -"experts" scattered all around the different boards, resulting in less chances to get their help. -trouble because of "copyright" discussions about resources -all the administrators multiplying their work with own projects, instead of working together, to reduce the work for an existing project -over time administrators with too much work will quit
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It's not that new, is it? http://www.flashpoint1985.com/cgi-bin....t=48003 Your site needs way more content and quality than just everything "under construction" and spam like this second thread. Anyway I don't understand why it's needed to decentralize OFPEC as the place for the editing community. Can't you just support them, instead of trying to duplicate their site? Also what publicity do you think you'll achieve, when the leader asks anyone to build a whole mission (4th of July) for him, just because he doesn't want to read/learn all the already available tutorials (at OFPEC) himself?
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Burn Baby Burn Whoooo!
Trapper replied to MilitiaSniper's topic in OFP : MISSION EDITING & SCRIPTING
You should keep in mind, that nowadays people often play missions with replacement mods, that may add fire and explosions to all destroyed vehicles. So it's not always a good idea to script it into a mission. -
Can someone proof this pls?
Trapper replied to Eddie Haskel's topic in OFP : MISSION EDITING & SCRIPTING
First part looks good. (But in .sqs you don't have to use ; at the end of a line) An Action Index Number is created automaticly when ever you addaction to an object. You have already found it for your script with _actionIndex = _this select 2; (The 3rd value a custom action returns (That's what select 2 looks at.) , is its index number) You need it, if you want to remove the action. So you will need it for fire on/off: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _fire = _this select 0 _guywithlighter = _this select 1 _fireonaction = _this select 2 _fire removeaction _fireonaction add your line(s) to start the fire simulation here _fire addAction ["Put Out Fire", "extinguish.sqs"] exit You'll need a second script (extinguish.sqs) like the one before, for the reverse commands. You may have noticed, that _this select 1 isn't needed in these scripts, as nothing changes for the guy who plays with the fire.