Trapper
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Everything posted by Trapper
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Amount of space in a AI/Players inventory
Trapper replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Yes handgrenades need magazine slots, too. -
Respawning At A Certain Height
Trapper replied to snipman's topic in OFP : MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #l1 @ alive player player setpos [(getpos player select 0),(getpos player select 1),7.5] goto "l1" You can use this script for it. Everytime a player spawns (or the missions starts) he will be positioned in the height you choose. Here at 7.5m: player setpos [(getpos player select 0),(getpos player select 1),7.5] EDIT: You can use a trigger, too: Multiple activation trigger Condition: alive player OnActivation: player setpos [(getpos player select 0),(getpos player select 1),7.5] -
Amount of space in a AI/Players inventory
Trapper replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> RemoveAllWeapons player; player AddMagazine "M16";player AddMagazine "M16"; player AddMagazine "M16"; player AddMagazine "M16"; player AddMagazine "M16"; player AddMagazine "M16"; player AddMagazine "M16"; player AddMagazine "M16"; player AddWeapon "M16"; player SelectWeapon "M16"; player AddMagazine "HandGrenade"; player AddMagazine "HandGrenade" This example would be used to first remove all weapons and then to add 1x M16 Rifle, 8x M16 Mags and 2x Handgrenades. It will work if the unit has 10 mag slots. I don't think any addon handles it different. -
Your samples really sound like dynamic game music Balschoiw. Makes my script sound like a simple trackskip with fading. But I think it's very hard to find a track that can be used to create the samples, as it has to be a track which includes silent and aggressive parts without sounding repeating. Of course, if you're able to create electronic music by yourself it's not that hard. For someone who wants to use real and complete songs with lyrics, I think my script is almost perfect. If only real crossfading would be possible... EDIT: If needed, unlimited safe/danger songs could be defined for random selection, too. (But better hardcoded inside of the script, to keep the exec line short.)
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DBR_ONIX don't confuse anyone new to editing... You have to use \ (backslashs) in ofp missions for things like this, not / (slashs) ! It's really tricky, because the error only shows up after pboing the mission. The ingame editor doesn't care while working on a mission.
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"\addon-pbo-name\scriptname.sqs" is the way to call scripts inside of an addon for a mission. Maybe "\campaign-pbo-name\possible-subfolder-name\filename.ext" ?
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If you're using Unified Zombie Mod for the undeads, this script can peek at the gblZombieList array for distance check: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> goto "init" #l1 ~1 if !(alive _t) then {exit} _nd = _d {if (_x distance _t < _nd) then {_nd = _x distance _t}} foreach gblZombieList if (_count1) then {_w1 = _w1 - 1} if (_count2) then {_w2 = _w2 - 1} if ((_nd < _d) && (_w1 == _s1)) then {goto "TrD"} if ((_nd == _d) && (_w2 == _s2)) then {goto "TrS"} if (_w1 <= 0) then {_w1 = _s1; _count1 = false; goto "l1"} if (_w2 <= 0) then {_w2 = _s2; _count2 = false; goto "l1"} goto "l1" #TrD 1 fademusic 0 ~1 1 fademusic 1; PlayMusic _m1; _count1 = true; _w2 = _s2; _count2 = false; goto "l1" #TrS 1 fademusic 0 ~1 1 fademusic 1; PlayMusic _m2; _count2 = true; _w1 = _s1; _count1 = false; goto "l1" #init _t = _this select 0 ;object for distance check _d = _this select 1 ;distance for music change _m1 = _this select 2 ;CfgMusic classname of the 'danger' track _s1 = _this select 3 ;'danger' tracklength in seconds _m2 = _this select 4 ;CfgMusic classname of the 'safe' track _s2 = _this select 5 ;'safe' tracklength in seconds _w1 = _s1; _w2 = _s2; _count1 = false; _count2 = false goto "l1" Let's say you want to change the music everytime a zombie is 5m or closer to the player, and 'safe' is Track11 with 0:53min lenght and 'danger' is I'm gonna fly with 4:04min length, then you have to call the script like this: [player,5,"7thIAmGonaFly",244,"Track11",53] exec "dm.sqs" 1. object for distance check 2. distance for music change 3. CfgMusic classname of the 'danger' track 4. 'danger' tracklength in seconds 5. CfgMusic classname of the 'safe' track 6. 'safe' tracklength in seconds As player is local, everyone in mp should have his own dynamic music detection running, but you have have to try if I'm right with that. If you're not using the Unified Zombie Mod, you have to create an array that's continously updated with all enemys still alive and replace gblZombieList in the script with it's name.
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If the zombies just stand around, they have no gblAllTargets and/or they are not initalized, but there is no problem with ECP. Just to be sure you should disable the ECP grouplink ai in zombie missions, but maybe even that isn't necessary.
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But with the new intro I've made yesterday there's another point against europe... I don't know FFUR But if the mod doesn't modify the AI, it should play like supposed.
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And you don't even know the next beta yet... Don't worry it's impossible to rescue all 175 Civilians I think. My recommendation is to wait for the upcomming betarelease with further games, so the mission won't get boring too soon. ...that reminds me to send you a PM
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Change of plans: No civil cars for the island. There is only one pickup addon that would fit the story, and the BIs cars would cause a storychange. Even if there were fitting cars, it would be too much work to implement realistic numbers of them, not to metion the repetition of models everywhere. Also they would cause more trouble than use for me. With the Jury-Rig action there should be no need for sparecars if you be carefull. Cars would make the mission too easy, too. You would be able to get one for every soldier. Final missiontitle will be: Zombie Outbreak Simulation It gives me the possiblity to keep ZOS and should also tell everybody new to it, that this is some special kind of mission. Next release will be a beta, coming with real nbc zombies, fire fx, briefing, intro and outro. No more new gameplay content will be added until then, only debugging the things present right now. If you've found new bugs in 2nd alpha let me know.
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Try to load the zombies without the vampire addon.
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No not the dishwasher, answer my question please in the init.sqs, but the script isn't executed when ECP mod is running, too. My second question is... obsolete
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Well I've got no response on my question, too... Height above sea level is something you can't measure in OFP without calculations. The default height measurement of OFP is height above ground/radar height. So if you need an easy way to measure height above sealevel you can use this function included in ecp.
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Looks like something caused an ofp zombie revival... About the Zombies, there are only 2 usefull Addons around, and you better grab them before the downloadlinks are vanished one day. - MrBeans moaning Zombies, the latest release. You won't have to script moaning yourself. But they are based on an older Unified Zombies release (the originals), as far as I know and come without a detailed readme about the AI. - Unified Zombies Beta 3, an older release. Without automatic moaning, but with the last/best zombie AI and a detailed readme about it.
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I know about white errormessages on the upper screen when the player dies, do you mean that? Or do you mean errorinfoboxes where you have to click ok? A Black Hawk... what about an Abrams? No. You were deployed with the equipment around the rescue center only. Maybe I should better delete the NVGoggles, you're all getting to big for your boots. I had another look at the us-cars, I can't use them. Quality is way too bad. The Cherokee is smaller than a BI Skoda. As there are no other us vehicle packs I know, I'm gonna use BI cars and will alter the story if neccessary. I think it will be few, random placed and random locked. Maybe even the unlocked have to be shortwired. EDIT: + They are not zombiesave. Something like that. And btw Tormes, Elecante, and Leviata will be on fire.
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Anyone else still thinking like that? Download now! khewett what do you think about the us-car question above?
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If my questions were already answered before please tell me, I didn't find an answer while skimming this big topic. Is there a way to detect if the user plays with or without ECP? As my singleplayer mission gets very big I thought about reducing lag by executing a neccessary ecp restrictions script only if needed. I've tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (ecp_internal select 31) then {[] exec "ecp.sqs"} in the init.sqs, but the script isn't executed when ECP mod is running, too. My second question is, how do you create the light for burning objects at night without a "spotlight" effect shining through hills and without turn on/turn off fire action? Because I'm trying to create a simular small fire illumination addon for my mission and don't now much about config.cpp possibilitys.
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Science fiction... maybe you have use for something i've just discovered while mission editing. If you use the "kouleSvetlo" shape at night with General Barons generic fire script (ofpec.com) it looks like somekind of alien plasmafire. Should look the same with all firesimulating drop scripts. I just don't now if it's visible at daytime.
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@ofpforum Sounds like you didn't replace the original zombieScripts.pbo with the new one that is included in the mission.zip - it will fix that bug. I've just tried it myself again, and can't reproduce it. There's only the small chance left, that you're still hit one last time when the zombie starts to play the attackanimation while you're just entering the car. After you're inside zombies stop attacking you and attack the HMMWV (but only with the new zombieScripts.pbo) I think I know now how the civilians died, and this is not a problem with the replacement zombieScripts.pbo. They stay zombie targets inside of a vehicle, the playersquad doesn't. I just never thought about what happens if the convoy gets stuck near zombies. Just wanted them to chase evacs for a while if they drive close by. But at the moment I think that doesn't need to be changed. Only that the evac script could finaly get stuck in front of the rescue center (if the stuck convoy will ever be able to continue sometime later) needs to be fixed. Hm, but second thought if its stuck somewhere, the player should reload anyway to get both evacs working again... I don't know
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Well, I think a not working zombie spawn and maybe ai also are big difficulties for mp. Uhm... Where to start with those surprising bug reports? Credits for the spectator script belong to Vektorboson. Did the convoy problems occur in sp or coop? I can't imagine how the civilians could die inside the convoy vehicles. Were the vehicles destroyed, too? Yes, the broken road in Triglav was a problem for the ai. They are supposed to drive along the NW side of the village now, not through the village. They got stuck inside the village or just stopped near it? If I include cars they will be locked. Especialy these ones they are uncontrolable. In case of a breakdown (not explosion) you're able to fix the HMMWVs.
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Maybe you should get a new cd...:) I've got a question for everybody, even for everyone that didn't download the mission because of all the addons: I think the island needs some civil cars, just for decoration not driving. The mission plays on a fictional US island. All BIs cars are european. What do you think about using another addon for it? Does it add something, or do the european buildings always destroy any "US atmosphere" The addon EDIT: I've realized that I can't use them because of their bad quality. If you know another us car pack let me know.
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Permission granted But I'm sure something scripted will refuse to work. The complicated part of multiplayer is local/global. Maybe the server/local acts like in sp, but many things could refuse to show up on the clients without setting up all scripts for it. I suggest that you play on the client computer while testing, as you already know the mission and can tell the diffrences. But whats up with the new alpha sp? Did you already try "your" second evac convoy?
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To push ofp with the zombie ai to its limits was the idea. Thanks Sooner or later one of the "not so advanced" zombie ais will take you by surprise. I think for such small islands like the ones in OFP the population its quite realistic and stays within OFP limits:
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The mission is different from any other OFP zombie missions I know. It doesn't use zombiespawns around the player, and it never will. It's about how the dead spread over the island (featuring scott tunstalls ai) and using OFP strategys to stop it. The other zombie missions I know with random zombie spawns near the player are more like resident evil. Look at this simulation to get the idea. And remeber it's about the evacuation not just keeping your squad alive. As the mission starts out random everytime, its also possible that you launched a game with the first zombies in disadvantage. Or you're feeling just to save right now... read Bunkerslusken reply about 1st alpha release. EDIT: Well, COOP... maybe someelse can do it when i've finished the final version of this. It's already difficult to create it for singleplayer. Right now the mission uses around 51 scripts most of them are created from scratch. Not to forget the Unified Zombie Mod ai is also scripted and got never final. I don't know if it will work in a mp version like in sp.