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Trapper

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Everything posted by Trapper

  1. Trapper

    ZOS/Zombie Outbreak Simulation

    Finaly somenone noticed the 2nd alpha version release! I'm tensed for feedback on it.
  2. Trapper

    ZOS/Zombie Outbreak Simulation

    2nd alpha released... Updated first post. Zombies...
  3. I initalize a default unarmed civilian with these lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Civilian addweapon _Weapon {_Civilian addmagazine _x} foreach _Magazines group _Civilian setbehaviour "aware" _Civilian selectweapon _Weapon _Civilian setunitpos "UP" I thought, he would always stand now, with his weapon ready to fire. (Soldiers and Policemen that already have weapons do it) But a civilian just walks around with his rifle/pistol on back and doesn't even use it if he or his group is attacked. Just like "careless+holdfire". Without setUnitpos "UP" the civilian has his weapon ready and fights, but he also lies down when under attacked. Is there a way around it?
  4. "aware" is not neccessary, thats right, but removing it didn't change anything. Solution: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Civilian addweapon _Weapon {_Civilian addmagazine _x} foreach _Magazines _Civilian selectweapon _Weapon ~10 _Civilian setunitpos "UP" Before you setunitpos "UP", add the weapon and wait around 10 seconds. The civilian starts with added weapon on back, after a short while he gets the weapon ready. Now it is possible to setunitpos "UP" without turning the civilian in somekind of "hold fire" mode. Units that are created (createunit) without weapons seem to be in careless/safe mode until they are completely initiated. Setunitpos "UP" in the moment of initialisation lets them remain in careless/safe.
  5. Trapper

    ZOS/Zombie Outbreak Simulation

    I have a short but difficult question on sound editing. Anyone who knows more about it than just recording and applying default filters/disortion send me a PM please! I'm still searching for female zombie moans... (But it looks like they can't be found anywhere) Some good news: Inspired by D.murphy mans grab script, I was able to add automated melee fights for the next release. (Selected) Humans have to fight zombies off if they are longer than 1sec close (2.2m) to a zombie. Zombies will attack as always, but they are more dangerous because the human is caught in the animations. If the human carries a rifle, he has a chance of 75% to kill the zombie. If he fails only little damage (33x to kill) is added to the zombie. Without a rifle the human will punch the zombie and only add the little damage amount. In other words: Beeing grabed without a rifle is beeing grabed with almost no chance to kill the zombie. The script gives the player the possiblity to melee-attack any zombie just standing around, too. He just has to get close enough and he will stroke/punch the zombie automaticly.
  6. Trapper

    car radio

    I don't think so. More guessing: Ogg files inside the music.pbo are already defined in the config.cpp(?) of the .pbo Thats why you can call them in the mission.sqm without the need for a description.ext. You just have to know the classname. You want to use an .ogg as soundclass thats only defined as musicclass. Maybe a small addon (just a config file) could define "\Music\Seventh_iamgonnafly.ogg" also as an available soundclass. But I'dont know much about addonmaking, its just speculation.
  7. Trapper

    car radio

    Just guessing: cfgSounds in a mission description.ext only accepts soundfiles of \missionfolder\sound So maybe it searches at \missionfolder\sound\Music\Seventh_iamgonnafly.ogg for the ogg. Using original music as sound without extracting/pboing it for your mission file won't be possible then. But maybe you can play music only for clients inside the car at least. For that you won't need a own cfgMusic class, as the official music tracks are already defined as cfgMusic. You can try if your description and scripts a correct with a small example .ogg you place inside \missionfolder\sound
  8. Trapper

    ZOS/Zombie Outbreak Simulation

    [ Jury-Rig HMMWV Repair ] made it into the mission. Sounds very specialistic. The !COMBAT HMMWV Addon gives me the possibility to select the following textures for the cars: Division markings none, 2481i, 1a3cav5, 247cav, 1a16i, 3i221, 1i22i, 1a14ada Vehicle numbers a11, a12, a13, a14, a21, a22, a23, a24, a31, a32, a33, a34 b11, b12, b13, b14, b21, b22, b23, b24, b31, b32, b33, b34 c11, c12, c13, c14, c21, c22, c23, c24, c31, c32, c33, c34 d11, d12, d13, d14, d21, d22, d23, d24, d31, d32, d33, d34 Any military advisors around who can tell me which one would fit into the mission? (Between 4 and 6 HMMWVs + 2 Trucks are deployed with this National Guard platoon. If the vehicle count is too high, imagine some HMMWVs are borrowed from other units.) EDIT: Worst case scenario: Screenshot taken while editing the mission. After an one hour stresstest, without evacuation efforts, and killing only a few zombies. That are not all of the 155 Zombies in front of me I guess, but already 2fps. And it should be 182 alive zombies... I hope my new changes to the zombiescripts.pbo will track every dead zombie, so automatic deletions by OFP itself wont effect the total count.
  9. Trapper

    Event Handler Help plz

    Eventhandlers already return important values. [westman1,this,20,5] exec "apkiller.sqs" changes the original _this select 0 and _this select 1 of "killed". And maybe [westman1,this,20,5] isn't working to detect the killer. Try to add the eventhandler this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">westman1 addEventHandler ["killed",{_this exec "apkiller.sqs"}] Then apkiller.sqs already recieves: _victim = _this select 0 _killer =_this select 1 But you will have to select different money and fame values inside of your script. I'm not sure if its possible to combine your old script-call and the better one in a way like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> westman1 addEventHandler ["killed",{(_this + [20,5]) exec "apkiller.sqs"}] If it works you can call the script with four values also. At ofpec.com you will find an eventhandler tutorial.
  10. Trapper

    ZOS/Zombie Outbreak Simulation

    Progress: I've already fixed/added many things for the next release, but not all. Most significant are some changes to the zombie targeting and more equal random zombiestartpositions. The next version will be harder I think. Everytime I start the mission to edit something, I hear more gunshots in the beginning than in 1st alpha. D.murphy man, or anyone else who got it: Can you send me this grab script please? I want to know if there's a place for it in the mission. EDIT: Ok, I've got the script. Thx. Also I need a little help how to call an action in english. At the moment it's named [ Repair HMMWV Scanty ]. I think thats not right. What the action does: If a HMMWV can't move anymore, you are able to repair it on-side. But very scanty as there are no mechanics in your squad. It will only drive again, heavily damaged, so refiting at the base is recommended afterwards. I don't want tires mentioned, as the action is more like an overall "hotfix" or something. EDIT: And I'm still looking for female zombie moans.
  11. Trapper

    How to get that kind.....

    If I adjust my monitor to get realistic colors like on this picture, an ofp night will be unrealistic pitch black. Or I adjust it to see something without nightvision in full moon nights, then grass is also more gray at daytime. It's something about the monitor contrast quality I think.
  12. Trapper

    Perfect Convoy and more...

    I've mailed you a working example mission. I'm sure you will find out what is different. You're right ai fires also in careless mode at attacking enemys! It's like: Drive on to the WP, but return fire if attacked and you have the chance to. I didn't know it before, because i've only used this mode together with hold fire or with unarmed units. I've used m113s. Jeeps were to week to survive any ambush. Enemy has one RPG. It's supposed to miss, but sometimes it hits. If you delete the last waypoint you will see that your group cycles a bit around the m113 but doesn't really run towards the enemy. The last WP is an example for a simple "defensive position" WP. There will be times they even run without "engage at will" towards the enemy. It's the village. If the leader orders "5 attack man" and 5 belives it won't hit through the buildings it runs towards the enemy until it has a line of sight. And the ai has other eyes than the playing human. The arrival script is working. All the others things around are just my idea of recreating your ambush scenario. You will have a hard time with the ai doing exactly what you want in this kind of scenario. Ai has already pathfinding problems in villages without a firefight. If possible, let the ai decide everything for itself: Let them disembark with arrival.sqs, then use a "hold position" wp for the village center, or a "search&destroy" wp near the enemy positions. Just decide for them if they are more defensiv or agressiv. The truth is, it's almost impossible to design an OFP mission so special like a Call of Duty mission for example.
  13. Trapper

    ZOS/Zombie Outbreak Simulation

    Man, thats a good story. Thanks for the feedback. Did you know that every spread is started at random? Just 12 Zombies somewhere on the island and the ai scripted by Scott Tunstall. It should play out different every time. Hiding the bodies comes with the nbc unit addon. Even I discovered it only a few days ago. I don't really know what to do about it, as more than a months work was done without thinking about that option. In someway its realistic. As far as i know the Romero zombies can be killed by fire or destroying/removing the brain/head. I still lost 1/3 of the island population when playing it safe with hiding every zombie I could. And if this "feature" wouldnt be there, someone else would tell me "What about headshots or fire? I wan't the possibility to clear the island if I'm good enough!" One good thing: It's the players decision if he wants a more easy game. btw: The Farmland NBC units can hide bodies first of all for stopping zombie resurrection. Best imagine you have to walk close up to a zombie for a well placed headshot whenever you "hide" on. The evacuation is one of the most complicated scripts. At the moment it's keeping one or two medium bugs. One more convoy will at least double the bugs, but I will see, maybe... I know, the last hour of my first survived game (3h overall with "hiding") was a bit boring. Only waiting for evacs and just two last zombie sighted. But it really adds to those "low on everything" and "maybe i've got to sacrifice those village(s)" feelings, doesn't it? Also its a good balance weight, as the unexpected hide-option makes the mission easier. If you're surprised about the exploding HMMWV: I would like to have them overthrow vehicles in a realistic manner, but for now they just destroy them after 200 bites to simulate that. A final release will only come with big briefing, intro and outro. Maybe I put in a switchable backgroundmusic. Cause I don't like playing ofp with music.
  14. Trapper

    Perfect Convoy and more...

    after looking at your files: the script syntax is ok. red = groupthis will cause a problem if the script is found. correct is: red = group this As you saw on the screenshot I sent, script is not found because its named arrival.sqs.sqs and you call arrival.sqs in the mission. Noone disembarks because if a script isn't found it's not executed. Keep the move waypoints. You've seen what the guard waypoint does to the ai in this situation. 1. In the waypoint options just above the speed setting, are the options for engage at wil. Try something like CombatMode "Open Fire", not "Open Fire. Engage At Will". (I'm just guessing how it's called in english ofp.). Best thing is not to change the default setting, from first to last waypoint, if you just want them to fight in formation. PS: I've just read combatMode="RED" at the second wp in your mission.sqm, thats the reason for the leaders order. 2. Using only a move wp and getting rid of engage at will (1.) should stop that. I hope you're speaking of "both" groups just because its still one group disembarking two vehicles? PS: Just looked at the wps of the group inside a truck. If they are also at the ambushsite I would recommend to disembark them and using a "hold (postion)" wp. Guard wp are ment to be used in conjunction with another type of wp: Some ai groups work as spotter and will call in the other groups as reinforcements if they thinks its a good idea. (type/numbers/distance play a role) I don't know if theres a wp-type list somewhere online. I've got mine with the german Red Hammer manual.
  15. Trapper

    ZOS/Zombie Outbreak Simulation

    I would need some more female zombie moans for a less repeating sound scenery. Any ideas where to find them? (only sound files please.) The ones of zombiesfx addon are already in use.
  16. Trapper

    Perfect Convoy and more...

    Is the script working now? This was the only reason i mentioned that tool. It is more comfortable for scripting than the notepad. In example it displays more important "words" in different colors. Ofp commands in red ect. Also It inlcudes generators for overview, briefing, weaponloadouts.
  17. Trapper

    Perfect Convoy and more...

    As you were unsure about turning .txt into .sqs, I guess the real filename is arrival.sqs.txt but your windows is still configured to hide the real extensions (in this case .txt). There are special tools for ofp editing that allow you to save scripts as .sqs file without such difficulties. http://www.ofpec.com/editors/browse.php?browsewhat=3&category=3_1 I'm using Chris' OFP Script Editor.
  18. Trapper

    Perfect Convoy and more...

    1. You have to name it yourself. In the init of one of the groupmembers write: YourGroupNameHere = group this 2. Put in in the onActivation line of a waypoint. The more I think about it, the one after the careless wp should be the right one. It should be the 'activated' one after the group has arrived careless in the village.
  19. Trapper

    Perfect Convoy and more...

    1. no don't change it. its a command to find out whos gunner of a vehicle 2. yes 3. no, not for this script 4. First you have to setup your windows to display file extensions like .txt I can't tell you exactly where, as my windows is in german. It's something in the file options. If you can see the .txt your able to change the .txt while simple renaming. If you don't find it, try to call arrival.txt in init. I'm not sure but I've read somewhere ofp doesn't really care about it. You will find all commands in the official command reference. This file, many tutorials and example scripts you can find at Operation Flashpoint Editing Center -> Editors Depot
  20. Trapper

    Perfect Convoy and more...

    Sounds like an unload cargo waypoint. Normally it is used for an OnlyCrewGroup to disembark the OnlyInCargoGroup of a vehicle. Combine the following command with a default (move?) waypoint. You can also write this short line in the init but I will tell you how to make a little script. Create a file in the mission folder and name it arrival.sqs Open it with something like notepad and write: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{if (!(_x == gunner hummername1) && !(_x == gunner hummername2)) then {unassignvehicle _x}} foreach units YourGroupnameHere exit Save it. In the waypoint init write: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "arrival.sqs" ...to call the script Ofp mission editing is full of surprises, no one should be firing... And you're sure that drivers/gunners/cargo were all in the same group?
  21. Trapper

    Perfect Convoy and more...

    Someday you will script something. Its just like a big init line inside a file named .sqs, that you start with "[] exec myscript.sqs" when ever you need it. @1. That's possible: Give every soldier a name, then add commands to the right waypoint init. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soldiername unassignvehicle @2. & 3. Only in careless mode they will drive directly to the village. As already mentioned above they won't return fire while careless. Place the careless waypoint in the village, then an aware or combat waypoint close to it. The unassign commands belong to one of the waypoint inits, but I'm not sure to which. You'll have to try it. You don't even have to change the firemodes at the waypoints. They don't fire in careless and start fighting if set to aware with the default firemode.
  22. Trapper

    Perfect Convoy and more...

    One way to get a perfect convoy at mission start is to place empty vehicles in the order you wish and the (crew-)group on foot. Then write a script with movein commands in perfect order. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> (units groupX select 0) moveindriver 1stvehicle (units groupX select 1) moveindriver 2ndvehicle . . (units groupX select 4) moveingunner 1stvehicle (units groupX select 5) moveingunner 2ndvehicle . . (units groupX select 8) moveincargo 1st vehicle . . . groupX setformation "column" groupX setbehaviour "careless" This way "1" always becomes driver of the leading vehicle and all the other vehicles follow as placed in the editor. I think it is neccessary for the groupleader to be commander/driver of the leading vehicle if you want a perfect convoy. Also a big ai convoy drives better if the crewcargo (supernumerary crew-group members) are in the first vehicles not the last ones. @2. Maybe it is a lot easier for your mission if you just make two groups. One group "infantry" and a group "drivers/gunners" or only "gunners". "drivers/gunners" allows you to use an "unload cargo" waypoint. "gunners" becomes more complicated, as waypoints without scriptcommands wont work, I think. @3. "Engage At Will" firemode is mostly the reason for ai squads to go mad instead to keep formation if enemys are around.
  23. Or try PBO decryptor 1.5 Some pbos are just difficult to extract. Is the missionfolder still named \The13thMissionsName.noe? If a good mission.sqm is in a correct folder you should at least see some placed units in the editor
  24. Trapper

    Cannot import Resistance Missions

    Or try PBO decryptor 1.5 Some pbos are just difficult to extract. Is the missionfolder still named \The13thMissionsName.noe? If a good mission.sqm is in a correct folder you should at least see some placed units in the editor
  25. Trapper

    ZOS/Zombie Outbreak Simulation

    Player controlled force: (Opposing Force starts with only 12 zombies. Sounds easy, doesn't it?) This mission is not a real survival mission. It's more a strategic mission of evacuating the last civilians on an island, in a world of the living dead. Maybe thats make it also intresting for people who say that zombies are no real threat for modern armys. One infantry platoon makes no army, but resources are needed worldwide in this scenario and you are deployed on an unimportant island (isolated area). The generals were sure one platoon is enough for this rescue center deployment. Right now there is enough food. It is the first night after the zombie outbreak and the mission covers the hours of evacuation only. A group of civilians at Belnuevo Hospital
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