

The_Oakster
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Everything posted by The_Oakster
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It plays on WM9, it is just an .avi file...
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Group link ii ver. 1.54 released
The_Oakster replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
I have almost completed a USMC mission that uses the Grouplink scripts. They are amazing. The enemy finally seem to have some balls and brains! No longer can you shoot the AI one by one while the other squads just walk about picking their noses!! Its so much better when you dont know who or what could be coming to help, or even if any one is... Its a fantastic addition to OFp -
airdropping ammocrates/equipment?
The_Oakster replied to the_shadow's topic in OFP : MISSION EDITING & SCRIPTING
There already is the script. Its on OFPEC and the test mission has you dropping a hmmww and a motorbike from a c130 Its called DropCrate and its by Dark Nova. It needs the c130 addon and the motorbike addon but the links are on the OFPEC page. -
1) Isnt it something like "this flyinheight 0"?
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Thanks for the heads up but your explanation is incorrect. You still have to work out the percentage of the colours given. So if it did say 224 you would still have to divide it by 255 so the colour would be 0.87. Anyway it is a good program as it saves having to open paint and go to colours etc etc. Cheers
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When setting up titles using rsc etc etc, the colour is defined by the 4 numbers (0,0,0,0) What do these numbers represent and is there a way to test them rather than editing the description.ext and reloading the mission each time. I have tried the figures for colour ranges like RGB, CMYK and HSL but none of them represent the colour that OFp shows. Has anyone got a list of the standard colours?
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Right, the mission is getting there, just struggling with some scripting issues at the mo, anyhoo, The story line is that the Navy have managed to intercept 2 freighters inbound to the port. The enemy are therefore low on supplies allowing a 'window of opportunity' to attack the main supply route... What would the chances be of the USMC doing this mission rather than Deltas? Would they be flown in from the sea or would they 'sail' in. Would they parachute in? Would they work as a 'spec-op' team? I have no idea of the roles and typical missions undertaken by the USMC.
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Realistic isnt always the best way for OFp for some things. As far as Individul radios go, they are used but I dont have much knowledge on how they are used although I would assume they are used the same way. Field Telephones are used but only for static locations. It would be quite restrictive assaulting a position with a telephone that is connected to the HQ with some wire! ;)
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Thank you very much!! ==== Edit ==== Works perfectly!! And I dont need to keep loading the mission to check the colour!!
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So if it goes RGB then why doesn't using the RGB values from Paint work hmmmm.... What are the expected values for each one, is it 0 - 1 like most other parts of the game, or 0 - 10 etc? I understand that (1,0,0,1) would be red, and (0,1,0,1) would be green and (0,0,1,1) would be blue. But would (0,0,2,1) be more blue
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I have searched for an answer but I cant find the answer to this... I've got a simple script to simulate a simple conversation. Â Its called chat.sqs. Â I have two people (chat1 and chat2). There is a trigger covering them = East, Present, Once, [] exec "chat.sqs" The script = #repeat ? Alert1 : goto "Alert" ~1 chat1 PlayMove "EffectStandTalk" ? Alert1 : goto "Alert" ~1 chat2 Playmove "FXCivilFoldOnesArms" ? Alert1 : goto "Alert" ~1 chat2 playmove "EffectStandTalk" ? Alert1 : goto "Alert" ~1 chat1 playmove "FXCivilHandMouth" ? Alert1 : goto "Alert" ~1 goto "repeat" #Alert (chat1) setbehaviour "combat" (chat1) setspeedmode "normal" (chat1) setcombatmode "red" (chat2) setbehaviour "combat" (chat2) setspeedmode "normal" (chat2) setcombatmode "red" chat1 switchmove "null" chat2 switchmove "null" goto "end" #end exit When the mission starts the people start chatting. Â When the Alert1 is true they both stop chatting and go to combat mode. But, then after a couple of seconds they just start chatting again. The 'enemy' westerner is still alive, so the Alert1 stays true and the script goes to the end and the trigger is set to once so why does it loop? All help appreciated and if there is an easier way to simulate them chatting please point me in the right direction. Cheers.
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Script acting weird....
The_Oakster replied to The_Oakster's topic in OFP : MISSION EDITING & SCRIPTING
Nope, that doesnt work either!!! Surely this can be done, its only a simple idea..... -
Script acting weird....
The_Oakster replied to The_Oakster's topic in OFP : MISSION EDITING & SCRIPTING
After 'extensive' Â Â testing, it seems the 2 people are indeed stuck in their animations. If i assign them to a group when Alert1 = true, they do join the group but they dont follow any orders you give them until they stop doing the animations. So, the problem is getting them to 'forget' the list of animations. Â I assumed that switchmove "null" did that but it obviously doesn't. Has nobody else used a script to simulate talking in their missions? Â If so , how did you get them to do something else? I cant use switchmove instead of playmove to act out the conversation unless i put in wait times. But this would stop them from reacting to Alert1 because they would be waiting to finish the animation. Is this just another limitation to OFp or am I overlooking something? -
Script acting weird....
The_Oakster replied to The_Oakster's topic in OFP : MISSION EDITING & SCRIPTING
== DOUBLE POST == -
I am currently serving in the British Army in a Signals Unit and the 'Rules' count all the time. Even during excercises we are constantly made aware of them. The Electronic Warfare guys train themselves when we train sometimes and they report back all the stuff we say incorrectly that they picked up. If the radio net was used as in 'Warriors', then it would cause confusion which would cost time trying to work out what was said. Clear and Calm (ish) must be followed.
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Script acting weird....
The_Oakster replied to The_Oakster's topic in OFP : MISSION EDITING & SCRIPTING
Its got me stumped too and has done for days! -
Script acting weird....
The_Oakster replied to The_Oakster's topic in OFP : MISSION EDITING & SCRIPTING
Yeah, because the anims were running at the same time for both people and there was no arm folding or face touching etc! Â I edited my last post too, any ideas? -
Script acting weird....
The_Oakster replied to The_Oakster's topic in OFP : MISSION EDITING & SCRIPTING
 'Fraid not again MrZig They do exactly the same thing, when the west is detected they go to combat mode but after a few secs they start chatting again. They are still looping but I dont understand why!  Maybe its the trigger re-triggering but its set to once. Is there something that can be added to the script that deletevehicle's the trigger? I suppose the script could be set to go to combat mode then ~100000000 etc but I would rather the script be ended so it isnt running in the background. -
CoC Arty has a very comprehensive readme and its all in there. But, I think this is what you want (from the readme): 2. Using functions to bypass the interface. AI Fire, the "quick and dirty way" [MyHowitzer, [aimpoint]] call CoCfIFCallFire aimpoint can be a position [x,y,z], or a unit. MyHowitzer should be the unit name of a member of the firing group. So if you've got mortars and howitzers, for example, you can select there. Another example:[myhowitzername, [aimpointname], 3 , 1, 0, 0, true] call CoCfIFCallFire and [myhowitzername, {_this call CoCfIFAdjustFire; [myhowitzername] call CoCfIFFireForEffect] call CoCfIFMonitorMarker}] call CoCfIFMonitorMarker That will: A) request a high-angle, 3 round in adjust mission on the unit specified by aimpointname. B) instruct the AI to track the spot round, and when it lands, adjust fire back on the aimpoint C) fire for effect on the adjusted aimpoint.
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Script acting weird....
The_Oakster replied to The_Oakster's topic in OFP : MISSION EDITING & SCRIPTING
Sorry Mr Zig but that doesnt work. Not only do they still loop back to chatting, but because they are 'switch' moving they jump all over the place as the animations last longer than the time it takes to exec the script. If I set wait times for the anims to finish before I switch moved again, there would be times when the Alert1 is true and they are under fire but they would be waiting for the animation to finish before they engaged the enemy. -
The Avon Lady's Elite Forces Mission Pack
The_Oakster replied to theavonlady's topic in USER MISSIONS
Just to confirm it... I removed the bas mod folder and no error message! Cheers for taking time to help me out -
The Avon Lady's Elite Forces Mission Pack
The_Oakster replied to theavonlady's topic in USER MISSIONS
Is it something that can be changed in the fire.sqs, (dont know that much about scripting) or is it just one of those things? -
The Avon Lady's Elite Forces Mission Pack
The_Oakster replied to theavonlady's topic in USER MISSIONS
22 April 2003 for BAS_MH47E_185.pbo and 21 April 2003 for BAS_MH47E.pbo -
The Avon Lady's Elite Forces Mission Pack
The_Oakster replied to theavonlady's topic in USER MISSIONS
At least we know where its coming from. I will try and find the conflicting .pbo and I will post it here then at least other people will be able to avoid it. Thanks for taking the time to help me. -
The Avon Lady's Elite Forces Mission Pack
The_Oakster replied to theavonlady's topic in USER MISSIONS
I have the BAS addons in a mod folder and they are in the shortcut -mod etc etc. It definitely is your mission, I d/l'd it from this very thread this morning