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Everything posted by thobson
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I use my team quite a lot - mostly though to protect me. A typical arrangement would be for me to have an M21, my soldiers to have PKs and my medic and civilians to have Bizons. I flush out the enemy at long range, the PK gunners bring them down as they come after me and the Bizons provide short range protection in case anyone sneaks round the side or rear. Later on we all have Bizons as the engagements become short range. Finally I use my team to crew my tanks. They are also great for brining down choppers in a hurry. In addition I use the AI as pack mules to carry mines and satchel charges (these are my preferred weapons against armour, LAW/RPG being too dangerous when there is infantry about) It is fair to say though that all my team or on Hold Fire for a large part of the mission
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A couple of points: 1. < 24 hours is not overlong to have to wait 2. I am not clear how much help you need. I presume you know how to create a repeating 0-0-1 radio trigger and to make it run a script. The script should: - create a parachute at the location you want Ă‚ - do you know how to do this? - create a soldier - do you know how to do this? - put the soldier into the parachute using the command moveInDriver - do you know how to do that? - the soldier should then join you [unitname] join player You see the problem? Ă‚ Someone could spend quite a long time explaining a lot of stuff to you that you already know - and so waste their own time. I think you would get a better response if you asked these questions individually. Ă‚ I presume you don't want someone to write the whole script fo you - that would be like making a meal but subcontracting the cooking , and where's the fun in that?
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Is there a way to get Resistance to...
thobson replied to BLUEmako's topic in OFP : MISSION EDITING & SCRIPTING
I remember now I made a mission a long time ago where a civilian joined a west group. He would happily fire at east soldiers but they would not fire back at him. -
Is there a way to get Resistance to...
thobson replied to BLUEmako's topic in OFP : MISSION EDITING & SCRIPTING
To be honest I have not tested that - but I have had so many strange things happen with some units I would be suspicious that doing it that way they might retain some memory of who they once were - with strange consequences. Just to be sure I think I would stick with the idea of doing a swap. -
Oh yes. I paid very particular attention what my beta tester's did. Ă‚ It wasn't a bug as such it was just that all the dialogue made very little sense after you killed Andropov before even talking to Tatyana - you were indeed one of my most awkward beta testers Ă‚ Imagine - who would climb the hill, ignore Vigny and everything in it and then go and kill Andropov in the airbase at the other side of the island before doing anything else??
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42 is indeed the answer to life the universe and everything. http://en.wikipedia.org/wiki/The_Ultimate_Answer Ă‚ As I was calculating how many saves I should give the player my calculation steadily homed in on this number. Ă‚ I assumed that any difference between 42 and the number I had calculated was down to my calculating error. I have yet to see the film. Ă‚ I heard the original radio broadcast back in 1981 (I think it was), I read all the books as they were written and I saw the TV series. Major: Thank you again for your kind comments. Ă‚ Many players fail to find the second medic, let alone make us of him. Ă‚ Well done. Ă‚ I was beginning to think I had hidden him too well.
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Is there a way to get Resistance to...
thobson replied to BLUEmako's topic in OFP : MISSION EDITING & SCRIPTING
Units cannot change sides during the mission. You could though make it look like they do by having identical looking units of on an offshore island somewhere that are aligned to the new side. When the time comes swap the old units for the new ones - you probably wouldn't notice even if you were looking at them when they are swapped. This won't work for the player or any of his group though. -
Actually the knowsabout value is 0.105. Also this will not fully emulate a Guard waypoint. Ă‚ That code will only work when a specific unit knowsabout another. Ă‚ The Guard waypoint in my experience is very subtle. Ă‚ Any group that is at a guard waypoint may be sent to deal with enemy detected by any other unit belonging to that side anywhere on the map. Ă‚ In otherwords the units at a Guard waypoint do not need to have detected a unit themselves to be sent into action. The Guard waypoint is also subtle in stupid ways as well. Ă‚ If you send armoured units to a guard waypoint and that waypoint is synchronised with a switch trigger then the crew will disembark!
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Creating map objects on the fly
thobson replied to Metal Heart's topic in OFP : MISSION EDITING & SCRIPTING
Try using camCreate: type camCreate position Operand types: type: String position: Array Type of returned value: Object Description: Create camera or actor of given type on given initial position (format Position). Type is one of "CAMERA", "SEAGULL". Example: _camera = camCreate getPos player Another example: _dummy = "AAR557" camCreate [9503.35,6983.22,4.5] Will place a ruin on one of the islands to the east of Malden. -
Ă‚ That is how I play it. I find it great fun. Ă‚ Early in the mission my 'raids' are at long range with an M21 and PK m/gs. Ă‚ Later in the mission we get closer and use Bizons.
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Nicolas:  I have knowledge of only two other people having a problem like this.  They both solved it by tidying up their unofficial addons and making sure they were using an un-edited version of the Malden island.  I suspect you either have an unofficial addon on lurking in your addon folder or you are not using the correct Malden.  Once that is fixed I suspect it will fix a lot of your other problems also.Your other comments: 1. Fog:  I would be interested in your view when you have finished the mission 2. Accelerated time.  As for fog.  Also – I provide you with a police jeep and car a motorcycle and a truck – and you walk!?  3. I spent a lot of effort on reducing lag in this mission – creating units was never an option.  This is a working island where things are happening all the time - until the player stops them that is.  Just because you see units near the airport on the map don’t assume that all stay there.  They react in a realistic way to what actions the player takes. Karantan:  Absolutely correct.  A key part of the design was that I don’t play games with the player by creating units or moving units near him. lilwillie: 30+ hours!!!  My longest is about 25. That is fantastic!!  I am glad that someone has played it this way.
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HeightASL without the distance command
thobson replied to chris330's topic in OFP : MISSION EDITING & SCRIPTING
Thanks. Ă‚ It caused me a lot of frustration when tyring to make mines and create sounds. You may by now have spotted my mistake. trig setPos getPos unitname should read: trig setPos [getPos unitname select 0,getPos unitname select 1,0] to ensure the trigger is at 0 above sealevel -
HeightASL without the distance command
thobson replied to chris330's topic in OFP : MISSION EDITING & SCRIPTING
To get the height above sealevel of any unit do the following: Create a trigger let's call it trig. trig setPos getPos unitname hint format ["Height of unit above sea level = %1",trig distance unitname] This works because when you setPos a trigger to [x,y,z] it is placed z above sealevel (not z above ground level for most other things). If you really must do it without using the distance command then: trig setPos getPos unitname hint format ["Height of unit above sea level = %1",getPos unitname select 2 - getPos trig select 2] Bye the way - to place a trigger at ground level you need to do the following (after first moving the trigger so it is now at sea level). trig setPos [getPos trig select 0,getPos trig select 1,abs(getPos trig select 2)] -
Nicolas: I am really puzzled by this. Ă‚ The only time people have experienced strange things like this is when using a lot of addons or different islands. Ă‚ At least one beta tester played it through with the new verision of ECP (1.085) with no problem. Could I ask you please to double check that your addon folders look like as described here: Here and that your addons are managed as described here: Here Failing that a few questions: - do you hear the sound of any other weapon? Ă‚ M16 perhaps? - where exactly are you when this happens (map references please)? - what exactly has happened so far in the mission? Ă‚ Vigny - then what? Ă‚ - Where did you find the road convoy (trucks etc.)? - again map references if possible. - Are you absolutely sure the island you are using is the original Malden that comes with the game? I am busy at work and travelling over the next few days but I will have intermitent access to the site and will keep checking back. Connors: Ă‚ Wonderful I wondered how many people would get caught with that one su27: Thank you
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Okay so this is the Mouuntain Lodge you are aiming for? Have you tried a different route from Vigny?
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Answer here, i'm also curious Nah! Ă‚ It will spoil it for others. Ă‚ One of my intentions with this mission is to leave the player who has successfully completed it thinking "Could I have done better?"; "What if I had/had not done X?"; "What happened to that woman being led to the barn in the Intro?" etc. etc. This mission was beta tested for over 9 months on OFPEC. Ă‚ Some of the beta testers gave it a real going over, especially Macguba and Mikero. Ă‚ Macguba played it through three times and I lost count how many times Mikero played it from end to end, but it must have been close to 10 or more. Ă‚ Despite all of that I can guarantee that nobody has found everything in the mission. Ă‚ Mikero comes close, there are two things he has not found, one of these has not been seen by anyone - at least not that they have mentioned to me anyway.
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Error: Only 63 groups ....
thobson replied to mp_phonix's topic in OFP : MISSION EDITING & SCRIPTING
Find a bush or something some distance from the unit in the direction you want them to watch and give them a doWatch instruction: doWatch (object xxxx) (where xxxx is the object ID of the bush or something) I have not used this for tanks - only soldiers. Soldiers don't go to SAFE. Try giving the tanks a setBehaviour "AWARE" instruction as well. (or maybe "STEALTH") -
Excellent - but did you see everything? <span style='color:white'>For example I am really interested to know if anyone made use of the second medic that I provided - did anyone even find him?</span> Perfectly put. Ă‚ Thanks. Ă‚ The other comment you make about hit and run is also right on the button. I have answered by IM. Ă‚ <span style='color:white'>You did well bye the way. Ă‚ You would be surprised how many people will be saying "What pregnant woman?"</span>
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I think: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ({"m16" in weapons _x} count units heroes > 0) then {hint"At least one M16 in the group"} Or some such
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For secondary weapons try: NB: You can tell what weapons a unit has - but not which one he is holding. This is a real pain. Also look at: So for eaxmple to check if a unit has no weapons use the condition: count weapons unitname < 1 To check if a unit has a specific weapon either use hasWeapon as described above by Garcia or you could do something like: if ("m16" in weapons unitname) then {hint"got an M16"}
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su27:I am glad you persevered after your initial problems, and thanks to Major Grunt for his help in advising you. Ă‚ The Major originally had even worse problems and contacted me by e-mail. Ă‚ It seemed that the stuff that Mikro has collected on addons helped to solve the problem. Ă‚ It is also thanks to all the beta testers at ofpec that I was even aware of the issues with addons in the first place. This is good to hear - even though I made the mission I feel like this sometimes. Ă‚ Once I had a panicy feeling that my people depended on me but I didn't know what to do. Ă‚ To stay where we were might be a disaster - to move might be a disaster. Ă‚ In the end we all hid in some bushes until I had calmed down! Connors: Ah yes - that way.
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Displacement of the units of a group
thobson replied to -Soviet-'s topic in OFP : MISSION EDITING & SCRIPTING
If doStop doesn't do it try a fast loop to setPos each unit in its starting location. -
Problem with Unit Adding
thobson replied to Styngent118's topic in OFP : MISSION EDITING & SCRIPTING
The very first unit you add is assumed to be the Player and the Game Logic and Empty options are not available. Ă‚ Try adding the player and then try adding another unit. Ă‚ Those options should then be available (Or just change Player to non-Playable in the first unit you place) -
I am afraid I do not understand the question. Perhaps if you could describe what you want to do I am sure someone will be able to help.
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The answer to the question of whether a loop is more cpu intensive that a trigger is not a simple one to answer - it is best to experiment. Ă‚ For 15 second loop though I would certainly put money on the loop being less intensive.