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thobson

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Everything posted by thobson

  1. {doStop _x} forEach units groupname or {doStop _x} forEach units group unitname
  2. thobson

    Pick 1 out of 3

    That will not work for many reasons (eg: _rnd = 0 is an assignment not a check and anyway random does not return integer values). Â Try something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_rnd = random 3 if (_rnd < 1) then {goto"civ1"} if (_rnd < 2) then {goto"civ2"} . . exit #civ2 . . exit #civ1 . . . exit Bye the way you don't need a semicolon at the end of a line. thislist select 0 is a workable instruction only in a trigger. Give the box a name and use that instead of thislist select 0 Also check out about addmagazine - it should look like: boxname addmagazinecargo ["magName",number of mags to add] So: (thislist select 0) addmagazine "FDF_ukkopekkamag"; (thislist select 0) addmagazine "FDF_ukkopekkamag"; Should be: boxname addMagazineCargo["FDF_ukkopekkamag",2] Assuming: "FDF_ukkopekkamag" is a valid magazine name
  3. thobson

    Entire group in vehicle check

    Try {(alive _x) and not (_x in ch47)} count units group player < 1
  4. thobson

    Problem with Unit Adding

    It sounds like your Mission Editor might be set to 'Easy' - Look at the top right of the screen. Â If it says Easy in big white letters click on it and it will change to Advanced
  5. thobson

    Brake then make

    count magazines tank1 < 1 will be true when the tank has no magazines
  6. I think you might also need to use {doStop _x} forEach units group this in the init field of one of the units in the group
  7. thobson

    Trigger Activation by Group

    I am indeed talking about Resistance. Perhaps you could try having a trigger for each unit in the group with the trigger firing when its unit is close the officer (and when no other trigger has fired)
  8. thobson

    Trigger Activation by Group

    Well it works for me. Â I just tested it Give the officer a name. Â I think you call him officer1. Give alpha group a name by putting this in the initialization field of one of the units: AlphaGrp = group this Then in the trigger's condition field remove 'this' and put: {officer1 distance _x < 10} count units AlphaGrp > 0 (Don't change it - just copy and paste it) Make sure you have your editor set on Advanced. Â Look at the top right of the Editor screen. Â If it says Easy, click on it.
  9. thobson

    how do you tell them to get in

    Try placing the GetIn Waypoint on top of the vehicle. I tyake it this is an ai group - not a group with the player as the leader.
  10. I don't know much about multiplayer - but what would happen if soon after the start of the mission you deleted all the 4 playable units? Might it delete all those that are not being played but not delete the others?
  11. thobson

    Trigger Activation by Group

    Try putting this in the condition fieled of your trigger: {officername distance _x < 10} count units Alphagroupname > 0
  12. thobson

    Abandoned Armies 1.4

    Well.  Thank you for that comment, I do appreciate it and I was not fishing for compliments.  What I really had in mind was this:  There are a lot of ways that this mission can be played successfully to the end, some players will miss a lot and some will not.  What I am interested in for example is: - did you find the third group of civilians? Fourth? Fifth? Sixth? ….? - did you make use of (did you even find) the second living (as opposed to the one dead) medic? - did you find the ill woman?  How ill was she? What happened to her family? Her parents? Her? - did you understand what was going on at La Trinite?  All of it?  Are you sure? - did you understand the role of the choppers (apart from beating the shit out of the opposition)? - How much did Ruslan really not want to go back to Vigny? - Etc. etc. It is perfectly possible to complete the mission with all objectives ticked and get a well done at the end but to have no clue about any of the above.  I am just interested in how many of these people came across and understood, or was I just wasting my time putting them in. Obviously comments about any of these things would need to be coded to avoid creating a spoiler for others - but the lack of any even oblique references makes me wonder if any of it was found.
  13. thobson

    Abandoned Armies 1.4

    heklos: Â So glad you like it. Cameron: No offence taken Karantan: Â Synthetic voices are crap. Â It really does pay to preserve and get some real voices I am getting very few reports of people finishing the mission, it only seems like Laahustaja so far.
  14. thobson

    Abandoned Armies 1.4

    Glad you like it. That's my 17 year old daughter you are talking about mate. Her boyfriend plays Yuri Visek so he would be after you.
  15. thobson

    Group movement problem

    This is now way off topic so I had better stop here, but on Malden there is a certain gully with a hut in that I am sure is haunted. Â Things have happened there that are definitely not of my scripting.
  16. thobson

    Group movement problem

    Funny that - but you know it is not just women. Â I have a script that worked fine for all vehicles - land and air, except for: M113 Ambulance and V80 chopper. Â I had to spend ages getting it to work for them. Â In their case they didn't do random things - they just did nothing. Â That involved a doMove (or a move - I can't remember which I settled on) I have a cutscene in Abandoned Armies where the only way I could guarantee the woman would be where I wanted and would stay there is to have fast loop to setPos her in place for the duration of the scene. Â It is only one specific scene - the other scenes with her and other women in are fine!
  17. thobson

    Playing music with trigger

    For 7thImGonnaFly you will need a delay of 244 - give or take a bit.
  18. thobson

    Group movement problem

    I believe commandMove is the non-silent version of doMove. Â I find it is necessary to experiment a bit with all these commands. (move, doMove and commandMove) Â give a doMove to a chopper that is the other side of a mountain and likely as not it will just stay where it is. Â Give it to a tank at the same location and you might be in luck. Â doMove only ever works on a single unit so to move a group they all need to be given the instruction, after they have completed their doMove instruction they go back to doing their waypoints. Bye the way, I have found that female civilians react in a subtly different way to a doMove than any other unit. Â In some ways it is as if they ignor a doStop command - or at least only obey it for a short amount of time. EDIT: I was misremembering. The problem with a female civilian is that she will ignor a scripted doStop if she has been given a 'move to instruction' by the player and hasn't got there yet. Anyway, the point is, just because something works for one unit you can't assume it will work the same for other units. As you have discovered moving waypoints is a very powerful way of moving groups about.
  19. thobson

    Abandoned Armies 1.4

    Well thank you so much. It is a pity you diddn't post report you would have had your name in the list of beta testers.
  20. Count!! That's it!! I was forgetting. Weapons unitname gives you an array of the weapons carried by the unit. Count weapons unitname will count how many wepaons the guy has.
  21. Well I am on holiday and so am away from my games computer and ofpec is down so I can't check their comref. So from memory try something like: @ (weapons unitname != []) or @ (unitname primaryWeapon != "") It may be a load of crap but it is worth experimenting with.
  22. thobson

    Abandoned Armies 1.4

    I am so glad you like it. It took me quite a long time to make. Playing without addons is safest anyway. Many addons that 'improve' the sky and rain effect can actually reduce visibility to nil. The previous version of ECP would also cause the large savegame bug, but the latest version of ECP appears to be okay. Also if you just put you addons into the addon folder then you can cause a significant deterioration in performance for all your missions, even those that don't use the addons. I give instructions in the readme file about how to deal with this.
  23. The weapons command will return an array of all the weapons carried by a unit - you could have a trigger fire when this array is not empty. Â Alternatively primaryWeapon is another command that will return a string giving the name of the primary weapon carried by a unit. Â The trigger could fire whenever this is not = "" Me too.
  24. thobson

    Abandoned Armies 1.4

    I am glad you liked it. 6 hours is very quick. Did you find everything though
  25. thobson

    Abandoned Armies 1.4

    If anyone is interested in downloading the mission while ofpec is down I have set up a new download file that has been updated to include GB's Editor Upgrade. Â The link can be found in the very first post of this thread and in my signature below. I am going to be away for a while. Â I hope you all have fun. Â I intend to.
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