TheJokerMan
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Everything posted by TheJokerMan
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hi guys, hi. can someone help me? i have 3 markers that i want to be hidden until obj1 is complete. so im thinking i have to declare them false until obj1 is complete, then in the obj1 trigger i would decalre them true? but i dont know how to do this. does someone know the combo to make all time happy?
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hi i am wondering how to join a group of 8 US soldiers with 2 civilians, first of all i dont even know how to make a group. is it something like this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">grp1=group this but anyways i can join them somewhat already, the group leaders name is ws9, so i put[/code][civ1, civ2] join ws9 and that works, but what if ws9 is disabled in the multiplayer selection screen. then they wouldnt join anyone. how would i make them join the leader, whoever he may be, of the 8 US soldiers group?
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joining a group and 2 units
TheJokerMan replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
thanks dude! hey i got other question about groups now/ How do I make a trigger hit only when a member of a group enters it? ------- i know what you will say, make the trigger and then link the trigger to the group...... but we all know that this is the worst way possible to do that so i am wonder, what would i write in the condition line to let the trigger know when a member of grp1 is present? -
ending a camera loop
TheJokerMan replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
thanks buddy! that worked great -
hey sup all, i got this cool intro im making but i dont know how to end the loop after i get it started, heres the part of the code i got so far with the loop in it... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_cam camsettarget truck2 _cam camsetrelpos [0,-10,10] _cam camcommit 3 ~10 _delay = _time + 20.0 #loop _cam camSetRelPos [4,-10,2] _cam camCommit 0 goto "loop" _cam camsettarget jp4 _cam camsetrelpos [0,5,4] _cam camcommit 0 OK as you can see the loop starts on truck2, but i want it to end after about 20 seconds and the camera to be reset on jp4. How do I end the loop and set the camera on jp4? thx for any help!
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hello all! i cant get my sound/.lip files to work right and i dont know whats wrong. ive made missions before and they all work fine and i thought i was doing everything the same but it still wont work, could you take a look at this and see if you find something out of place? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSounds { sounds[] = { sound1, sound2, sound3, sound4, sound5 }; class sound1 { name = "sound1"; sound[] = {"sound1.ogg", 1, 1.0}; titles[] = { }; }; class sound2 { name = "sound2"; sound[] = {"sound2.ogg", 1, 1.0}; titles[] = { }; }; class sound3 { name = "sound3"; sound[] = {"sound3.ogg", 1, 1.0}; titles[] = { }; }; class sound4 { name = "sound4"; sound[] = {"sound4.ogg", 1, 1.0}; titles[] = { }; }; class sound5 { name = "sound5"; sound[] = {"sound5.ogg", 1, 1.0}; titles[] = { }; }; }; class CfgMusic { tracks[]= { track1, track2, track3 }; class track1 { name = "track1"; sound[] = {\music\track1.ogg, db+0, 1.0}; }; class track2 { name = "track2"; sound[] = {\music\track2.ogg, db+0, 1.0}; }; class track3 { name = "track3"; sound[] = {\music\track3.ogg, db+0, 1.0}; }; }; so i recorded some sounds at (mono, 44100hz, 16bits) then i made the .lip files, then i converted them to (.ogg, mono, 16000hz) so i go into editor and type<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 say sound1 and nothing happens... does anyone know whats up? thx
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grrr ROOOAAARR!! ok i search around and look at all posts but wow, and i find one man that had the same problem as me but i dont know how to link it here this is the PROBLEM!----- i have map with 3 groups and i want any member of those 3 groups to beable to set off the OJB4 trigger, so i made 3 triggers and linked the group leader to each of their own triggers with the activation as ANY MEMBER right? this work when all the AI is there, and if i disable ai in the start of game it doesnt work. why?
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unit behavior and stance
TheJokerMan replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
hey thank alto for info! but now how do i make AI crouch? this setBehaviour "COMBAT"; this setUnitPos "HALF"; well that doesnt work, anyone know? -
hi, i just spent an hour searching -yuck - but found some pretty cool stuff along the way, but not what i was looking for. im trying to figure out how to make 1 AI soldier named en13 stand in the danger mode. as you may know when ai is ordered to stand up and ordered to danger they will stand and aim their gun in the direction they are looking. this is what im trying to accomplish so like how do i change BEHAVIOR and STANCE?
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hey hey! ok im trying to make an outro for my map. i already have an intro which is called "introcam.sqs" right? and i put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "introcam.sqs." in the INIT field of a unit, and that works fine... but now im trying to make an outro named "outrocam.sqs" so i made a little test one and tried to get it to run but it didnt work, i put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "outrocam.sqs" in the ACTIVATION line of a trigger and obj1 && obj2 && obj3 && obj4 in the CONDITION line but nothing happened. what am i doing wrong?
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hi... i need help, ok i have 3 groups with playable units in them, so i want the end trigger to be activated by any member of any of the 3 groups? i know how to do that with 1 group, but it would seem that you can only link 1 group and 1 trigger. so is there an easy way to do this? or would i have to make 3 indentical triggers and just link them all seperatly?
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how do link 1 trigger to 3 groups
TheJokerMan replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
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i was wondering how to make an outro? i mean when a certain trigger hits thats where i put [] exec "outrocam.sqs." right? but how does the map end after the outro? would i have to place a seperate trigger to end it and time it just right? im sorry im confused can you help me?
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unit behavior and stance
TheJokerMan replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
hey heres a question off that topic, if i was going to put in <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">en13 setBehaviour "COMBAT"; en13 setUnitPos "UP" where should i put it to decrease the lag/pc usage as much as posible? i mean would it work better in the init.sqs file or in the actual units init line? -
unit behavior and stance
TheJokerMan replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
yea i typed STANCE in a search and got everything but stance as a result, and a ton of posts that didnt even have the word stance in them. soooooo i dunno but thanks for the info! -
thanks to all you who help me in the past! now there is a new problem i face . i am trying to get the color of a marker to change from red to green after an obj is complete, any ideas?
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hey whats up? im stumped, i want an ai soldier to get out of a truck so i put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sol9 action ["eject", vehicle sol9] in a trigger right? but right after he jumps out. he jumps back in! and doesnt come out again, how do i make him stay out of the truck?
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hey guys could someone take a look at this code and tell me if its good? i mean i stumbled through this all night and finally got it to work, but sometimes somethings slip a second either way ya know? and im just wondering if there is any unnessesary lines of code in here, also i am wondering if there is a way to lock the unit into looking through binocs until you want him to put the binocs away, here is the script i got so far: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutrsc ["default","PLAIN DOWN",0] _cam = "camera" camcreate [0,0,0] _cam cameraeffect ["internal", "back"] _cam camsettarget bar1 _cam camsetrelpos [-1,-6,1.7] _cam camcommit 0 titlecut [" ","BLACK IN",2] ~3.6 _cam camsettarget man1 _cam camsetrelpos [1,1,2] _cam camcommit 5 @camcommitted _cam ~3 _cam camsettarget man2 _cam camsetrelpos [-1,3,2] _cam camcommit 3 @camcommitted _cam ~2 titlecut [" ","BLACK OUT",2] ~2 _cam camsettarget sol8 _cam camsetrelpos [1,2,1] _cam camcommit 0 titlecut [" ","BLACK IN",2] ~4 sol8 playmove "BinocStand" ~2 cutrsc ["binocular","PLAIN DOWN",0] _cam camsettarget truck2 _cam CamSetFOV 0.05 _cam camCommit 0 ~5 cutrsc ["default","PLAIN DOWN",0] _cam camsettarget sol8 _cam camsetrelpos [-1,6,2] _cam camcommit 0 @camcommitted _cam ~5 _cam camsettarget sol2 _cam camsetrelpos [1,10,0] _cam camcommit 2 @camcommitted _cam ~4 _cam cameraeffect ["terminate", "back"] camdestroy _cam titlecut [" ","BLACK IN",2] any tips or hints would be much welcomed
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anyone please? how do i reset the zoom on the camera after <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">camsetFOV takes hold
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hey guys... i need some help concerning the description.ext file. i want to put about 9 sounds in this map im making but i only know how to make 1 work. this is what i have in my description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSounds { sounds[] = { talking1 }; class talking1 { name = ""; sound[] = {"talking1.ogg", db+0, 1.0}; titles[] = { 0, $STRM_talking1 }; }; }; as you can see this is only set up for 1 sound, i tried messing around and copying and pasting and chaning "talking1" to 2 and 3 and stuff, but no other sound will register in the editor, does anyone know how to make the right description.ext?
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oops i forgot to mention after the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_cam CamSetFOV 0.05 line takes effect the camera zoom properties seem to be all screwed up and i cant fix the camera on sol8 and sol2 properly, any suggestions?
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hey i searched around and found out some pretty cool stuff, but i couldnt find a straight answer! how do i make units disappear after they have served their purpose. i have an intro seen with 2 men and 1 car, after the intro i want to remove them from the map after a delay of about 10 seconds i would say. i thought i could do something with camDestroy? but then i see that in order for that to work you have to do camCreate? im lost, somebody find me
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Thanks dude that works great. Another question though. How would I lower the db of one of the sounds, I assume it has something to do with this line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sound[] = {"sound1.ogg", 10, 1.0}; i cant seem to get it to go down though, is it the 10 part or the 1.0 part that is the db, and does anyone know the range of the db? like -50 to +50 or something?
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1st person View and Zoom through binoculars
TheJokerMan replied to TheJokerMan's topic in OFP : MISSION EDITING & SCRIPTING
that tutorial answers all my questions thanks