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Unnamed_

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Everything posted by Unnamed_

  1. Hi, I noticed the old chestnut about starting anims from map based objects, cropped up again. Remembering a couple of posts by Dinger and Bn880 I put this together. As an example add the following user actions to the JOF_Objects1 config for: class JOF_Radar002 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class UserActions { class JOF_Radar002Init { displayName="Nil"; position="Achse1"; radius=3000; condition="call {private ""_t"";_T=True;If JOF_Radar002 Then {_T=False};If _T Then {JOF_Radar002=True; [This] Exec ""\JOF_Objects1\Radar.sqs""};_T}"; statement=""; }; }; class JOF_Haus006Init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class JOF_Haus006Init { displayName="Nil"; position="Achse1"; radius=3000; condition="call {private ""_t"";_T=True;If JOF_Haus006 Then {_T=False};If _T Then {JOF_Haus006=True; [This] Exec ""\JOF_Objects1\Radar.sqs""};_T}"; statement=""; }; When you start a mission on Mapfacts Nogova, both Radars should be working. It's activated when the player is within 2000 meters of the radar (2000m is the max range of user actions?) There are better ways of starting more than one anim, but this was just a quick test. The downside, the following function: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call {private ""_t"";_T=True;If JOF_Radar002 Then {_T=False};If _T Then {JOF_Radar002=True; [This] Exec ""\JOF_Objects1\Radar.sqs""};_T} Is called every 0.04 seconds for the duration of the mission. But it's only a couple of logic test on some Booleans, so it should not be that bad. Cheers
  2. Unnamed_

    walking on moving vehicles

    Thats just setpos positioning the objects relative to the current height of the rising and falling tide. Vektorbosons height above sea level function will return the height of the tide, just subtract (well add...as the function returns a negative number) that value from the Z value of your SetPos command. You just have to call Vektorbosons function and your SetPos command as a single function, so you get the correct tide, the moment you setpos. Oh and just in case. GetPos returns a Z value relative to any roadway LOD you happen to be above. Setpos is relative to the terrain your above, and will ignore the height of the roadway LOD if you try and position something directly on top of the roadway itself. So unless your aircraft stays at a fixed altitude, you will have to call extra functions to get it's absolute height for the guys walking around inside.
  3. Unnamed_

    A fire object

    No it does not work, and I did test it. At least on Res V1.91 using Empty\Objects\Fire in the editor. I cant say I've tested every possible connotation, but I did try and test it from within a config to. But I assumed it was common knowledge that you cant use RemoveAction for every action in OFP? For anyone who is interested there are two kinds of actions: Those you add using AddAction in a script or mission, they can be removed with RemoveAction, have a default activation radius of about 50 meters, and are available to everyone within that radius. The others are User Actions, those you add via a config, they have a user defined radius that goes up to the maximum view distance you set in OFP's config. Have a condition field to decide who gets to display the action and a statement field to say what’s to be done when selected: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FOStartStandScan {      displayName=$STR_DN_FOStartStand;     position="zbran";     radius=0.5;     condition="(([This] Call FO_ObserverReady) and (CanStand This) and (Alive This))";     statement="[This,True,FO_STAND] Call FO_SetActiveStatus";    }; @Sanctuary Just out of curiosity what did you intend to use the InFlame command for, Mission editors or internally in your scripts?
  4. Unnamed_

    A fire object

    You can only use RemoveAction, with the Action ID's returned by the script command, AddAction. If your only using the fire class for the InFlame command. Why not just move the object out of the way, once the fire script has been started?
  5. Unnamed_

    Is there a chance?

    Yes you can, but nobody has made the required library of sound files or written the proper scripts for MP. But I do have an example that uses some of the default voice samples of OFP, to play simulated custom radio messages. If your interested?
  6. Unnamed_

    Custom animations in config

    If you just want to get it into the game, I have a basic example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class FOU_DataV10 { units[] = {}; weapons[] = {}; requiredAddons[] = {BIS_Resistance}; requiredVersion = 1.91; }; }; class CfgMovesMC { class Default {}; class CombatBase: Default {}; class StandBase: Default {}; class States { Ă‚ Ă‚ Ă‚ class FOBinoc: CombatBase { actions = BinocActions; file=sdalekstat.rtm; // TODO: ai variants speed=-2; looped=true; disableWeapons=false; showItemInHand = true; soundEnabled=false; enableBinocular = true; head=headNo; connectFrom[] = {CombatToBinoc,1}; interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1,CombatDyingVer3,0.1}; }; class FOBinocLying: CombatBase { actions = BinocLyingActions; file=plazenidalekstat.rtm; // TODO: ai variants speed=-2; looped=true; disableWeapons=false; showItemInHand = true; soundEnabled=false; enableBinocular = true; onLandBeg=true; onLandEnd=true; //duty = RestDuty; connectFrom[] = {LyingToBinocLying,1}; interpolateTo[]={LyingDying,0.1}; }; class FOBinocStand: CombatBase { actions = BinocStandActions; file=bezdalekstat.rtm; // TODO: ai variants speed=1; looped=true; disableWeapons=false; showItemInHand = true; soundEnabled=false; enableBinocular = true; connectFrom[]={StandToBinocStand,0.1}; interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1}; }; class FOBinocCrouch: CombatBase { actions = BinocCrouchActions; file=klekdalekstat.rtm; // TODO: ai variants speed=2; looped=true; disableWeapons=false; showItemInHand = true; soundEnabled=false; enableBinocular = true; connectFrom[]={CrouchToBinocCrouch,1}; interpolateTo[]={CrouchDying,0.1}; }; class FOCrouch: CombatBase { preload = true; actions=CrouchActions; file=klek.rtm; speed=2; variantsPlayer[]={}; variantsAI[]={}; visibleSize = 0.6; aimPrecision = 0.5; soundEnabled=false; recoilSuffix = "halffixed"; connectFrom[]={CombatToCrouch,1}; interpolateTo[]={CrouchDying,0.1}; }; }; }; I just made some slight variations on the original BIS anims. Get the documented CfgMoves file for more examples.http://web.quick.cz/fholesinsky/OF/index.html
  7. Unnamed_

    Starting animations from map objects

    It works best when placed by visitor. You should be able to use the method as either a single init event for an island. Or as individual init events for objects placed on the island with visitor.
  8. Unnamed_

    Counting using eventhander fired

    Your script should use the global variable UKF_HMGCount not the local variable _UKFHMGCount. If you drop the underscore and make them all global, then you cant have more than one in a mission. To do that you would have to use global arrays or dynamic global variables (like COC) or store the shot counter as part of the units rating. Assuming there is no OFP script command to get the number of rounds. There are no easy solutions, but I can point you to posts that cover all of the above.
  9. Can you get away with creating a "dumb" soldier with CreateVehicle. Then delete him and create a proper soldier when you want the guy to do something?
  10. Unnamed_

    Pacific Front Mod

    WW2 Mods come second to modern day, according to the OFP info poll. Perhaps it's harder to envisage the Pacific theatre in OFP? Everything I've done so far (Mortars,Beach Landings and Aircraft Carriers) are geared towards getting a MP Mission template, covering WW2 in the Pacific.
  11. Unnamed_

    Bridge damage sqs problems

    AFAIK you cant run scripts from objects inside a wrp file, thats sounds like the problem your having? I think you would have to assign the damaged bridge script manualy from the mission editor.
  12. Unnamed_

    My addons and limits

    My plan was to make the gunners invisible, although you can see him ATM. As I use a dedicated Cargo Slot just for the the rear guns pivot point, I will have the regular aircraft cargo position act like a static, fake gunner. Set positioning is an old idea, but using a dedicated cargo position, allows you to account for pitch and bank when set pos'ing the gun. So IMHO it's an improvment over previous methods. Although the problem of setting the gunners pitch and bank is still there, thats why I still need the invisible gunner ATM. All I want to do, is make the prospect of attacking a close formation of AI bombers, a bit more daunting. WW2 carriers like the Kaga will work well as hard coded runways, there elevated takeoff position will help with some of OFP's logic to. I guess your going to use gamelogics and ObjectID, or something, to activate the turret scripts for static objects? It's just, an ILSPosition without taxiways, defined around the centre of a Map. Will give more flexibility for multiple carriers at just about any location, and I want to code each carrier to reflect it's own particular landing and takeoff procedures. @BraTTy Any plans for dedicated WW2 AA guns? I know there are a few ground based guns in the works, from various MODS. It would be nice to come up with a generic Flak script, to recreate the density you see in the old WW2 movie footage.
  13. Unnamed_

    My addons and limits

    Hi, Good news, your Corsair is a great addition to OFP, so I'm looking forward to more. I've been messing with this on and off. It's possible to add an AI tail\rear gunner, I added one to the Storch. There not perfect, if you look to close. But then if you do that, you don’t stay alive long enough to spot the flaws I'm hoping this wont be an issue soon, I have just about finished the scripting of a system that supports multiple runways, all that’s left is dotting the I's and crossing the T's. Once that’s done I'll have to test and configure around 80 aircraft and Islands. For example, Gaia has eight individual runways, testing 70+ aircraft on them all takes time. There is also someone else working on a similar system, so don’t worry to much about runway limitations, until you get a chance to check out some of the alternatives.
  14. But how would you break the player names down to individual characters? I suppose you could add a list of predefined player names, would at least work for your clan and regulars.
  15. Try user actions if your doing it from a config. You can define the radius so only the individual can use it. Plus you can access it from the command menu to. Something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class UserActions { class FOPlotTarget { displayName=$STR_DN_FOPlotTarget; position="zbran"; radius=0.5; condition="([This] Call FO_PlotTarget) and (This==Player) and ([Group This] Call FC_ValidGroup)"; statement="[This] Call FO_MapClick"; }; };
  16. Unnamed_

    Horse with rider

    Yes, if you can automatically display the weapon a unit is carrying as the weapon of a vehicle. Then foxholes and every other form of static defence actually have an advantage rather than just being scenery. You could add machine gun nests, barricades and probably the windows in Col Klinks DIB houses to the list. Might even be a convenient way of doing light mg's with bipods.
  17. It can be a difficult concept to get your head around, but you would be adding extra cargo slots just to get the position of the turret. So you can do whatever you want with the others. In fact it works better when you do have other cargo slots.
  18. Unnamed_

    A plea for standardisation

    No need for that, create a tiny (2k) config that inherits from the oroginal addon and just contains your mofified values. I think you can even support a load of different addons in one config, if they dont have the required addon it wont show up in the editor.
  19. Yep, the velocity method Igor mentined, but the gun has to be firing. There is also a method using the drop command but I'm not sure how reliable this is. I prefer the Game Logic method, here is the direct link to a basic demo. http://homepages.gotadsl.co.uk/~gssoft/GameLogic.zip And some documentation for using the game logics, written to accompany the MCar project: http://homepages.gotadsl.co.uk/~gssoft/MCARGameLogics.zip But Im afarid you will have to edit the addon and add a few housekeeping scripts when using Game Logics.
  20. Unnamed_

    Pacific Thunder

    WWII EC have a website for a Pacific Mod. Bratty has some screen shots and a very nice Corsair for download: http://www.ofp.info/bratty/index.html I think there is some news of another MOD at OFP info.
  21. Unnamed_

    Falklands mod progress

    Is that a fake (In a good way) sea? Or just some creative image editing I mean it looks different, is it low level clouds or are you using your own sea level?
  22. Unnamed_

    Horse with rider

    As for rear gunners, this would fit the bill: http://ofp.gamezone.cz/index.p....page=12
  23. Unnamed_

    Horse with rider

    I dont see why not? Multi gun vehicles have been proven to work: http://www.flashpoint1985.com/cgi-bin....t=42119
  24. Unnamed_

    Land Contact Points

    Hi, I've noticed that if the land contact points of an air plane or not equidistant from the centre of the plane it can cause the aircraft to veer to the side: Here is an example if your not sure what I mean. Both the X axis of 0 & 1, should be 2.269 & -2.269 or 2.066 & -2.066: You can test this yourself by running this script on an aircraft with no fuel: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Plane=_This Select 0 _Dir=GetDir _Plane @(Call {_Plane SetDir _Dir; False}) If the Land Contacts are off, the aircraft will start moving either left or right. I know it has enough effect to slow down an aircraft during take off. So it might help with standard OFP runways to? My question is: Are there any other factors similar to Land Contact that could cause the same problem. As I'm still having the same problem (although not as extreme) even with balanced contact points. Yet some aircraft addons work perfectly. Cheers
  25. Unnamed_

    Mapfact discussion thread

    Cant speak for what the MapFact guys have planned, but it is possible to get the AI to land on multiple runways. Here is some screen shots of at least one version: http://www.ofpec.com/tags_view.php?id=1166 How convincing & usefull it will be to anyone else I dont know, as the all to common OFP if's and but's apply. Although some consideration will be needed when locating multiple airports, to get the best results.
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