Victor_S.
Member-
Content Count
555 -
Joined
-
Last visited
-
Medals
Everything posted by Victor_S.
-
Firing at blind targets with grenade laucher
Victor_S. replied to olro's topic in OFP : MISSION EDITING & SCRIPTING
I believe i saw a script for that at ofpec.com but it might only work for artillery. -
You can just put getpos? I thought you had to put like: player setpos[(getpos dude1 select 0)+1,getpos dude1 select 1]
-
All units executing a script
Victor_S. replied to Victor_S.'s topic in OFP : MISSION EDITING & SCRIPTING
alright im still not getting this to work. the way I have it set up is: (this is in the trigger that executes the script. Â The group is us1 and they are on the west side.) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x addEventHandler [{killed},{[_this,west,us1] exec "respawn.sqs"}]} forEach units us1 so it has three parameters. The west and group are working fine. An AI is created after a unit in the group dies and the AI returns to the correct group, but the original body does not disapear and the new AI does not have this event handler. This is the respawn.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_man = _this select 0 _side = _this select 1 _group = _this select 2 ?not(Alive player):exit ?(_side==west): goto "west" ?(_side==east): goto"east" #west ?(_group==us1): goto "us1" ?(_group==us2): goto "us2" ?(_group==us3): goto "us3" ?(_group==sfwest): goto "sf" #us1 ~10 deletevehicle (_man select 0) "gravecross1" camCreate [(getpos site1 select 0)+movePoint,getpos site1 select 1,+0.3] movePoint = movePoint + 1 goto "usSpawn" #us2 ~10 deleteVehicle (_man select 0) "gravecross1" camCreate [(getpos site2 select 0)+movePoint,getpos site2 select 1,+0.3] movePoint = movePoint + 1 goto "usSpawn" #us3 ~10 deleteVehicle (_man select 0) "gravecross1" camCreate [(getpos site3 select 0)+movePoint,getpos site3 select 1,+0.3] movePoint = movePoint + 1 goto "usSpawn" #usSpawn ~3 _u = "sebnamarmywo" createUnit [getpos USbase, _group, "w1 = this", 1, "PRIVATE"] ~1 _u addEventHandler [{killed},{[_u,west,_group] exec "respawn.sqs"}] #east exit when it gets to deletevehicle earlier in script it gives me error that and object is expected but its an array. So the body is not deleted. So im guessing that its not understanding which guy has executed the script. I know it might be hard to undertand what im tying to explain so thank you in advance for any help. EDIT: ok I got the original unit to delete when he dies by adding the changes in bold but the newly created unit still will not execute the respawn script. -
All units executing a script
Victor_S. replied to Victor_S.'s topic in OFP : MISSION EDITING & SCRIPTING
Yea I got that one to work but for some reason i cant get the spawned units to have the eventhandler. I am doing it like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_new = "sebnamarmywo" createunit (bla bla bla...) _new addeventhandler [{killed},{[_new] exec "grave.sqs"}] they spawn but it does not appear that they have the event handler? -
All units executing a script
Victor_S. replied to Victor_S.'s topic in OFP : MISSION EDITING & SCRIPTING
I got it to work using a triger with a group named west 1: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{[_x] exec "grave.sqs"} foreach units west 1 I was going to try to figure out how to combine all groups into one variable like: _allwest = (west1,west2,west3) but i dont think this is possible. Ill try how you suggested but I have another problem. I want it to move over a meter every time it creates a new grave so there will be a line. Any Ideas on how to do this? -
Turning OFP into your favourite game!
Victor_S. replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
Thanks for this post. I have lots of addons and effects packs but i was unaware of the Material Properties addon, so thanks -
Thanks for this post. I have lots of addons and effects packs but i was unaware of the Material Properties addon, so thanks
-
I know what video your talking about shadow I know what you mean about the dirt being kicked up and i think that would look alot better than the grenade poof that most apache addons have. I can never tell what addons look like from your pictures parvus because you could make addons from the crap mod look top notch , but this addon looks really good so im downloading now.
-
I have a spring powered M4. I was suprised by how accurate they are and by how durable it is . Some of my little brothers friends where shooting airsoft at my house(which is two story) so I opened up my window and poped a few of them in the head(they had glasses), but yea they are fun.
-
no i think the way the sights move is fairly realistic. there are short pauses when you exhaul and inhaul(forgive spelling ) and I really liked the parts in the video when the camera was bobing with the soldiers as they ran. Oh and the reason they seem to be gliding is because of fraps. not every frame is being captured, It is very smooth ingame. I suggest you try it if you have not before and if you used to play they have come out with patches that have made it better. Its a relly fun game. I liked the video nice music.
-
US Civil War Mod ver.1.0 Beta Released
Victor_S. replied to Triglav's topic in ADDONS & MODS: COMPLETE
Ive that the spencer rifle is fairly accurate. You just have to aim low and to the left a bit Offtopic but i got a new mouse and my middle scroll button no longer works. Someone else had a topic on this but it didnt help me -
So you made the model and used cs textures if so then gj on the model.
-
American civil war mod close release!!!
Victor_S. replied to OVERWATCHangel's topic in ADDONS & MODS: DISCUSSION
does guerilla units mean sharpshooters??? -
mine is not as bad as some of yours, my whole folder is 4.73GB but I have other folders of newly downloaded addons(they have to be processed ) and my 02 folder and my wrp folder a bit off topic but I also have several other wieghty games installed. Im a download-a-holic
-
If you have a custom weapon you can put something like cost=0.00000001; into the config ammo so you can carry more mags.
-
Personally I like your T80 i dont care if it is realistic or not. Keep up the good work
-
American civil war mod close release!!!
Victor_S. replied to OVERWATCHangel's topic in ADDONS & MODS: DISCUSSION
Yes, I say release it now. You can always release later versions. -
It looks great I dont mean to go off topic but Stalker is the game that I am waiting for. You can see some awsome trailers at: game trailers
-
all you need to fix bulldozer is a little exe. ill send it too you. Just pubt all the bulldozer stuff and a folder with all of the 02 stuff into a folder called oxygen then double click on the exe and bulldozer will work. Im sending you the exe though your email. If you need any other help with bulldozer pm me. here is a great tutorial for all this and on how to make the exe should you need to. http://ofp.gamezone.cz/_hosted/brsseb/tutorials.htm
-
American civil war mod close release!!!
Victor_S. replied to OVERWATCHangel's topic in ADDONS & MODS: DISCUSSION
I can hardly wait -
American civil war mod close release!!!
Victor_S. replied to OVERWATCHangel's topic in ADDONS & MODS: DISCUSSION
lol wasnt that the revolutionary war?oh well I cant wait either, this is the mod I cant wait for the most -
Oh man I cant wait for that. How did you manage to change the regular bullets, with the drop command?
-
American civil war mod close release!!!
Victor_S. replied to OVERWATCHangel's topic in ADDONS & MODS: DISCUSSION
Personally I really dont care weather there are horses or not I love those soldiers and cant wait until their release ( every time I see this thread the title makes me think its been released for a second ) -
American civil war mod close release!!!
Victor_S. replied to OVERWATCHangel's topic in ADDONS & MODS: DISCUSSION
Whith that magazine problem your having. I havent tried this but would it work to put somthing like: cost=0.00000000001; in the config ammo? One of my units would only allow 4 mags or it would CTD then I added that into the config and I put like 7 or 8 mags. -
I just made a map of the state of Texas, its not finished but its fun(not sure if its a good map or because i made it )