Wadmann
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Everything posted by Wadmann
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@ Offtime Looky here! It only uses one addon (Team Yankee Bridge pack) so the  rest is all OFP buildings. Not an exact replication, but good enough for OFP. Wadmann
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I found a great post on another forum that has many pictures (some very graphic) from the Iran-Iraq war. Iran-Iraq War pics There is also a link to an album of the conflict in the first post. Wadmann
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Add Action In Mp Games
Wadmann replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Just thinking out loud once again, but couldn't you use leader grp1 addaction ["Scriptname", "yourscript.sqs"] so you would not need to define an array of possible units that could become the leader? Syntax not checked, but you should get the idea. Wadmann -
When the topic is "OFP...Dead?", I just love it when people that insist that it is dead say: Please focus on the word selling. If a games is still being bought and played 4 years after it's original release, only an idiot would say that OFP is dead. This fact proves that it is clearly alive as it is still being bought when there are many other games currently available that have better graphics. Well coming from someone that stated that they are looking "for some news on ofp2" in a thread that is clearly about OFP, most of you can figure out the rest. @Mora2 - As you have proven that you cannot comprehend simple concepts, I am saying that your are as dumb as rocks! Wadmann
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Sounds like a great system AgentFox2, but I have not been able to take a look at it yet. I had been using Lester's targets but ran into some of the issues that you seem to have eliminated! I hope to have some time this weekend (if not, the next for sure!) to see how well this works and respond with my thoughts. @ manhunter09 You will have to either setdammage 1 (have not tried) or deletevehicle Lester's targets to get the AI to stop firing on them. Wadmann
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And yet you still bother to drop by a "dead" game's forum? Get a life! If the game is dead, why, after 3.75 years did the forum just host the most users ever? You will know that OFP1 (or any game for that matter) is dead and buried when you cannot post any more stupid questions like this on an official game's forum! Wadmann
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Camcreating infantry weapons
Wadmann replied to havocsquad's topic in OFP : MISSION EDITING & SCRIPTING
Here is a link to a script at OFPEC that allows you to place a weapon on a table or on the ground: Guns on tables by StonedSoldier Wadmann -
As your original request touched on two different areas (or at least that is how I read it), here are two links that should answer either or both of your questions. As for the returned values from event handlers, I use Igor Drukov's tutorial available from OFPEC. If you want info on the actions available in OFP, but not obtaining any returned values from these actions, read up on it on this  sticky topic on the OFPEC Forums. One, if not both of these links, should provide you with the information that you seek. Wadmann
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Chopper area suppression script
Wadmann replied to klavan's topic in OFP : MISSION EDITING & SCRIPTING
Well I can see that you have mastered scripting far more so than I may ever hope to attain! But since we are thinking along the same lines, my thought was to place the invis target when the chopper arrives at a certain spot, chopper fires away for ~2-3 seconds, invis target is deleted on deactivation and a new invis target is created 10m or so further downrange, repeat the process as long as needed. I basically did this in one of my missions where a Cobra flies in over an airfield blasting empty parked aircraft along the runway. As soon as the first aircraft was damaged to a certain level, the invis target was deleted and a new one was placed at the next parked aircraft. With a little adjustment, the effect was that the Cobra essentially strafed the line of aircraft.The Cobra did fire its cannon, but you could then do what you did with your script and remove the ordinance that you do not want expended on the targets. You may be on the right track with the disableAI command (targeting?), but to keep the chopper headed and moving in the correct direction would be a major pain in the a** using the setvelocity command (I think). Sorry I could not be of more help to you as I underestimated your own scripting knowledge (and displayed my own shortcomings  )! Wadmann -
Chopper area suppression script
Wadmann replied to klavan's topic in OFP : MISSION EDITING & SCRIPTING
I made a script that uses Lester's Invisible Addons to allow a chopper, plane, tank, or whatever you want to fire on an area. You can find it here. This version places the Invis Target near objects (units and choppers) but I have a version at home that works with onsingleMapclick. It may not work as is for your request (make a single passage with FFARs over a given area let's say 100x30 meters), but could be modified to get the desired effect. I can post that version over the weekend if you are not opposed to using a small (~3 kb) addon that is included with my script demo. Wadmann -
Vechicles moving out of the building
Wadmann replied to Gedis's topic in OFP : MISSION EDITING & SCRIPTING
The "RelPos Coord" is a function, not a script. You can get it here. Wadmann -
If you want extended engagement ranges, either use Cheeky Monkey's Extended Range Pack (you will have to search for that one) or, as I do, use Unnamed's AI Forward Observers available here. Try the sniper demo mission in the pack and you will see how well his observers actually work! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
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I am no scripter, and definately not an MP scripter, but I do know a couple of things that may help you out, but may not answer your question directly. 1) Anything that is put in the mission editor becomes global as every client has a copy of the mission.sqs. 2) A wise sage once stated that the "publicvariable" command should have been named "broadcastPublicVariable" as you will need to send out the variable each time it changes if you want it updated on all machines. 3) Unit psoitions are global as whenever a unit moves, it must be at the same position on all machines. Those that have a greater understanding of MP editing please correct me if I am wrong as I need to learn more myself about MP scripting. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
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I saw this pic with the following caption and am 99% sure that this is OFP. Seems that ADF and USMC are not the only ones using OFP/VBS for training. MKO OFP Training? Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
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Setting up respawn points in a building?
Wadmann replied to wass24's topic in OFP : MISSION EDITING & SCRIPTING
If the building has predefined positions (in the editor, place a "move" waypoint right on top of the building and see if the WP has a field for the different positions or in game, see if you can move a unit to a particular position by selecting a unit and by pointing at the building, selecting a buildingpos to move to), you can use this: this setpos (buildingname buildingpos position#) I think that you can even replace the position# with (random #) where the # is replaced by the total number of positions in the building. Currently at work so I cannot verify the random feature. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann -
Just group (press F2 and drag a line from) the officer to a marker (use invisible ones) and the officer will either be where you placed him or at the marker location at the beginning of the mission. Wadmann
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Please add another representative from the state of California: Â Â Â Â Â Â Â Â Wadmann in Roseville, CA Great idea! Keep up the good work! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
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As per philcommando in his aircraft carrier topic: That being said, I think that the max is 50 meters. Wadmann
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Is there any bouncing grenades released?
Wadmann replied to pexmo's topic in ADDONS & MODS: DISCUSSION
IIRC, ECP has grenades that use LOS so if you cannot see the explosion, you cannot get hurt. Here is some info from OFPEC about ECP 'nades: Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann -
@ aviel Take a look at topic at OFPEC. It should be just what you are looking for. There are several versions throughout the post that, IIRC, were all a little different from each other so you may want to try several different ones and see if you like the results. Wadmann
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Question about setobjecttexture
Wadmann replied to nephilim's topic in OFP : MISSION EDITING & SCRIPTING
From the readme me in TexView (Officail BIS texture viewing utility): It looks like 256 x 256 is the highest resolution that is currently available for proper display of the textures. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann -
How to ignore waypoints after a trigger
Wadmann replied to bigduke6's topic in OFP : MISSION EDITING & SCRIPTING
Hey Mart! Do you already have a final waypoint at the landing position for your choppers if the mission goes well? If so, then all that you need to do is change your trigger with the working condition line to a "switch" type of trigger and the sync (F5) the trigger to the last waypoint, your base location. If not, then make a final waypoint at the base location and follow the above steps. Let us know if it worked for you or if you need some more help. Wadmann -
reasonable radio man script idea
Wadmann replied to BoweryBaker's topic in ADDONS & MODS: DISCUSSION
A quote from Igor Drukov's EH guide: You may find the complete tute here. Â I hope that this gets you going in the right direction as you idea sounds great (pun intended)! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann EDIT: Oh, I see want you are looking for. You could then try: <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 _weap = this select 1 ?_weap = correctradioname goto #message #message _man say "yourmessage" ;or even [_man] exec "radiomessage.sqs" I am not a scripter and this was put together at work so check all syntax but you should get the idea. You would also need something to point to #end if weapon was not the radio. Hopefully a real scripter will come along and help you out proper. Maybe try this in scripting and editing or even over at OFPEC. -
Questions on AddEvent Handler "fired" for aircraft
Wadmann replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
As an EH reference, I use Igor Drukov's Event Handlers tutorial that may be found here. Wadmann -
You can add a line like this into you script to add a random element to the placement of your mines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_targ setpos [(getpos _ldr select 0) + (random (_acc*2)) - _acc,(getpos _ldr select 1) + (random (_acc*2)) - _acc,0] Of course you have to change the variables to suit your script needs. The variable _acc is used to change the accuracy of the random feature; the bigger the number, the wider the area that the _targ would be placed. If they were only to be placed in the editor and you are not concerned about respawning, you could just make multiple markers and group them (F2) to the object (or is it sync F5?) and then the object will be randomly placed at the marker location. Hope this helps some. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann