Wadmann
Member-
Content Count
122 -
Joined
-
Last visited
-
Medals
Everything posted by Wadmann
-
I am getting an error with a mission that previously worked with the new Oman,Navals,Vityaz, ect units (just to see what they all looked like) but with the old Motorized Inf. units. Now after installing the new 3.0 Mot. Inf. units, I get the following error when I attempt to use the mission: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error Loading rhs_rfmi\rhs_garr03.p3d (Magic) Any idea what is causing this error? Thanks in advance. Wadmann
-
Great job e! I recently started using Tonal again and have been having a blast playing some old missions. I really look forward to the new version. One (or two) question(s) though. Will it be a mod folder conversion so that one could play either a jungle or brush version (not both at same time)? Â Or will it modify the original pbos? Probably too late to do much good, but just let me know if you need any camo pattern scans. Nothing really new, but I do have a few unpublished patterns so feel free to ask. Wadmann
-
createUnit does not work properly
Wadmann replied to MulleDK13's topic in OFP : MISSION EDITING & SCRIPTING
To solve your original issue, you can use a function (.sqf) by Backoff that will return the new object ID. Use it just like you would for createunit. See below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//createUnit2 v 1.0 //By Backoff (michael@backoff.ch) //This function does the same as createUnit but it will return the new object id. //usage: //place the sqf file in your mission folder and add this line in your init.sqs: //'createUnit2 = preprocessfile "createUnit2.sqf"' _private = ["_class","_pos","_group","_init","_skill","_rank","_index","_return"]; _class = _this select 0; _pos = _this select 1; _group = _this select 2; _index = count units _group; _return = false; if(count _this > 3)then { _class createUnit [_pos,_group,_this select 3,_this select 4,_this select 5]; } else { _class createUnit [_pos,_group,"",0.5,"PRIVATE"]; }; if(_index < 12)then { _return = (units _group) select ((count units _group) -1); }; _return; Example (in script): _reb1 = ["SoldierWB",getpos object 1, group reb1] call createUnit2 Hope that this helps. Wadmann -
Not an expert on the subject but I may be able to help some. A couple of things I noticed in your script. First of all, I did not see where you make onMap true so the script stops there (unless it is set to "True" elsewhere). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onMapSingleClick {Resgrp move _pos; leader Resgrp sidechat "Black Eagle Moving on"; gl_Resgrp setPos {a = (_pos select 0); b = (_pos select 1); clicked = true"publicVariable _x" forEach [a,b,onMapSingleClick]} I also noticed that there is not a ";" between clicked = true and "publicVariable _x" forEach [a,b,onMapSingleClick] but these are not your only issues. Where is the movement commands to make the group goto their destination? Below is code from a script that I use to move units to a marker. Works in MP but the darn markers do not move to the new position on each players screen. Never was able to fix that but look and see how this works. I did not make the script, only adapted two different scripts from the (old) OPEC site. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">a=0 b=0 clicked = false onMapSingleClick {a = (_pos select 0); b = (_pos select 1); clicked = true; publicvariable "a"; publicvariable "b"; publicvariable "clicked"} Â @clicked onMapSingleClick {} _pos = [a,b] "Alphapoint" setMarkerPos _pos [Alphagroup,"Alphapoint"]exec "Goto.sqs" exit And the "goto.sqs": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">group1=group (_this select 0) _marker=1 _marpos=_this select _marker units group1 commandmove getmarkerpos _marpos; Exit The original author used more lines of code than needed in the "goto.sqs" but I never bothered to clean it up as it worked well enought at the time. It should also work like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">group1=group (_this select 0) _marpos=_this select 1 units group1 commandmove getmarkerpos _marpos; Exit Hope that this helps you some. Wadmann
-
error message on screen, why?
Wadmann replied to william1's topic in OFP : MISSION EDITING & SCRIPTING
I believe that you may be speaking of Chris Henderson's OFP Script Editor. It is available here. Great tool as it really helps to spot/prevent frustrating typos and contains all commands, weapons, and ammo. Even includes a few simple scripts that you can use and learn by when just getting into OFP scripting. Wadmann -
Respawning Soldiers Question
Wadmann replied to demonhunter212's topic in OFP : MISSION EDITING & SCRIPTING
Isn't that what one of the demo missions that Nagual made for (and IIRC came with) Tonal did? Basically, three or so groups attack you and as you killed them they respawned three times. Take a look in the Tonal D/L for the mission. If you cannot find it (and actually want it), lemme know and I will track it down and send it to you. Wadmann -
The command reference is available in a sticky topic in the scripting forum. D/L Link: Here or Here View Link: Here As for getting units to look in a certain direction, I usually have a unit dowatch an object ID # of a bush or tree or house that is in the general direction that I want the unit to face. If this will not work for your situation or you want the unit to scan, try a naming a game logic, give it some waypoints and have the units watch it. Wadmann
-
Here are few tips: 1) Read the readme for either the island or the baracken addon. I know that the info is in the baracken addon. 2) Use the search button. 3) Go to Mapfact and search/ask. For an answer [if you are talking about the Baracken\ Fence Barbedwire 6m (With gate left)-(Keep out)]: Open <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this animate ["Component02", 1] or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">object ID animate ["Component02", 1] Close <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this animate ["Component02", 0] or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">object ID animate ["Component02", 0] You can place the codes above in a trigger and with the right conditions, get it to open and close whenever a unit approaches/leaves the gate/barrier. Wadmann
-
That is what I get for posting too early in the morning. I realized my error this morning that it would not check the result of the action, only the fact that the action has been added. Sorry if I led you down a dead end path but you did seem to spot my error rather quickly. I thought that I had seen something similar at OFPEC. Search their site for a possible answer when thay are back online. Wadmann
-
You can set a variable after you activate the action and then check for the variable condition like so: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Player Action ["weapononback"]; gunonback = true; publicvariable "gunonback" Then check for "gunonback" in script or trigger. Wadmann
-
How to get AI Sniper kill certain unit
Wadmann replied to killacom's topic in OFP : MISSION EDITING & SCRIPTING
As for the trigger activation, that is up to you and the mission requirements. Once you have that figured out, do the following: 1) Name sniper and officer (eg "es1" & "wo1" without the "") 2) In "on Activation" line of the trigger, add the following: es1 dotarget wo1; es1 dofire wo1 3) Activate the trigger for one dead officer, providing he is in range and sniper has LOS on him Wadmann -
garnett21a, Email sent with script attached. Enjoy! Wadmann
-
One note on grouping East and West players together: Make sure that the unit of the side that you want the group to become is of a higher rank than the highest ranking unit in the group. Or: For side = East, East unit must outrank all West units in group. Â For side = West, West unit must outrank all East units in group. Wadmann
-
All units triggering a trigger
Wadmann replied to Benny Moore's topic in OFP : MISSION EDITING & SCRIPTING
Hmmm.....As I am not at my PC and have not been editing as much as I would like as of late, I may be a little foggy on this one but did you try adding "units" into your line like so: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">handgrenade="handgrenade"; "_x removemagazines handgrenade" foreach units thislist I will check back tonight when I am at home and have some time and if this does not work, I will find an example of the correct code. Wadmann -
creating object at crosshair
Wadmann replied to Nick225's topic in OFP : MISSION EDITING & SCRIPTING
For a flare: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_i = "whatever you want" createvehicle [_xpos,_ypos,0] Replace "whatever you want" with "Flare" (or "FlareGreen", "FlareRed", "FlareYellow"). For a bright flash, perhaps use a "white screen" and fade back in, kind of like (or how?) ECP 1.085 did it using the "cutText" command: cutText ["", "WHITE OUT"] then cutText ["", "WHITE IN",4] Above syntax not guaranteed nor is the premise sound or tested (I may have the "OUT" and "IN" reversed). Â Â If it does not work, or is not exactly what you are looking for, I am afraid that you will have to wait for one with more knowledge than I to help you out. Wadmann -
Picture Frame or a Poster???? ALSO Gray Alien
Wadmann replied to waffen-79's topic in ADDONS & MODS: DISCUSSION
If you are still looking for a poster/billboard addon with customizable textures, take a look at these two: Nazgool's advertising boards Billboard pack No 1 by The EC Mod Wadmann -
Explosion List and Clarification
Wadmann replied to slick_j_2002's topic in OFP : MISSION EDITING & SCRIPTING
Somewhere I have a list of the different shell types and their damage value (amount/radius) but I would need to dig it up, perhaps over the weekend if you are interested. The shell and heat work differently as the shell has a very high damage value with a very low radius of damage while the heat has a low damage value with a larger radius of damage (I forget which one is which so this may be reversed). The size of the heat or shell (73, 105, 120, 125) does increase the radius and damage when a larger shell is used. I quickly found an ammo list at OFPEC that has a list of the different shell types at the bottom of this list. If you would like some examples of IED scripts, check out this topic and take a look at some example scripts. I posted an addon free example mission in that topic that you can look at to see how I triggered some IEDs for a simple ambush mission. Have fun! Wadmann Edit: Spelling correction -
I finally had a chance to confirm the OFP engine bug for boats. After adding an empty standard boat, the engine noise was there! I guess that I haven't used boats in OFP for a while. Other than that darn engine bug, this is a fantastic addon! Great work SFP and thanks for allowing AgentFox2 to release a stand alone version! Wadmann
-
Yes, the unit will not be able to move on their own for the rest of the game. Although I have not tried it, it is possible to setpos the unit elsewhere during the game. If you do use this command, you could use the enableAI funtion to allow the unit to move again (or you can enable units AI just by saving the game). I usually use the  doStop command instead of disableAI. Although not quite as effective, it works well enough for me in the appropriate mission situation. Wadmann
-
Has anyone been able to turn off the engine? I removed all units from the craft and the engine sound kept running. I then setfueled it to 0 and the motor still kept running! I think that the grenade finally shut the thing up but that is not an option that I want to use after inserting my squad deep behind enemy lines! Is it just me and my crappy computer or has anyone else had this same problem? I wondered about some kind of addon conflict but I used this with very few addons loaded up. Any help would be greatly appreciated! Wadmann
-
I have a bullet proof vest script on my HD at home, although I originally obtained it from OFPEC. If the unit is hit in the torso/chest area, the script brings the unit back to full(?) health, although it will only work once IIRC. Second shot in the chest and you are done. If interested, I can track it down and post it or you can track it down yourself at OFPEC if you cannot wait that long. I believe that the script itself was called "bpv.sqs" but I do not remember who created it. Wadmann
-
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
-
AI Landing on buildings
Wadmann replied to Sniperwolf572's topic in OFP : MISSION EDITING & SCRIPTING
Someone else was looking for this information recently on OFPEC. Take a look at this topic: Chopper Land on Building Topic I could not get one of the scripts mentioned to work correctly. I hope that you have better luck with it than I did if you choose to use it. I have to agree with Balschoiw on this one as I prefer to have my chopper drop troops on the roof without landing. Take a look at this script by Kammak. It will insert and pick up units in a variety of ways: Kammak Chopper Script Wadmann -
Once you have identified the building position that you would like to use, you could try GB's "Simple Cover" script available here. The script allows you to keep your units grouped without them wandering around, and if placed correctly, a unit on the south side of town/buliding will inform his team mate on the north side of an enemy's position. I have made a script that will randomly place units in different buildings and positions when the appropriate information is entered into an array (original concept/script by Daddl and modified by me). If interested, let me know and I will dig it up from my HD and post it. Wadmann
-
Looks good although they do look very much like the new reproduction patterns available these days. If you want some real VN style tigerstripe patterns, check out some of the patterns on my site (link in signature). I have golden and a couple of different US and VN patterns to choose from. If you want any higher res or close ups, just let me know. Keep up the good work and I look forward to seeing them ingame sometime soon. Wadmann