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ww2weasel

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About ww2weasel

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  1. ww2weasel

    WW2 Pacific War Mod 1.1 released

    Alright guys, I've been busy with real life and sadly It's time for me to bow out of adding anything worthwhile. I've not had the time to pour all my efforts towards new content. Back up all your files in case you want to go back. Here is the the latest new content: https://drive.google.com/file/d/1SgZepmbc_HGoQ6KU-qzMrtvD-OZJqE_-/view?usp=share_link I've given permission for another content maker to take over. He still has to make every effort to get Spads consent for shepparding the mod from here... The new missions are using MCNools Islands Jungle Everon or Malden. D:[Your load point] -nomap -nosplash -mod=@OFPmaterials;@pac_isle_obj;@pacificV1.30 So the addons now are incliuded within folders OFPmaterials, pac_isle_obj and pacificV1.30. Signing off WW2Weasel....
  2. ww2weasel

    WW2 Pacific War Mod 1.1 released

    I've been working on Filipinos and making missions for them. Also I have to ask my filipino friends to voice act for me in their native tongue. While making missions - I did see some areas that needed a slight bit of editing - both the config and models. Also if anyone has knowledge of abandoned models for ww2 let me know. send email to ww2_weasel@yahoo.com Example: I came across KNIL models that were abandoned - I will be incorporating them in with the Pacific mod - but as 3rd party addons and give proper credits to designer. It would also be nice to have the designer seeing his models get used by Fans of cold war crisis. Also the DAK mod had some ships and planes that could be useful in a pacific theatre. And there is the Chinese models, and missions that will be added in time. So early Manchurian Japanese, Chinese: Nationalists, Communists and Warlord Armies. I reworked the P40 for use in Pacific Mod, it came from the DAK mod - I also picked up where Bielow left off on the WW2 Italian Front mod. I will be contacting Faguss so he can make available on his website. On another note he received 112 Missions from the WH40K team I had them all in a mission repository so if you're a fan of the WH40K mod - head over to faguss's site for download.
  3. ww2weasel

    WW2 Pacific War Mod 1.1 released

    A WW2 Pacific mod version 1.30 is in the works. Some bugs cleaned up - introduction of Filipino resistance fighters and a few missions will be upcoming. This will all be released when I have the chance to finish it up. Real life first then the mod. I have come across new bugs with each new version of windows. It's really annoying! Omce I wes ready to release a year ago but these new bugs are just taxing my resolve to continue. Missing face textures and other annonalies not encountered in earlier versions of Windows. Don't really have the time to invest into troubleshooting as yesteryear. Just need to step back take a deep breath and ask myself is it worth it. Love the game, but need to think things over. If I get a second wind, I'll move forward with 1.30.
  4. Do you have a list of weapon class and magazine class you use? I can quickly transpose those into my script for you to try out. The only caveat with ammopouch script - is it is designed to work with 1 or 2 magazine slots. So if the magazine takes 3 or more magazine slots the script may not function as advertised because the magazine count may become skewed/muddled.
  5. Ya, when I wrote the scripts initially, I was writing them for my mods wasn't thinking of anything but getting them to work. So I would need to look them over to put in helpful comments. When I get some more free time. Currently working atm. Perhaps I'll make demo mission snippets, so you can plug and play.
  6. I'll stop spammimg here and I can delete posts if it irritates you.
  7. I have ammo pouch script. comes with sound and description.sqf below is meant for mission not config. You can add all your mods weapons and ammo and the script will detect what weapon you are using and automatically resupply the unit. Meant for units on a long campaign. You can drop weapon and pick up another weapon without losing ability to resupply as long as you had reloads left in script. ;//Ammobag Script made for WH40K MOD Ver. 3.5 ;//Edited by WW2Weasel ;// 4 files required - "getmag.sqf" & "ammopouch.sqs" & "description.ext" <needed to config & allow soundfile to work> & "rummagepouch.ogg" <in Sound folder> ;//This script will count and replenish primary weapon Mags for a unit. It will call a function to handle sorting out which <WH40K Mod> mags a player has. ;//This will keep player stocked with 3 mags until the player exhausts number of mag allowance in ammopouch... ;//[unit name,number of mags to put in ammo pouch script]exec "ammopouch.sqs" | [unitname,10] exec "ammopouch.sqs"; ;//Be sure to preprocessFile the Function - important as the function needs to be handled differently then a script... ;//Example: In <just need one trigger> put: getmag=preprocessFile "getmag.sqf" ;//Permission to modify granted... As long as you give some credit to WH40K mod. _unit = _this select 0 _ammopouch = _this select 1 _ammopouch2 = _ammopouch / 2 #start _mags={} _mags2={} ?((_ammopouch==0)||(!alive _unit)):exit _primary_weapon = primaryWeapon _unit _secondary_weapon = secondaryweapon _unit ;_unit groupChat format ["%1",weapons _unit] _weapons_unit = weapons _unit _magcount = count magazines _unit _magazines = magazines _unit [_primary_weapon,_secondary_weapon,_unit]call getmag ~5 _totalMags=("_x == _mags" count magazines _unit) ?(((_plysund)&&(_totalMags <= 2 && _ammopouch >= 1))&&(_unit==player)):_unit groupChat "Rummaging in Ammopouch for spare Mag.",playSound "rummagepouch",_unit addMagazine _mags, _ammopouch = (_ammopouch - 1) ;_unit groupChat format ["%1",_mags] ~15 _plysund=true ?((secondaryWeapon _unit != "") && (_ammopouch2 > 0)) :goto "start2" goto "start" #start2 ?_ammopouch2==0 || !alive _unit:goto "start" _secondary_weapon = secondaryWeapon _unit _magcount = count magazines _unit _magazines = magazines _unit ["",_secondary_weapon]call getmag ~10 _totalMags2=("_x == _mags2" count magazines _unit) ?((_plysund &&(_totalMags2 <= 1 && _ammopouch2 >= 1))&&(_unit==player)):_unit groupChat "Rummaging in Ammopouch for spare Missile.",playSound "rummagepouch",_unit addMagazine _mags2, _ammopouch2 = (_ammopouch2 - 1) goto "start" ;exit ;old working example ;?primaryWeapon eld2=="EldarShurikenCatapult" && count magazines eld2 <= 5 && eldammopouch2 >= 1: ;eld2 addMagazine "EldarShurikenCatapultMag", eldammopouch2 = (eldammopouch2 - 1) ;troubleshooting ;hint format ["%1",_mags] ;hint call format ["%1",_mags] ;hint "where are we at" ;_totalMags2=_magcount - _totalMags ;hint format ["%1",_totalMags2] ;hint format ["%1",_magazines] ;secondaryWeapon player == "" .sqf the below is using WH40K weapons - change to your mod weapoms and magazines. //Script Function made for WH40K MOD Ver. 3.5 //Edited by WW2Weasel //This Function is used in Ammopouch script. Below is all steps needed to implement this function within ammopouch.sqs ... //This script will count and replenish primary weapon Mags for a unit. //This will keep player stocked with 3 mags until the player exhausts number of mag allowance in ammopouch... //[unit name,number of mags to put in ammo pouch script]exec "ammopouch.sqs" | [unitname,10] exec "ammopouch.sqs"; //Be sure to preprocessFile the Function - important as the function needs to be handled differently then a script... //Example: In <just need one trigger> put: getmag=preprocessFile "getmag.sqf" //Permission to modify granted... As long as you give some credit to WH40K mod. _unitweapon=_this select 0; _unitweapon2=_this select 1; _unit=_this select 2; if (_unitweapon=="") then {_unitweapon=weapons _unit select 0}; if (_unitweapon2=="") then {_unitweapon2=""}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Eldar \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="EldarShurikenCatapult") then {_mags={EldarShurikenCatapultMag}}; if (_unitweapon=="EldarSniperRifle") then {_mags={EldarSniperRifleMag}}; if (_unitweapon=="EldarReaperL") then {_mags={EldarReaperLMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Dark Eldar \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="DEL_SplitRifle") then {_mags={DEL_SplitRifleMag}}; if (_unitweapon=="DEL_SplitCannon") then {_mags={DEL_SplitCannonMag}}; if (_unitweapon=="DEL_Punisher") then {_mags={DEL_SplitLanceMag}}; if (_unitweapon=="DEL_SplitPistol") then {_mags={DEL_SplitPistolMag}}; if (_unitweapon=="WH40K_SplinterRifle") then {_mags={WH40K_SplinterRifleMag}}; if (_unitweapon=="WH40K_SplinterCannon") then {_mags={WH40K_SplinterCannonMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Bloodpact \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_BPLasgun") then {_mags={WH40K_LasgunMag}}; if (_unitweapon=="WH40K_PlasmaGun") then {_mags={WH40K_PlasmaGunMag}}; if (_unitweapon=="WH40K_GrenadeLauncher") then {_mags={WH40K_GrenadeLauncher}}; if (_unitweapon=="WH40K_FlamerIG") then {_mags={WH40K_FlamerIG}}; if (_unitweapon2=="WH40K_IGrpg") then {_mags2={WH40K_IGrpgAT}}; //secondary weapon if (_unitweapon=="WH40K_Laspistol") then {_mags={WH40K_LaspistolMag}}; if (_unitweapon=="WH40K_Boltpistol") then {_mags={WH40K_BoltpistolMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Chaos Cultists \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_CultLaspistol") then {_mags={WH40K_CultLaspistolMag}}; if (_unitweapon=="WH40K_CultPlasmaGun") then {_mags={WH40K_CultPlasmaGunMag}}; if (_unitweapon=="WH40K_CultGrenadeLauncher") then {_mags={WH40K_CultGrenadeLauncher}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Steel Legion \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_SLPlasmaGun") then {_mags={WH40K_PlasmaGunMag}}; if (_unitweapon=="WH40K_SLGrenadeLauncher") then {_mags={WH40K_GrenadeLauncher}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Chaos Space Marines \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="CSM_Boltgun") then {_mags={CSM_Boltgunmag}}; if (_unitweapon=="CSM_Boltpistol") then {_mags={CSM_Boltpistolmag}}; if (_unitweapon=="CSM_HBolter") then {_mags={CSM_HBoltermag}}; if (_unitweapon=="CSM_AutoC") then {_mags={CSM_APACmag}}; if (_unitweapon2=="CSM_MissileL") then {_mags2={CSM_KrakMmag}}; //secondary weapon if (_unitweapon=="CSM_PlasmaG") then {_mags={CSM_PlasmaGmag}}; if (_unitweapon=="CSM_MeltaG") then {_mags={CSM_MeltaGmag}}; if (_unitweapon=="CSM_LaserC") then {_mags={CSM_LaserCmag}}; if (_unitweapon=="CSM_Flamer") then {_mags={CSM_Flamermag}}; if (_unitweapon=="CSM_TBolt") then {_mags={CSM_TBoltmag}}; if (_unitweapon=="CSM_ReaperAC") then {_mags={CSM_ReaperACmag}}; if (_unitweapon=="CSM_TerFlamer") then {_mags={CSM_TerFlamermag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Space Marines \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="IF_Boltgun") then {_mags={IF_Boltgunmag}}; if (_unitweapon=="IF_BoltgunM") then {_mags={IF_Boltgunmag}}; if (_unitweapon=="IF_Plasmapistol") then {_mags={IF_Plasmapistolmag}}; if (_unitweapon=="IF_PlasmaC") then {_mags={IF_PlasmaCmag}}; if (_unitweapon=="IF_MMelta") then {_mags={IF_MMeltamag}}; if (_unitweapon=="IF_PlasmaG") then {_mags={IF_PlasmaGmag}}; if (_unitweapon=="IF_Flamer") then {_mags={IF_Flamermag}}; if (_unitweapon=="IF_MeltaG") then {_mags={IF_MeltaGmag}}; if (_unitweapon=="ICN_Bolter") then {_mags={ICN_Boltermag}}; if (_unitweapon=="IF_Boltpistol") then {_mags={IF_Boltpistolmag}}; if (_unitweapon=="IF_TerSBolt") then {_mags={IF_TerSBoltmag}}; if (_unitweapon=="IF_TerAssoC") then {_mags={IF_TerAssoCmag}}; if (_unitweapon=="IF_TerFlamer") then {_mags={IF_TerFlamermag}}; if (_unitweapon=="IF_Sniper") then {_mags={IF_Snipermag}}; if (_unitweapon=="IF_HbolterS") then {_mags={EldarReaperLMag}}; if (_unitweapon=="IF_Shotgun") then {_mags={IF_ShotgunMag}}; if (_unitweapon=="IF_BoltgunS") then {_mags={IF_Boltgunmag}}; if (_unitweapon=="IF_HBolter") then {_mags={IF_HBoltermag}}; if (_unitweapon=="BA_Boltgun") then {_mags={BA_Boltgunmag}}; if (_unitweapon=="BA_Boltpistol") then {_mags={BA_Boltpistolmag}}; if (_unitweapon=="BA_HBolter") then {_mags={IF_HBoltermag}}; if (_unitweapon2=="BA_MissileL") then {_mags2={IF_KrakMmag}}; //secondary weapon if (_unitweapon=="BA_PlasmaG") then {_mags={IF_PlasmaGmag}}; if (_unitweapon=="BA_PlasmaC") then {_mags={IF_PlasmaCmag}}; if (_unitweapon=="BA_MeltaG") then {_mags={IF_MeltaGmag}}; if (_unitweapon=="BA_MMelta") then {_mags={IF_MMeltamag}}; if (_unitweapon=="EldarReaperL") then {_mags={EldarReaperLMag}}; if (_unitweapon=="BA_LaserC") then {_mags={IF_LaserCmag}}; if (_unitweapon=="DC_Boltpistol") then {_mags={BA_Boltpistolmag}}; if (_unitweapon=="DC_Boltgun") then {_mags={BA_Boltgunmag}}; if (_unitweapon=="LM_Boltpistol") then {_mags={BA_Boltpistolmag}}; if (_unitweapon=="BA_BoltgunS") then {_mags={BA_Boltgunmag}}; if (_unitweapon=="BA_Shotgun") then {_mags={BA_ShotgunMag}}; if (_unitweapon=="BA_Sniper") then {_mags={IF_Snipermag}}; if (_unitweapon2=="BA_MissileLS") then {_mags2={IF_KrakMmag}}; //secondary weapon if (_unitweapon=="GSM_Sniper") then {_mags={GSM_Snipermag}}; if (_unitweapon=="BA_HBolterS") then {_mags={IF_HbolterSmag}}; if (_unitweapon=="BA_TychoGun") then {_mags={BCN_Boltermag}}; if (_unitweapon=="UM_Boltgun") then {_mags={UM_Boltgunmag}}; if (_unitweapon=="UM_BoltgunM") then {_mags={UM_Boltgunmag}}; if (_unitweapon=="UM_HBolter") then {_mags={UM_HBoltermag}}; if (_unitweapon2=="UM_MissileL") then {_mags2={UM_KrakMmag}}; //secondary weapon if (_unitweapon=="UM_PlasmaG") then {_mags={UM_PlasmaGmag}}; if (_unitweapon=="UM_PlasmaC") then {_mags={UM_PlasmaCmag}}; if (_unitweapon=="UM_MeltaG") then {_mags={UM_MeltaGmag}}; if (_unitweapon=="UM_MMelta") then {_mags={UM_MMeltamag}}; if (_unitweapon=="UM_LaserC") then {_mags={UM_LaserCmag}}; if (_unitweapon=="UM_Flamer") then {_mags={UM_Flamermag}}; if (_unitweapon=="UM_Boltpistol") then {_mags={UM_Boltpistolmag}}; if (_unitweapon=="UM_TerSBolt") then {_mags={UM_TerSBoltmag}}; if (_unitweapon=="UM_TerAssoC") then {_mags={UM_TerAssoCmag}}; if (_unitweapon=="UM_TerFlamer") then {_mags={UM_TerFlamermag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Orcs \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_slugga") then {_mags={WH40K_sluggaMag}}; if (_unitweapon=="WH40K_Heavyshoota") then {_mags={WH40K_HeavyshootaMag}}; if (_unitweapon=="shoota") then {_mags={shoota_mag}}; if (_unitweapon=="orkburna") then {_mags={burna}}; if (_unitweapon=="rokkitlauncha") then {_mags2={rokkitlaunchaMag}}; //secondary weapon if (_unitweapon=="nobslugga") then {_mags={WH40K_sluggaMag}}; if (_unitweapon=="megashoota") then {_mags={megashoota_mag}}; if (_unitweapon=="GrotSlugga") then {_mags={GrotsluggaMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// IG \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_TallarnLasgun") then {_mags={WH40K_LasgunMag}}; if (_unitweapon=="WH40K_TallarnSniperRifle") then {_mags={EldarReaperLMag}}; if (_unitweapon=="WH40K_Lasgun") then {_mags={WH40K_LasgunMag}}; if (_unitweapon=="WH40K_Autogun") then {_mags={WH40K_AutogunMag}}; if (_unitweapon=="WH40K_IGSniperRifle") then {_mags={WH40K_IGSniperRifleMag}}; if (_unitweapon=="WH40K_ExitusRifle") then {_mags={WH40K_ExitusRifleMag}}; if (_unitweapon=="WH40K_Exituspistol") then {_mags={WH40K_ExituspistolMag}}; if (_unitweapon=="WH40K_Hellgun") then {_mags={WH40K_HellgunMag}}; if (_unitweapon=="WH40K_KPlasmagun") then {_mags={WH40K_KPlasmagunMag}}; if (_unitweapon=="WH40K_KFlamerIG") then {_mags={WH40K_KFlamerIG}}; if (_unitweapon=="WH40K_Hellpistol") then {_mags={WH40K_HellgunMag}}; if (_unitweapon=="WH40K_RipperGun") then {_mags={WH40K_RipperGunMag}}; if (_unitweapon=="EL_Lasgun") then {_mags={EL_LasgunMag}}; if (_unitweapon=="EL_shotgun") then {_mags={EL_shotgunMag}}; if (_unitweapon=="EL_LasSnip") then {_mags={EL_LasSnipMag}}; if (_unitweapon=="EL_LasgunK") then {_mags={EL_LasgunMag}}; if (_unitweapon=="EL_LasPistol") then {_mags={EL_LasPistolMag}}; if (_unitweapon=="EL_GrenLauncher") then {_mags={EL_FragGLMag}}; if (_unitweapon2=="EL_MslLauncher") then {_mags2={EL_KrakMsl}}; //secondary weapon if (_unitweapon=="EL_HBolter") then {_mags={EL_HBolterMag}}; if (_unitweapon=="EL_Meltagun") then {_mags={EL_MeltagunMag}}; if (_unitweapon=="EL_Plasmagun") then {_mags={EL_PlasmagunMag}}; if (_unitweapon=="EL_Flamer") then {_mags={EL_FlamerMag}}; if (_unitweapon=="SL_Lasgun") then {_mags={SL_LasgunMag}}; if (_unitweapon=="SL_Lasgun2") then {_mags={SL_LasgunMag}}; if (_unitweapon=="SL_Flamer") then {_mags={SL_Flamer}}; if (_unitweapon=="SL_GrenLauncher") then {_mags={SL_GrenLauncher}}; if (_unitweapon=="SL_Plasmagun") then {_mags={SL_PlasmagunMag}}; if (_unitweapon=="SL_MeltaGun") then {_mags={SL_MeltaGun}}; if (_unitweapon=="SL_HBolter") then {_mags={SL_HBolterMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Sisters of Battle \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="WH40K_BSbolter") then {_mags={WH40K_BSbolterMag}}; if (_unitweapon=="WH40K_BSflamer") then {_mags={WH40K_BSflamer}}; if (_unitweapon=="WH40K_BSmeltagun") then {_mags={WH40K_BSmeltagunMag}}; if (_unitweapon=="WH40K_BSmultiMelta") then {_mags={WH40K_BSmultiMeltaMag}}; if (_unitweapon=="WH40K_BShwbolter") then {_mags={WH40K_BShwbolterMag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Tau \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="Tau_PulseR") then {_mags={Tau_PulseRmag}}; if (_unitweapon=="Tau_PulseC") then {_mags={Tau_PulseCmag}}; if (_unitweapon=="Tau_PulseP") then {_mags={Tau_PulsePmag}}; if (_unitweapon=="Tau_RailRifle") then {_mags={Tau_RailRiflemag}}; if (_unitweapon=="Tau_VespidGun") then {_mags={Tau_VespidGunMag}}; if (_unitweapon=="Tau_Lasgun") then {_mags={Tau_LasgunMag}}; if (_unitweapon=="Tau_Carbine") then {_mags={Tau_PulseCmag}}; if (_unitweapon=="Tau_KLR") then {_mags={Tau_KLRmag}}; if (_unitweapon=="Tau_DBurstC") then {_mags={Tau_DBurstCmag}}; if (_unitweapon=="Tau_DMslPodTT") then {_mags={Tau_DMslPodTT}}; if (_unitweapon=="Tau_DPulseC") then {_mags={Tau_DPulseCmag}}; if (_unitweapon=="Tau_DPhotonGL") then {_mags={Tau_DPhotonGLMag}}; if (_unitweapon=="Tau_DRailR") then {_mags={Tau_DRailRmag}}; //--------------------------------------------------------------------------------------------------------------- ////////////////////////////////////////////////////// Necrons \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ //--------------------------------------------------------------------------------------------------------------- if (_unitweapon=="NecronFlayer") then {_mags={NecronFlayerMag}}; if (_unitweapon=="NecronGaussBlaster") then {_mags={NecronGaussBlasterMag}};
  8. For move - create a gamelogic that disables script. I'll plug these in use or not up to you. Halt and fire script: ;Tank stops then shoots and waits 20 seconds then scoots ;[vehicle this] exec "halt_and_fire.sqs"; _tank=_this select 0 #start ?!alive _tank:exit ?behaviour _tank == "COMBAT":_tank setfuel 0 ~20 _tank setfuel 1 ~10 goto "start" This for the truck driver: ;[horse,rider] exec "horseride.sqs" _ride=_this select 0 _rider=_this select 1 #dismount ?!alive _ride || !alive _rider: exit ?((behaviour _rider == "SAFE" || behaviour _rider == "CARELESS" )||(behaviour _rider == "STEALTH" || behaviour _rider == "ERROR")): goto "checkout" ?_rider in _ride && behaviour _rider == "COMBAT":[_rider] orderGetIn false,goto "checkstatus" ~2 goto "dismount" #checkstatus ?!alive _ride || !alive _rider: exit ?fleeing _rider && !(_rider in _ride):goto "flee" ?((alive _ride && alive _rider) && (behaviour _rider == "AWARE")) : goto "timeout" ?((behaviour _rider == "SAFE" || behaviour _rider == "CARELESS" )||(behaviour _rider == "STEALTH" || behaviour _rider == "ERROR")): goto "checkout" ~10 goto "checkstatus" #mount ?!alive _ride || !alive _rider: exit ?((_rider distance _ride>=150 && behaviour _rider != "COMBAT") || (behaviour _rider != "AWARE")):goto "timeout" ?((alive _ride && alive _rider) && (behaviour _rider == "COMBAT")):goto "dismount" ?((!(_rider in _ride) && behaviour _rider != "AWARE")):[_rider] orderGetIn true ~2 goto "mount" #timeout ?!alive _ride || !alive _rider: exit ?fleeing _rider && !(_rider in _ride):goto "flee" ?((!(_rider in _ride) && behaviour _rider != "COMBAT")&& !(isEngineOn _ride)&&(speed _ride <=1 && _rider distance _ride>=150)):_ride setpos [getpos _ride select 0,getpos _ride select 1,(getpos _ride select 2)+2] ?((_rider != driver _ride && _rider distance _ride>=10)&&(behaviour _rider != "COMBAT")): _rider assignAsDriver _ride ?_rider in _ride && behaviour _rider == "COMBAT":goto "dismount" ?(!(_rider in _ride) && (behaviour _rider == "AWARE")) : goto "mount" ~10 goto "timeout" #checkout ?!alive _ride || !alive _rider: exit ?fleeing _rider && !(_rider in _ride):goto "flee" ?(_rider distance _ride>=150 && _rider != driver _ride):_ride setpos [getpos _ride select 0,getpos _ride select 1,(getpos _ride select 2)+2],_rider assignAsDriver _ride,[_rider] orderGetIn true ?behaviour _rider == "AWARE" : goto "mount" ?behaviour _rider == "COMBAT":goto "dismount" ~5 goto "checkout" #flee ?!alive _ride || !alive _rider: exit ?(_rider in _ride)||!(fleeing _rider):goto "checkout" _rider doMove getPos _ride ~5 _rider assignAsDriver _ride [_rider] orderGetIn true goto "checkout" ;|| behaviour _rider == "SAFE" || behaviour _rider == "CARELESS" || behaviour _rider == "ERROR": goto "mount" ;?((!(_rider in _ride) && behaviour _rider != "COMBAT")&&(speed _ride <= 1 && _rider distance _ride>=10)):_ride setpos [getpos _ride select 0,getpos _ride select 1,getpos _ride select 2] Tank round deviate: ; bored_onion's RPG path deviation script _typeofammo =["IOE25mmpanhard","IOE37mmshort","IOE37mmlong","IOE47SA35","IOE_PAK36AP","IOE_PAK36HE","IOE75SA35","IOE20mmKwK30AP","IOE20mmKwK30HE","IOEPz38tshell","IOEPz35tshell","IOEPz3tshell","IOE47mmtshell","IOE150mmtshell","IOE75mmtshell","IOE_47mmAP","IOE_25mmAP","IOE_60mmMortarAmmo","IOE_81mmMortarAmmo"] _unit = _this select 0 _ammo = _this select 4 _rocket = nearestobject [_unit,_ammo] _type = typeof _rocket _count = 0 _defectprobability = random 1 ? _defectprobability >= defect: goto "end" ? _type !in _typeofammo: hint "not ammo", goto "end" hint "is ammo" _pm1 = 2 _pm2 = 2 _pm3 = 2 _xcheck = random 1 _ycheck = random 1 _zcheck = random 1 ?_xcheck >= 0.5 : _pm1 = _pm1 * +1 ?_xcheck < 0.5 : _pm1 = _pm1 * -1 ?_ycheck >= 0.5 : _pm2 = _pm2 * +1 ?_ycheck < 0.5 : _pm2 = _pm2 * -1 ?_zcheck >= 0.5 : _pm3 = _pm3 * +1 ?_zcheck < 0.5 : _pm3 = _pm3 * -1 #loop ? _count >= 100 : goto "end" ? _type != typeof _rocket : goto "end" _rocket setvelocity [(velocity _rocket select 0) + random _pm1,(velocity _rocket select 1)+ random _pm2,(velocity _rocket select 2)+ random _pm3] ~0.001 _count = _count + 1 goto "loop" #end exit ;? _type != "IOE25mmpanhard" AND _type != "IOE37mmshort" AND _type != "IOE37mmlong" AND _type != "IOE37mmlong" AND _type != "IOE47SA35" AND _type != "IOE_PAK36AP" AND _type != "IOE_PAK36HE" AND _type != "IOE75SA35" AND _type != "IOE20mmKwK30AP": goto "end"
  9. I have some scripts you might be interested in. A Script to have a truck driver get out of his truck whenever he reaches "COMBAT" behavior and then return to his truck when no longer threatened. I made that script initially for cavalry. Several scripts for stop and fire for tanks. So they stop the annoyingly beyond unrealistic rush into your face behavior. I have a melee combat script. I was going to elaborate further on it, but just never got around to it. The melee combat can be seen in OFPWH40K and Pacific Mods. You're welcome to them if you want them.
  10. ww2weasel

    WW2 Pacific War Mod 1.1 released

    As far as Pacific war mod: As far as 1.99 - I guess I can check all addons and edit configs to version 1.96. It's not a big deal. Yes, but I'm currently keeping up a promise to King Tiger to make missions for IOE. Once done I will revert back to Pacific mod. Anyone who wants to port missions to their websites are allowed. Any edits to scripts etc.. allowed. Pacific War Mod: I did some recent updates. I will upload what I have done for now. It's just a few things based off superdude22 findings. Not sure if I got them all addressed - white hands. 1.99 to 1.96 - not addressed yet. Also to Benny: I have your unfinished KNIL units and weapons. I will incorporate them into the Pacific mod with your blessings of course. Make missions, etc... Go 5 posts up to get download link for 1.29.
  11. ww2weasel

    WW2 Pacific War Mod 1.1 released

    I do have chinese and mongols, but later down the road. I'm not going to introduce till I finish up other things. They are almost a mod unto themselves. The french commandos and manchukuo - perhaps. Hmm shoot, thought I cleaned up some of those bugs already. Especially the Indian white hands. Well when I get around to doing the new missions I will address them. Thanks for the bug list I can't fix what I don't know is broken. if you know how to depbo a mission - chop out ww2chinainfantry from intro if it applies and mission heading for unit in the addons name section. Then pbo the mission and the problem should be solved. nkhole is a 3rd party addon. I will add an additional folder including 3rd party addons useful for pacific mod later. usnavyship might be a 3rd party addon I was testing - not sure? Example from mission.sqm class Mission { addOns[]= { "WW2chinainfantry", <--- Delete this line "soljap", "up_ww2" }; addOnsAuto[]= { "WW2chinainfantry", <--- Delete this line "soljap" };
  12. ww2weasel

    WW2 Pacific War Mod 1.1 released

    Ok releasing mod version 1.28 - it has alot of bug fixes. I stopped working on the pacific mod in early June, I was hoping to get some more time and it just doesn't look like I can squeeze any more time in. Now I haven't quit on the mod, it's just finding time motivation and energy to drive on. Perhaps next summer an updated version may appear in this thread or not. I have some missions nearly done if I can find time I will try and get some in before xmas. I will collect a few islands later so if you would like to play the missions I make, I will make a missions and Islands folder - so hopefully no one has to hunt for addons. without any further ado here is the link updated to 1.29: https://drive.google.com/open?id=1TMKAW0FeI1jmLEmd34M_BWgndCyHlm17
  13. ww2weasel

    WW2 Pacific War Mod 1.1 released

    An updated 1.2 mod near release in August of 2019. Alot of bugs worked out. New scripts, unit (soldier) types. The ships were not addressed atm, sorry just not enough time to make all the changes. Perhaps in 1.3. If I have time I will try and make missions using Island Addons: Hiiu or Huii can never remember the name., HC Para's Islands (HC1 Meekong, HC1 Lonsang), Jungle Malden and Jungle Everon. If I can't get the missions done in time I will release later after the mod release. All for now. I'm gonna disappear from forums for a couple of months so no contact till August. ~WW2Weasel
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