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ww2weasel

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Everything posted by ww2weasel

  1. Ok after some thinking I've up'd the stakes... Now 1 player per 3 sides can call up to 40 different squads each using addaction controllers /10 radio channel per addaction controller. Currently doing all my testing in a WH40K environment. So an East Player for Example can choose which of 4 companies he wants to move. 1 Company is Armor vehicle types while the 3 other companies are Infantry types. He can selectively pick and choose which company and which squad. Then if he wants - just move lets say a sniper team from 1st company. Then he decides to send recon assets from the Armor Company. Also perhaps a Rifle team from Second Company and maybe medics from 3rd company. All this is possible via the way I've scripted things. I've made it very script friendly for MP. I won't be able to test in mp for 3 weeks - on the road till then. Can't wait perhaps open up new ways to play death matches... Oh by the way to cut down on lag - 6 or less in squad. 2 Armor types - 3 recon types = 6 crew per armor/recon.
  2. ww2weasel

    AI cant Board Chopper

    this is a simple mission editing issue. Assuming stormbird is name of vehicle. Put a trigger around all the units you want to board Stormbird. name trigger something like strmbrd_trps set trigger condition to anybody then type in activation: {_x assignAsCargo stormbird,[_x] orderGetIn true}forEach list strmbrd_trps see what happens....
  3. run a firstaid script -you will have an addaction to heal yourself. - thereby possibly negating the SLX script. http://www.ofpec.com/ed_depot/index.php?action=details&id=270&game=OFP Have you looked at SLX readme's perhaps there's a global switch - they might have provided to disable features?
  4. use addeventhandler hit/killed http://www.ofpec.com/COMREF/index.php?action=details&id=6&game=OFP http://www.ofpec.com/ed_depot/index.php?action=details&id=39 http://www.ofpec.com/forum/index.php?topic=15168.0
  5. ww2weasel

    addaction limit?

    Doing something similar for the WH40k Mod - except it detects when you are down to your last mag then adds mags. handled by an array so you can type in how many mags a player can have. Also doesn't matter what weapon you have it will determine what weapon you have - whether it primary,secondary or handgun. or all 3 it will add mags - I've limited secondary mags to three - as it would unrealistic to say you have more in a bag. Nearly finished with it now in testing mode. So it has a function that is called by the main script. When finished - I'll look for this thread again. Only caveat - is the weapons are all wh40k - you would have to edit to fit your personal opflash tastes... ---------- Post added at 09:15 PM ---------- Previous post was at 09:11 PM ---------- oh and to answer your question - put a loop counter in your script to count 6 then remove action.
  6. Hmmm - perhaps then an experiement for me to find out later. Will try to make work in mp. Will try when my projects in WH40K Mod make me take a break.
  7. you could put in an addaction or radio call to slow game - down although it's not pause - maybe it's enuff time - to say go get a beer or run to the bathroom. Obviously you would need to "hide" your player in safe place when you step away from pc. Otherwise a very slow moving bullet can still kill your unit.
  8. found this as well.. http://community.bistudio.com/wiki/CfgVehicles_Config_Reference
  9. ww2weasel

    Simple question

    Ask him to serve game and ask for his ip address... Or Serve yourself and give him your ip address. http://whatismyipaddress.com/ If not serving; then when in multiplayer type in his ip address in I think Internet option for mp.
  10. Try these out: http://community.bistudio.com/wiki/Category:Scripting_Commands_OFP_1.96 http://community.bistudio.com/wiki/Category:Tools http://community.bistudio.com/wiki/Category:Operation_Flashpoint:_Modelling http://www.ofpec.com/COMREF/index.php?action=list&game=OFP&letter=a http://www.ofpec.com/ed_depot/index.php?action=list&page=0 http://www.ofpec.com/ed_depot/index.php?action=list&page=0 http://www.ofpec.com/ed_depot/index.php?action=list&game=OFP
  11. radio alpha condition- type: true do you have a unit called unit? also leave debugging clues for yourself. This in radio alpha activation line... example: hint "Trigger 1 just launched. This means radio Alpha is active."
  12. Make sure your condition for Radio Alpha trigger will be set off... In Radio alpha - on the activation line. Put: say_something=true Then Type in condition field: say_somethingThen in activation field - whaterever you need for mission. Using Petar's example above:
  13. ww2weasel

    Quick help please!

    When done with your mission - post your link to mission... Love ww2... ;-P
  14. ww2weasel

    Script help

    Yes; you can also do this with Resistance & West Sides.
  15. ww2weasel

    How to make a tank ?

    No Tanks are listed - but perhaps looking at gunboat and car will help... http://tactical.nekromantix.com/wiki/doku.php?id=ofp:modeling:tutorials
  16. ww2weasel

    Making camera script

    put a trigger over all units to be killed. Trigger activation anybody once name the trigger dead_ducks in activation of same trigger put: {_x setDammage 1}forEach list dead_ducks
  17. ww2weasel

    Script help

    ok - select group in editor and then drag a blue line from civilian to the east unit. Also will want to put in a trigger to delete the east unit - after naming the east soldier eastman -> deleteVehicle eastman Or you could put a small trigger over 11 civillians. name the trigger civlist1; activate the trigger when any civilians are present. This has now captured the 11 civillian units for ease of joining the Eastman unit. do this now in another trigger: {[_x] join eastman}forEach list civlist1;deleteVehicle eastman; now you have 11 men joined to eastman; afterwards eastman is deleted so 11 civillians on East side are left.
  18. Well first off - as a noob scripter - understand that the trigger will help you launch your script. Trigger has a condition field - this will set off your trigger if true or condition is met. As far as scripting goes... in Activation field of trigger type: [aTank, thislist select 0] exec "hunterkiller.sqs" aTank = name of Vehicle thislist = a Triggers name - which has been setup to encompass any number of units. -or- thislist = could possibly point to an Array. thislist = [player,bTank,cTank] select 0 = means select 1st entry in array --> player select 1 = means select 2nd entry in array --> bTank select 2 = means select 3rd entry in array --> cTank Remember An Array - starts it's count at 0 - not 1 It's very important to understand this...
  19. ww2weasel

    Quick help please!

    object id's if not familiar with them are the numbers that show up when show ids is selected in mission editor... To have a unit move to a bush - say the bush's object id is 3456 unit doMove getPos object 3456 A helpful resource: http://www.ofpec.com/COMREF/index.php?action=details&id=34&game=All ---------- Post added at 01:44 PM ---------- Previous post was at 01:37 PM ---------- loops in general with anyscript.sqs Below is an example of a count down loop - starts at _i = 30 and exits the script when _i = 0. _i=30 #start ?_i=0:exit _i=_i-1 comment "Whatever the Commands you want artillery to be go here..." ~5 goto "start" As far as specifically wanting something more done other than a countdown - you may want to give a little bit more explanation - so others can help... ---------- Post added at 01:48 PM ---------- Previous post was at 01:44 PM ---------- links to opflash commands... Both are good - use which ever you feel more comfortable with.. http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=a http://community.bistudio.com/wiki/Category:Scripting_Commands_OFP_1.96
  20. ww2weasel

    Multiplayer locality argh

    I'm not seeing how you would set broadcasttype=2 Are you handling this with a Global switch outside of script?
  21. ww2weasel

    Disable Respawn

    there was a revive respawn - which acted off the killed eventhandler - you could do it using that technique... Worked in mp - before I get the you can't use eventhandlers in mp - comments... http://www.ofpec.com/ed_depot/index.php?action=details&id=308&game=OFP Download and digest...
  22. ww2weasel

    Multiplayer locality argh

    Here try this... I would need to experiment with it myself before getting it to work - but at least it's a start... Ok - Problem - Doing things Randomly via Clients. Unless you broadcast the Random variable - Server can't update itself or all clients. References: http://www.ofpec.com/COMREF/index.php?action=details&id=255&game=All http://www.ofpec.com/COMREF/index.php?action=details&id=112&game=All http://www.ofpec.com/COMREF/index.php?action=details&id=359&game=All http://www.ofpec.com/COMREF/index.php?action=details&id=360&game=All http://www.ofpec.com/forum/index.php?topic=22956.0
  23. ww2weasel

    what is camping and is it illegal?

    camping and is it illegal New to multiplay I guess... Camping as Mosh stated has it's place in opflash - however it does indicate to other mp gamers a certain level of timidness. Most experienced MP players like the "chase" or the "hunt". If you hide in one place - you deny some mp players the game experience they are looking for. This is why you could receive some very negative feedback from other players. Depending on the mission however - a player may need to "camp" or "skulk" - just because of the mission design - if you get negative feedback then - it's ok to tell the other player to take a chill pill...
  24. ww2weasel

    Cant connect to many of the servers

    You've posted an ARMA2 question in opflash side of Forum - can't help you as I've not acquired ARMA2
  25. ww2weasel

    Black barons ufo

    http://www.filedropper.com/ufov11
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