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[aps]gnat

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Everything posted by [aps]gnat

  1. If its actual tide height your talking about Stg Mix ........... that can only be changed by changing dates and times.
  2. [aps]gnat

    unit In List not working

    Yeh MEDICUS Â .... a pursuit script. Im not sure about what select 1, select 2, select 3 etc will get me/display out of unit "A2" ... or even the proper syntax. If I knew that, I could see if the "name" and other info is changing on a respawn. If someone has a simple script to say display a unit's "info" ... that might help in fault finding ... Thx.
  3. In MP, it appears that if a named unit (like A1 or A2 ...) dies and respawns an equivelent variable linked to the unit is lost ..... yes ? The below code works UNTIL the unit dies, respawns and waits at a remote location, inside the "DeadMenIslandList" trigger (just a list) The code is to have one unit chase another. The MOVE command works unit the unit dies. The "?(_TargetX in list DeadMenIslandList)" is to detect the guy is dead (and revived elsewhere), but it doesnt work. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _TargetTeam = [A1, A2, A3, A4, A5] ........ _TargetX = _TargetTeam select 2 #loop ............... _TeamX Move getPos _TargetX ?(_TargetX in list DeadMenIslandList) : goto "AssignNewTarget" goto "loop" Any ideas how I can detect that the guy is dead and respawn elsewhere ? ALIVE wont work because theres time delays and he respawns alive elsewhere. The main problem seems to be; Before he dies: A2 = _TargetX After he dies/respawns: A2 != _TargetX
  4. [aps]gnat

    Dialog Map system addon

    Sorry, cant help ..... but nice idea! Shame that it has to be so big an addon ..... and I guess you will need custom pics for EVERY map ! Wow
  5. [aps]gnat

    Hawk's nimitz class aircraft carrier

    . <span style='font-size:11pt;line-height:100%'>For some info on Blast Plates and Catapult scripts .... see this thread</span> . http://www.flashpoint1985.com/cgi-bin....t=40138 .
  6. [aps]gnat

    Carrier launch scripts???

    BTW I have noticed that the deck "faults" move from machine to machine and that sometimes the ...+19] is not the best for some missions, 20 seems a better number to stop deaths and damaged vehicles. This could be due to Tide variations, and yes, tide does affect object placement, I've seen this while working on my "anti-sea" spectate/revive script. Thx Meatheat .. ... understand now.
  7. [aps]gnat

    Carrier launch scripts???

    all good Meathead ...... not an issue. cant load the mission due to addons .... but. Looks like you get the F14 off the deck with a p1 setvelocity [25,-60,5] LOL .... ranther simpler than above. but one question; - What are the p1 setdammage 0's all about ? Cheers.
  8. [aps]gnat

    Carrier launch scripts???

    OH ! ...... Silly me ..... I can now see whats happening in the various forums ........ Â *sigh* <span style='font-size:11pt;line-height:100%'>Hey Placebo ! Â Here's one #@$#@$ side effect of your competition !</span> Everyones going to get all possessive about *their* scripting. Will be interesting what happens for a month if the usual suspects who assist others clam up too because they are making missions as well ... LOL Maybe I should spend some time on MM'in myself then. Nice looking sequence BTW Meathead.
  9. [aps]gnat

    Carrier launch scripts???

    Well .... ...... share with the community!
  10. [aps]gnat

    Carrier launch scripts???

    Oh and BTW .... if you wanted to try you hand on a "manual Launch" script, you could use this as a start. Its the basic katapult script from HAWK Nimitz. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle = _this select 0 _carier = _this select 1 _agle = abs((getDir _vehicle) - (getDir _carier))-180 ? (_agle < 4) && (_agle > 2) :_vehicle vehiclechat format["%1: %2",Localize "STR_nimitz_badagle",_agle]; exit _thrust = 0 _vel = 200 _carier animate ["katapulta1",1] _vehicle vehiclechat format["%1....",Localize "STR_nimitz_Catapult1"] _i=0 #stop _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<50):goto "stop" _vehicle vehiclechat format["%1,%2,%3 ....",Localize "STR_nimitz_Catapult2",Localize "STR_nimitz_Catapult3",Localize "STR_nimitz_Catapult4"] _vehicle vehiclechat "5" _i=0 #stop1 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop1" _vehicle vehiclechat "4" _i=0 #stop2 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop2" _vehicle vehiclechat "3" _i=0 #stop3 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop3" _vehicle vehiclechat "2" _i=0 #stop4 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop4" _vehicle vehiclechat "1" _i=0 #stop5 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop5" _vehicle vehiclechat format["%1",Localize "STR_nimitz_Catapult5"] #turbos ?(speed _vehicle) < 20 : _trust = 3;goto "speed"; ?(speed _vehicle) < 30 : _trust = 3;goto "speed"; ?(speed _vehicle) < 40 : _trust = 3;goto "speed"; ?(speed _vehicle) < 50 : _trust = 3;goto "speed"; ?(speed _vehicle) < 100 : _trust = 3;goto "speed"; ?(speed _vehicle) < 150 : _trust = 3;goto "speed"; ?(speed _vehicle) < 200 : _trust = 3;goto "speed"; #speed _vehicle setVelocity[(_trust*(sin getDir _vehicle))+(velocity _vehicle select 0),(_trust*(cos getDir _vehicle))+(velocity _vehicle select 1),(velocity _vehicle select 2)]; ~0.08 ? (speed _vehicle >= -5) && (speed _vehicle <= _vel):goto "turbos" _vehicle vehiclechat format["%1",Localize "STR_nimitz_Catapult6"] _carier animate ["katapulta1",0] exit
  11. [aps]gnat

    Carrier launch scripts???

    Did you also post in OFPEC Forum Meathead ? Anyway, did some (more) experimenting on the Nimitz ..... news ain't good ...... You can *realisticly* launch planes off the deck of the Nimitz using a script like NLaunch.sqs; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; USAGE ; [Plane1,Carrier1] exec "NLaunch.sqs" _Plane = _this select 0 _Carrier = _this select 1 [_Plane,_Carrier] exec {\hwk_uss_Nimitz\script\katapult1.sqs} BUT .... Big buts ! - RAD F18 one of the few vehicles that DOESNT raise is landing gear while sitting on the deck with an AI Pilot - You must trigger the katapult script AS SOON AS the AI is in control of the plane (like with a "West Present" trigger) (*X) - There are 4 "katapult" scripts (1,2,3 & 4) to call but they ONLY activate the 2 blast shields on the MIDDLE (back) section of the ship (*Z) *X: Why you ask? Because the AI trys to accelerate immediately. Even with the script triggered (*almost* locking the plane to the deck) the plane nose tends to drift left or right. *Z: Why you ask? Because when you name the vehicle in the Mission Editor, you are ONLY naming one section of the ship. The Nimitz is made up of at least 4 main sections. You can only call the katapult scripts for the named/middle section. The front katapults are in-accessable via simple "name calling" Unless someone out there knows how to call/select the other sections of the ship (via CLASS or SELECT or .... something) then you can never activate the front katapults animation. Final note: The "USS Nimitz" in the "Hawk - Vehicles" editor selection will construct the whole carrier for you (remember its made of many large pieces). If you choose the other "USS ....." bits in the menu you *could* construct the ship manually yourself .... BUT it is extremely difficult. Why would you do this? Because THEN you can NAME each peice and therefore independantly call the 2 katapults on the front section and the 2 katapults on the back section ...... best of luck oh ... and I know katapult is spelt with a "c" .... I'm just following Hawks spelling/translation.
  12. [aps]gnat

    Increasing sound

    If the OFP music is louder, you'll probably have to re-sample the music file with increased volume. Use a WAV file editing program (or similar) to increase the volume and then save the music file back to your mission. my guess anyway.
  13. I'm not an addon maker, but I'd like to make a visual catelogue of all available addons (well ..... the ones I've collected anyway ). To do this I'd need a simple (broad word that) program to view the 3D model(s) (spin, textures etc) within each PBO file. Any such program out there ? Thx.
  14. [aps]gnat

    Viewing pbo contents

    But do any of those look straight into the PBO file? Or do I have decompress the PBO for every one of those programs? If so, that'll take too long, so I might as well dump the Visual Library idea. Better things to do like island and mission making
  15. [aps]gnat

    Trains in ofp??

    OOOHHHH!!! PRETTY! I want, I want, I want
  16. [aps]gnat

    Hawk's nimitz class aircraft carrier

    Well rhysduk .......... wish I could say Hawk (or smeone) had updated it ..... but ....... seems not the case from what I can tell. To my knowledge, the "05" was the last "enhancment" of the Nimitz. Little more I myself can do with it because I'm not a 3D modeller .... and I can barely be called a scripter ! LOL
  17. Found a couple of threads on the issue but none seem to provide a proper answer. Anyone found the solution? I find it hard to believe this "Scan Horizon" command to AI cant be executed via the ACTION command ..... seems just about everything else can !!! Worst case ... I'd be interested in a script that simulates it ... BUT allows AI to engage enmy .... not just force them into a spin forever. (... for an M2 gunner ...) Cheers.
  18. [aps]gnat

    Scan horizon

    Thanks Zig! ** All New and Improved AI Scan Horizon script ** <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; AI Scan Horizon by Gnat ; USE, eg in INIT ; [this, 12] exec "scan.sqs" ; >12< is number of secs between a facing change ; uses toadlife's WatchDirection function: See OFPEC.com _unit = _this select 0 _wmax = _this select 1 ; set the behaviour (your choice, manual) _unit SetCombatMode "RED" _unit SetBehaviour "COMBAT" _unitX = _unit ; is there a gunner in the object ... then select just him. ?alive(gunner _unit) : Â _unitX = (gunner _unit) ; if this is not a "man" and there is no gunner ..... exit ?("Man" counttype [_unit] != 1) AND (!alive(gunner _unit)) : Â exit ; main loop ... exit when the man/gunner dies #A ?!alive _unitX : exit _ww = random _wmax ; wait a random time ~ _ww ; Select a random direction _wd = random 360 [units _unitX, _wd] call WatchDirection goto "A" - Now works on AI manned vehicles (with gunners only) - Also works on men or groups. One note, script is terminated when the man/gunner dies, if an AI runs up and re-mans a gun (as they do from time to time) the script wont re-initiate. Probably a simple change (prob an @alive) but didnt think it was worth it.
  19. [aps]gnat

    Scan horizon

    small problem ... the ALIVE test is only testing M2 gun itself .......... not the soldier who was manning it. Any idea how to ALIVE test just the soldier manning the M2 ... not the M2 itself ? "this select 1" or something ? One side effect is that if you man the MG after you shot the gunner, you and your group is issued Change Facing commands LOL ...
  20. [aps]gnat

    Scan horizon

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0 _wmax = _this select 1 _unit SetCombatMode "RED" _unit SetBehaviour "COMBAT" #A ?!alive _unit : exit _ww = random _wmax ~ _ww _wd = random 360 [units _unit, _wd] call WatchDirection goto "A" .
  21. [aps]gnat

    Scan horizon

    ooops! Forgot a; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? _unit !alive : exit inside the "A" loop for tidyup purposes ..... .
  22. [aps]gnat

    Scan horizon

    well ... I would consider those nice addon's ... cept its for an MP missions and I dont control the Server addons .... Thanks anyways unnamed.
  23. [aps]gnat

    Scan horizon

    the combination works surprisingly well ! using toads 'Watch Direction' + this script. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0 _wmax = _this select 1 _unit SetCombatMode "RED" _unit SetBehaviour "COMBAT" #A _ww = random _wmax ~ _ww _wd = random 360 [units _unit, _wd] call WatchDirection goto "A" Call it in a units INIT field like this. (Like M2 MG) [this, 12] exec "scan.sqs" >12< is the max random time (secs) the unit will wait between changing to face a new random direction. Doesnt effect them engaging enmy ..... they may flinch for a fraction of a sec when the script issues a new direction but they immediately re-engage any existing targets. Hint: For M2 static MG's anyway .... make the skill higher and up the rank ..... they are more likely to engage targets.
  24. [aps]gnat

    Scan horizon

    thanks toad ...... real shame about the missing commands I'll use your function and see if I can add some scriptin to get these M2's to intelligently scan and engage ... Cheers!
  25. [aps]gnat

    Vbs1 release

    some of you's are still missing the point about price .... >>>> VBS1, the training tool, its not targeted at us gamers <<<<
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