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Everything posted by andylee054
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Actually, we had script for those arty system. In our sample missions you just need to do is click on the map, and the artillery will take the job. We will release many sample missions for you to reference, including artillery war, Halo jump, rope down attack, new para systems, and camout face system.....etc. So that we will show you the script how to make them works.
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Oh, I forgot to tell you why I post this news here. Because of our web site had some script problem, so we can't post any new information in this time. So we have to announce this info via officer forums. That's the reason why. I wish our programer can solve that problem soon. So that I can release more info to everyone.
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Yes, Samren, they did very fine job as I know, their project leader is a real PLa soldier who's call sign is "AlexP". He is a very smart guy. So they have the resource to make more realistic texture for their MOD. That's the weakness of my MOD, for we cann't get much more reference data like them from out side of China. But their Original soldier models in MLOD format was provided by me. I think I can make it as possible as I can. In fact, I added ranking system and auto setup Chinese face system for them, not only the textures.
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Yes, we put most units in Groups at this time.
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actually, I gave a lot of permissions to PLA's team before, the first PLA addon and weapon pack are made by me. In this version, I retextured all pla's units. Also I made a lot of common rifles for them too. Such like Type 81 rifle, Type 95, Type 81 MG, Type 56c (QBZ56C). so, there is no need to do that, right?
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Thanks for the advise.
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Oh, I see, the "Bangkok", but sorry we have no plan to make this one. We will release the beta version with some demo missions and updated the two old campaigns in a few weeks later. Also we will update the Kinmen island which added a lot of fields on it and all buildings were fixed geometry lod so that AI soldier can entry the house without problems. Than, we will publish the formal version after we made a new campaign for this MOD.
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well, I will do the best as I can.
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Actually, the PLA stuff in our MOD just took some change on texturing . But we made some new howizer for PLA. We made a lot of new systems for this MOD such like, Auto setting Chinese face on both side no matter you play them in mission edittor or your own missions, Auto ranking system for each units, New para system for OFP's soldiers so the soldier will get shot during para on the sky......etc.
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yes, we will use them both in our old campaign and newer one.
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We are not dead yet just working hard. ha ha ha...
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Atually, T means Type. ROC made a lot of rifles, they are named T65, T65k2, T86 and T91. They are developed all based on AR-18.
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How to get the groupid and unit id via script?
andylee054 replied to andylee054's topic in OFP : MISSION EDITING & SCRIPTING
Oh, I solved the problem. the script should be like that: ======================= _P1 = _this select 0 _P2 = "WEST Alpha Black:2" ~3 ?(_P2 == format["%1", _P1] ): hint format ["%1 = %2", _P1, _P2] ; exit hint format ["%1 <> %2", _P1, _P2] exit ========================== it works fine. ;) -
How to get the groupid and unit id via script?
andylee054 posted a topic in OFP : MISSION EDITING & SCRIPTING
I tried a script like that: ========================= _Call01 = _this select 0 hint format ["%1", _call01] _Call02 = format ["%1", _call01] ========================= And it will return the call sign like: "West Alpha Black:1" Then I tried to verify the name like that: ========================= _Txt1 == "West Alpha Black:1" ?(_Txt1 == _Call02): hint "OK" ========================== But it is always failed to verify, and saw some error msg on top of the screen. How can I do? Or Can anyone tell us what is the format of the Call sign in OFP? thanks. -
How to get the groupid and unit id via script?
andylee054 replied to andylee054's topic in OFP : MISSION EDITING & SCRIPTING
That's OK for one '=' or '=='. It doesn't matter for what I got. The result is all the same. anything else? -
Rest in peace Lawrie. .... Cann't say anything but feel so sad...
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Problem of init in addon's eventhandlers
andylee054 replied to andylee054's topic in OFP : CONFIGS & SCRIPTING
Great!! It works!! Thanks a lot. -
How to get unit's id from mission.sqm
andylee054 posted a topic in OFP : MISSION EDITING & SCRIPTING
In mission.sqm file, we may find the script like that: class Item1 { position[]={9922.818359,26.730000,4003.331787}; id=2; side="WEST"; vehicle="SoldierWB"; rank="SERGEANT"; skill=0.600000; markers[]={}; }; I tried to find out the way to get the ID or rank from mission.sqm, because I need the data for some sqs file. But I still don't get it. Anyone know how to do that? -
How to get unit's id from mission.sqm
andylee054 replied to andylee054's topic in OFP : MISSION EDITING & SCRIPTING
Alright, I tell you why. I made a lot of customed oriental faces, and I set those faces as TW00~TW30. I also made an class eventhandlers In my addon's config.cpp to call a sqs file which used to setface for my units. the script for eventhandlers would be: class Eventhandlers {Init = Â "[_this select 0] exec ""\roc\script\twface.sqs""";}; In the earlier time, my twface.sqs was made for setting the faces randomly, the script like that: _P1 = _this select 0 _Tr = random 3.1 ?(_Tr <= 0.1): _P1 setface "TW00" ?(_Tr>0.1 and _Tr <= 0.2): _P1 setface "TW01" ......and so on....to "TW30" So, the script will make solders has a random customed face. And user no need to add any script in init or sqs to see the oriental random faced soldiers. But, I found a problem lately, when soldiers get in car and out, the init would be triggered again, so, He got a new face!! That's why I think if I can get the id from mission.sqm, so, I can fix the randomed face on soldier by determing the ID. Maybe it's not the best way, or anyone know the better way? I also tried removeEventhandler command to stop the init, it's not work on class eventhandlers which in config.cpp. I wish the script would be like that: _P1 = _this select 0 _Pid = _P1.ID _Pr = _Pid / 31 ?(_Pr > 31): _Pid = _Pid - (_Pr * 31) ?(_Pid = 1): _P1 setface "TW00" ?(_Pid = 2): _P1 setface "TW01" ..... and so on.....to "TW30" -
How to get unit's id from mission.sqm
andylee054 replied to andylee054's topic in OFP : MISSION EDITING & SCRIPTING
yes, that's all want, but I want to use some script to dig them out. such like: _unit = _this select 0 _unitID = ID or rank....etc. than I can use the ID or rank to do the other thing in sqs. -
I played these addons times and times, and I really admired these works. They are really great!!
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Kinmen island by taiwan workshop !!!
andylee054 replied to fighter's topic in ADDONS & MODS: COMPLETE
Sorry for I didn't anwer the question about how to put those objects on map in the editor. Actually you cann't find those objects, because I didn't write a config.cpp for them. All objects that you see on map are done by wrpedit.exe tools. There are only p3d file needed when I put them on map by that tools. I will think about write a config.cpp later and publish them with my new campaign. Cheers. -
Kinmen island by taiwan workshop !!!
andylee054 replied to fighter's topic in ADDONS & MODS: COMPLETE
You are a really nice guy. Thanks. I will check your HALO script ASAP. Thanks for your help again. -
Kinmen island by taiwan workshop !!!
andylee054 replied to fighter's topic in ADDONS & MODS: COMPLETE
Thanks. I know we can set a face for our charators in campaign's description.ext file or in editted missions. But, do anyone know how to set random customed faces in our own addon pbo files? -
Kinmen island by taiwan workshop !!!
andylee054 replied to fighter's topic in ADDONS & MODS: COMPLETE
I really apperciate your feed back and encouraged me to go on these works. I will make my new campaign all in English and with speech. On the other hand, I don't know how to make my own units randomly in Chinese face. Can anyone tell me how to do that? And can anyone do me a faviour make some air packs or amour pack for this mod? Because I got my own self to dedicate in this mod in this time. Thanks a lot to everyone , specailly to fighter and theavonlady, thanks for your help always. Â