[email protected]
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http://www.ofpec.com/ is down. I used there command list because it listed all commands, weapons, actions, charachter animations and so on. Does anyone have it saved localy that would be so kind to send it to me? /Anders
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anyoen knows what happend to http://www.ofpeditingcenter.com? Havent ben able to access them for days now /Anders
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you can start music from a trigger (effects) but if i want to start a track from a script you need to define it in .ext..... but i want to use the games orginal music from the script.. is there any command for that. or do i need to trigger a trigger from the scripts that starts the music?
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Indestructable ammo boxes and a few other things
[email protected] replied to Rossi's topic in OFP : MISSION EDITING & SCRIPTING
?(not alive ammobox1) : ammobox1 setdammage 0 -
Radio messages in multiplayer
[email protected] replied to [email protected]'s topic in OFP : MISSION EDITING & SCRIPTING
sometimes upto 30 secs.... it desotrys some of the athmosfear if the sounds comes at the wrong places... -
i've made a few radiospeaches in my multiplayer mission. On the server you hear the messages when suposed, but on the clients there like a logn delay.. /Anders
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I've run into something strange that never happend for me before... When i use the say command the person that says the sentence says it two times!? anyone knows whats wrong?
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Multiplayer disabled player
[email protected] replied to [email protected]'s topic in OFP : MISSION EDITING & SCRIPTING
i made a litle init script ?(not alive Ops1) : Ops1Disable = 1 and i tried to disable Ops1, it did not set Ops1Disable to 1 /A -
In multiplayer, is it anyway to know if the players have disabled a player position? the alive command does not work correct if there are disabled players, thats why /A
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Nv goggles off!
[email protected] replied to [email protected]'s topic in OFP : MISSION EDITING & SCRIPTING
there must be someone out there that knows this? /A -
yea i was a bit unclear, but i saw that kueppcera filled in for me....
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in teh trigger activation field typ [] exec "createnemy.sqs" creat a new txt doc in your mission folder and name it "createnemy.sqs" put this line in the sqs file "SoldierWB" createUnit [getpos EnemyPos, groupAlpha] use the behaviour command to set it to combat put a trigger on the location where you want the soldiers to apear and name it "EnemyPos" that should to the trick
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Converting .wav to .ogg
[email protected] replied to InqWiper's topic in OFP : MISSION EDITING & SCRIPTING
i had problems with surfer. so i changed to goldwave.. it works perfect.. -
Addweapon and addmagazine
[email protected] replied to [email protected]'s topic in OFP : MISSION EDITING & SCRIPTING
i know.. ive tried that also, forgot to add that to the thread... could it be that civ units cant carry ammo? -
Unit group
[email protected] replied to [email protected]'s topic in OFP : MISSION EDITING & SCRIPTING
it works with the group command. but if the group commander is killed along the way, it does not work... can you get around this?