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aook002

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Everything posted by aook002

  1. aook002

    Credits

    Hey all, I was just wondering as I was watching a film last night. Are you able to create 'credits' at the end of a mission, rolling from the bottom of the screen to the top. I hope you know what i mean..... I know you can use something like this (or can you?): <u>Showing a title cut on the screen Parameters :</u> Text to display Fading method : "BLACK OUT" - Fade to black screen "BLACK IN" - Fade in from black screen "BLACK FADED" = Seems to be a smoother fade to black than "BLACK OUT" "BLACK" = Seems the same as "BLACK OUT" "WHITE OUT" - Fade to white screen "WHITE IN" - Fade in from white screen Fading time in seconds titleCut ["Hello","BLACK IN",10] <u>Adding a title Parameters : </u> Text to display Text style : "PLAIN DOWN" = Plain text in lower part of screen "PLAIN" = Plain text in middle part of screen titletext ["Sweet!","PLAIN DOWN"] Thanks Aook
  2. Hi, Anyone know what causes this type of error ? - it may possibly be an addon which ive installed, but does anyone know which one. It wont let me 'preview' the mission when in the editor, when i use the BIS units. Thanks in advance Aook
  3. aook002

    BIS unit error

    Ahhhh i think i know what might be causing it now - cheers - i look into it tomorrow - but right now im off to get some beauty sleep
  4. Hi, At the moment i'm making a mission where i say a group of T72's and in the leader's tank's init field i have put...<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">grp1=group this ... defining them as group one  Ok these units (grp1) are on the other side of the map to where they should be (Im making waves of attacks), and I am using a script to teleport them to a Game Logic position. So in the script there is this...<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x setpos (getpos wave1)" forEach units grp1; exit But when this happens only the men appear not the tanks so my question is.... How do I move the tanks as well as the men in the group, and the men be in the tanks aswell? Thanks in advance Aook Edit: Typos
  5. Ok another question aswell - how would i createunits ingame - i have searched but to no success or ease of understanding If someone does know the answer could you do the example for a BAS Tonal Rebel BMP ? Thanks Aook
  6. That's great it works Thanks everyone
  7. Ok how would i do that? Im trying to use Tonal BMP's and T72's. Aook
  8. Would anybody be able to give a full list of Video cards that support this mod/addon? I think it would be a great help to others... Aook  (My blasted video card doesnt support it - arrgghh)
  9. Awwwwwwwwwwwwwwwww I may go sulk now        Well maybe not but it not working is upsetting. Aook
  10. I need help as well  I have: Video Card: NVIDIA GeForce4 MX 440 Computer: AMD Athlon XP 2600+ Ram: 1024 MB Yeah i disable post processing and as AvonLady says it's like a big white splodge with a funny black looking sea Does this mean I cant use this excellent addon?? Aook Â
  11. aook002

    cut sene scriptings

    Thanks avonlady
  12. aook002

    a little help needed!!

    Oh thats good   I'm glad to see you got it working  Aook Â
  13. aook002

    cut sene scriptings

    In notepad or any other text editor are you using quotation marks around the file name...so it goes something like this: Also im not sure if it would make any difference but you could try using "this" or the name of the soldier instead of []. Aook Â
  14. aook002

    a little help needed!!

    So you got your ejection script working? The "oh well" doesn't seem too positive... Aook
  15. aook002

    a little help needed!!

    This may not help but what I once did was that I used the normal script and just execed it for all the groups (i had 6 in the Antanov plane). #################################################################################### _aunits = units Group leader name eg "Team1" _i = 0 _Max = count _aunits #Here (_aunits select _i) action ["EJECT",vehicle name] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_Max>_i:goto "Here" _aunits = units Group leader name eg "Team2" _j = 0 _Max = count _aunits #Here1 (_aunits select _i) action ["EJECT",vehicle name] unassignvehicle (_aunits select _i) _j=_j+1 ~1 ?_Max>_j:goto "Here1 And so on.... exit #################################################################################### Or you could exec the normal script for one group then add to the end of it something like player exec "eject2.sqs" - If you get my drift... team1.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_aunits = units team1 _i = 0 _Max = count _aunits #Here (_aunits select _i) action ["EJECT",heli] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_Max>_i:goto "Here" player exec "team2.sqs" exit And "team2.sqs" would be exactly the same as "team1.sqs" apart from team1 would be changed to team2 in the script. Aook Â
  16. aook002

    cut sene scriptings

    An easy way to make a camera / cutsence thingybob is to uses this code in the init field of a solider. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "camera.sqs" Camera.sqs is the inbuilt camera made by BIS - you may find it very useful  Oh and by the way press CTRL to take the camera shot and then you will find the code in the Operation flashpoint directory. (C:/Program Files/Operation Flashpoint/Clipboard.txt) You also need a little knowledge of camera scripts but very little. #################################################################################### Edit: here's some snippets of a camera script... (Things you need to know) _camera = "camera" camcreate [0,0,0] Camera Naming _camera cameraeffect ["internal", "back"] Camera Effect _camera camSetTarget [94464.92,48079.57,-24807.21] Stuff about where camera is looking _camera camSetPos [9557.68,1460.72,18.34] Stuff about where camera is looking _camera camSetFOV 0.700 Stuff about where camera is looking _camera camCommit 0 How long it takes the camera to get to the camera shot position from the previous one. The 1st one is always best to be at 0 or you get the camera flying across half the map ) @camCommitted _camera ~6 How long you want the camera to stay at the camera shot _camera cameraeffect ["terminate", "back"] Deleting camera camdestroy _camera Deleting camera exit Exiting Script #################################################################################### Aook Â
  17. Hi again..... Ok i have two scripts: takeoff.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titleText ["", "white out"] ~2 plane setpos [getpos plane select 0, getpos plane select 1, 80] v0=125; dir=getDir(plane);vBase = [sin(dir),cos(dir), 0]; plane setVelocity [(vBase select 0)*v0,(vBase select 1) * v0, 0] ~7.5 titleText ["", "white in"] exit stoppedpilot.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">goto "halt" #halt v0=0; dir=getDir(plane);vBase = [sin(dir),cos(dir), 0]; plane setVelocity [(vBase select 0)*v0,(vBase select 1) * v0, 0] ;;<insert if statement here - then goto "stop"> goto "halt" #stop exit Ok what i want to do is, i want the "stoppedpilot.sqs" script to check if the "takeoff.sqs" script is running and if yes, stop the running of the "stoppedpilot.sqs" script. Thanks Aook
  18. aook002

    End Command

    I tried doing that but it seemed about 5-10 seconds late than i wanted it to end as im running a bit of a camera script and i wanted the mission to end as soon as the camera script ended. Aook Â
  19. Hi, I was just wondering if you were able to execute the end command such as... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">end #4 ...from a script Thanks Aook
  20. aook002

    different weapons

    Try putting this in your soldiers init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeallweapons this; this addweapon "g36a"; this addmagazine "g36aMag"; this addmagazine "g36aMag"; this addmagazine "g36aMag"; this addmagazine "g36aMag"; this addweapon "lawlauncher"; this addmagazine "lawlauncher"; this addmagazine "lawlauncher"; this addmagazine "lawlauncher"; this addweapon "binocular"; this addweapon "nvgoggles"; this addweapon "Beretta"; this addmagazine "Berettamag"; this addmagazine "Berettamag"; this addmagazine "Berettamag"; this addmagazine "Berettamag"; Also if need be change "this" to the name of your solider if this code will be used in a script. Aook Edit: Typos
  21. Hi - I'm just wondering if there is a f-117 stealth fighter jet out anywhere for ofp - tried searching but to no avail  Aook Â
  22. aook002

    F-117 Stealth Fighter

    Cool - Cheers Ironsight - Found the little buggers  Aook
  23. aook002

    F-117 Stealth Fighter

    Ok thanks for reply - but does anyone have any links ? Aook
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