bob1787
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Everything posted by bob1787
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ah that wilco pack is perfect, thanks sanctuary thanks for the feedback redface but not quite what i was looking for, thanks anyway
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ill just download the FDF mod and have a look
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choppers or planes choppers could be done using setpos other than that i dunno
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press F5 (synchronise) and drag from the trigger to the waypoint, sorted. not an obvious option in the mission editor similar to triggers and groups but i find them extremely useful. im sure that someone has posted that before
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could you change the altitude of the waypoint with setWPPos or did you mean that feersum? you could try using domove or move
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just add a switch to the end of your shortcut to the flashpoint EXE, right click and goto properties then in the target location you just put -nosplash on the end so it should look like this... C:\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE -nosplash just thought i might share that with you for anyone that didnt know EDIT: i just saw all the other posts in the troubleshooting, im such a dumbass
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lol yeah, i had been searching for how to turn off the loading screens, but then they are called splash screens. im such a dumbass
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you could try loading a group of gamelogics and deleting them after <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GL1 moveincargo chopper1 ... GL12 moveincargo chopper1 deletevehicle GL1 ... deletevehicle GL12 you could probably write a little script that would create, load and delete the game logics EDIT: and it would go a little something like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_CHOPPER = _THIS SELECT 0 _intC = 0 _intB = 0 _intA = 0 _pos = [0,0,0] #newlogic "LOGIC" createunit [_pos, logicG, "logicG=this"] _intC = _intC + 1 ? _intC <= 12: goto "newlogic" _logicGN = units LogicG #loadlogic (_logicGN select _intB) moveincargo _chopper _intB = _intB + 1 ? _intB <= 12: goto "loadlogic" #deletelogic deletevehicle (_logicGN select _intA) _intA = _intA + 1 ? count[units logicG] > 0 then goto "deletelogic" exit you may need to create a placeholder game logic (create a gamelogic in the editor and give it "logicG=this" for the init) aswell as running the script on a waypoint such as move rather than the unload but you shouldnt need to. if you are using a big chopper or a plane (osprey, C130, anatov, chinook) then you might want to create more groups, easily done sure you can do it
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Questions on unified zombie mod
bob1787 replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
got it working OK now, reinstalled the game and it works great now -
Questions on unified zombie mod
bob1787 replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
i seem to be getting this error \zombiescripts\initmalezombie.sqs and where do you change the properties line to "Zombi Mod - HARD Game"? -
Getting these jokers behind sandbags
bob1787 replied to Door a jar's topic in OFP : MISSION EDITING & SCRIPTING
that is very very nice -
Getting these jokers behind sandbags
bob1787 replied to Door a jar's topic in OFP : MISSION EDITING & SCRIPTING
create a script that continuosly loops repeating the command switchmove "CombatToCrouch" e.g. #loop _unit switchmove "CombatToCrouch" goto "LOOP" so what if its 3 years late.... -
Adding weapons that vehicles from addons have
bob1787 replied to vasgork's topic in OFP : MISSION EDITING & SCRIPTING
<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 _weapons = weapons _unit _mags = magazines _unit _magsSTR = format ["%1", _mags] _weapSTR = format ["%1", _weapons] _unit sidechat _weapSTR _unit sidechat _magsSTR exit this will return magazines and weapon names of units into sidechat (v1.75 or higher) use is as [unitname] exec "scriptname.sqs" -
is there by chance a way to make AI really inaccurate apart from skill and courage....? i wan't to make them shoot fast but have about 1% chance of hitting you....
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Ofp crashes when aircraft takes off
bob1787 replied to Mike(KMNB)'s topic in OFP : MISSION EDITING & SCRIPTING
try re-installing your flashpoint and/or not using a beta it may even be a gfx or cpu problem, re-install ure card drivers and run a cpu diagnostic. u can download one from here >>>www.download.com<<<