chartier
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Everything posted by chartier
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Random weather and time for mp map
chartier replied to Psycho1's topic in OFP : MISSION EDITING & SCRIPTING
Oh yes, and that daytime... Make the mission start from 000 hours. Add in "init.sqs" (before weather things if you don't want the time change the weather estimation): ; skips the time from 0 to 24 hours skipTime (random 24) Again, haven't tested this one! -
Random weather and time for mp map
chartier replied to Psycho1's topic in OFP : MISSION EDITING & SCRIPTING
I haven't tested this one by myself but you can try the following: add to the "init.sqs" script: ; get a random real value from 0 to 3: _randVal = random 3 ; choose a weather ; sunny ?(_randVal <= 1):0 setOvercast 0 ; cloudy ?((_randVal > 1) && (_randVal <= 2)):0.5 setOvercast 0 ; stormy ?(_randVal > 2):1 setOvercast 0 exit Hopefully that works! -
Disembarking ai when needed
chartier replied to chartier's topic in OFP : MISSION EDITING & SCRIPTING
The "canFire" worked fine! If the vehicle is equipped with some weapon and gunner position canFire returns TRUE, otherwise FALSE. Thanks! But now I encountered another problem: How can I script AI soldier switch the place from driver to gunner position? I made a workaround for that by first disembarking the soldier and again assigning the solder as a gunner for that vehicle. That is not a clean solution though because it would be nice if soldier doesn't leave the vehicle at all. I tried already "moveInGunner" but nothing happened. Again, any ideas? -
How to keep the other team out of your spawn?
chartier replied to David Hasselhoff's topic in OFP : MISSION EDITING & SCRIPTING
I haven't tried this one out but could the "kill barrier" be created with a trigger with size of respawn area: West/East present, repeatedly Condition: this On activation: "_x setDammage 1" forEach list killBarrierTrigger Hopefully that works! -
Disembarking ai when needed
chartier replied to chartier's topic in OFP : MISSION EDITING & SCRIPTING
Thanks LauryThorn, I will try that "canFire" -method later! -
Disembarking ai when needed
chartier replied to chartier's topic in OFP : MISSION EDITING & SCRIPTING
Sorry for misleading question. I meant that how can I determine if the vehicle has a position for gunner in first place. For example: ?(is there a gunner pos in (vehicle AIplayer)):switch place from driver to gunner for tank above would be true, for 5tTruck false etc... -
How do i create a list?
chartier replied to _FoE_Peacemaker's topic in OFP : MISSION EDITING & SCRIPTING
Getting the coordinates can be done with "getPos" -method MyNewVehicle = "T55G" createVehicle (getPos MyTankFactory) or with marker placed in your desired place: MyNewVehicle = "T55G" createVehicle getMarkerPos "tankFactory" -
Of course, if the two vehicles are already out of fuel. The above script can be used when it is not known beforehand which vehicle runs out of fuel first. I mean, WTruck1 waits near fuel station and goes for the support mission only when some vehicle is requesting it. I have a habit to see everything in more complicated way
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You can use the "setWPPos" -method to dynamically set waypoint position. Try for example the following: name of the tank: WTank1 name of the fuel truck: WTruck1 Fuel truck's first waypoint is of type "SUPPORT" [WTruck1,1] setWPPos (getPos WTank1) This could be executed by a trigger that meets the condition: (fuel WTank1) == 0 Again, it should be noted that only one vehicle at a time executes the script. Otherwise another vehicle (here, Vulcan) might "steal" the support truck before it even gets to the tank... One solution to this might be to use a boolean variable to indicate if support truck is already reserved. Or maybe playing around with synchronization?
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Problems with nearestobject method
chartier replied to chartier's topic in OFP : MISSION EDITING & SCRIPTING
Thanks SCLZ! You are probably right about nearestObject so I did the script old-fashioned way: - Created a "Civilian present" -trigger (radius several thousand meters) and on activation listing all the units that would activate it. Empty vehicles are type "Civilian". - Passed the vehicle array and AI unit to the script. - Manually compared each object distance in script. I did a "canMove" check for each object in array to be sure only vehicles are taken into account but I don't know if this is really needed... -
Hi! I'm working on a script that finds a closest vehicle for AI player to board but I'm not able to get nearestObject method to work. All it returns is a <NULL-object> no matter what object "type" I try. I don't want to compare every existing vehicle distance because there are a LOT of them in my mission. Any ideas how to make my script to work? Script: _user = _this select 0 _nearestVeh = nearestObject [_user,"LandVehicle"] _user move getPos _nearestVeh _user assignAsDriver _nearestVeh [_user] orderGetIn true BTW, I'm using OFP version 1.42.
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How do i create a list?
chartier replied to _FoE_Peacemaker's topic in OFP : MISSION EDITING & SCRIPTING
The vehicle list "CfgVehicles" can be found in BIS comref guide. You need an IE 6.0 to view the complete reference guide. I'm not sure what all "+" and "-" signs preseding the vehicle names mean, maybe class visibility (+ public, - private)?