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domcho

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Posts posted by domcho


  1. Did you read the readme that comes with it?

    Open Texview2, load a file into it, it doesn't support BMP but it does support JPG, then save it out as your required format.

    Yes I saw everything. Thanks a lot dude. You saved my day :D :D


  2. it's not just about you man. at some point there will be others with the same problem as you, who will look to this thread for answers. what worked for you may not work for them and since there is another solution to the problem, it doesn't hurt to post it.

    You're absolutely right :)


  3. there is a very simple and fast in game solution to your problem without scripting.

    place a trigger and group it to the first wave group by pressing F2 and connecting them. do this for every group of the 1st wave. give the triggers a radius large enough to cover the battlefield and select "Any Group Member/Not Present".

    then place a move wp for every group of the 2nd wave at their starting point and synchronize it with the trigger/triggers of the first wave groups. repeat for more 2nd wave groups.

    once none of the units from the 1st wave group/groups are in the trigger area, the wp of the 2nd wave group activates and they come charging in :)

    LOL do you ever give up? :D Even though my problem is solved you still help :D. Thanks I appreciate it. Would give that a try.


  4. OFP has a pretty goofy AI when it comes to Load/Unload from choppers, so this is what you need to do.

    place a "Move" waypoint over where you want it to land and put "nameOfHelicopter FlyInHeight 0" in its activation field. place a "Load" or "Move" waypoint for the helicopter right next to the last one, a "Get In" waypoint for your unit close by, put "nameOfHelicopter FlyInHeight 100" (or any number between 50 and 150) and synchronize the "Move" wp of your unit with the "Load" wp of the heli.

    this will make the chopper land, keep it's rotor spinning and wait until your unit is aboard before taking off.

    I tried what you said, this time he keeps the rotor spinning as I wanted but he doesn't fly after my units get's in. I also tried with trigger soldier1 in heli heli fly in height 100 but doesn't work :mad: thanks by the way

    ---------- Post added at 08:56 PM ---------- Previous post was at 08:22 PM ----------

    I tried what you said, this time he keeps the rotor spinning as I wanted but he doesn't fly after my units get's in. I also tried with trigger soldier1 in heli heli fly in height 100 but doesn't work :mad: thanks by the way

    WAIT!!! I found a way to do it. It's made in a so strange and annoying way. Here is how I did it (I used an example from the mission 02Ambush from the single mission in OFP)

    I put a move waypoint on chopper and in it I type

    NameOfHelicopter land "GET IN"

    Then I make a 2nd waypoint for the chopper but again a move one and I type there

    NameOfHelicopter flyInHeight 100

    and of course I synchronize it with my Get In waypoint

    Now the chopper keeps spinning the rotor and when I get in he follow the next waypoints instead of just spinning his rotor and standing on the ground :yay: Thanks a lot!!!


  5. The trouble with plain count units is that it includes both live and dead units and won't reach zero until the dead units are removed from the group.

    It'd be better to use

    "alive _x" count units Group1 == 1

    (more info here). The trigger should trip when there's one unit left alive, and he'll probably be fleeing anyway.

    Works awesome, thanks a lot!!! :yay::yay::yay:


  6. The simplest way to do that is to use the Guard waypoints and Guarded by triggers. Read more about it here:

    http://community.bistudio.com/wiki/Waypoint:Guard

    I tested it with a trigger but it's bugged a bit, probably because I don't do something correct. I place 2 west squads and both have guard waypoint (and of course the guard waypoint is not near the trigger) I place the trigger with guarded by west thing. The closest group goes there and then I use "_x setDammage 1" foreach units Officer1 but 2nd group doesn't move. So I put 2 mechanized east squads and this time the 2nd group moves but it does before the 1st group dies. In the waypoint:guard info it says that the 2nd group is to wait until the 1st group dies but it doesn't seem to happen. And yes it's probably because I am not doing something correct.:eek: and the (count units Group1) ==0 it's takes wayyyy to long.


  7. Hello, how can I make waves of groups to come 1 by 1. I mean:

    I want 2nd wave of soldiers to attack when 1st wave of soldiers is dead, but it's too slow if I have to name each soldier of the 1st wave and then type (not alive soldier1) and (not alive soldier2)... etc. :eek: :eek:

    I mean is there a faster way like

    (not alive group1) and (not alive group2)

    wave2 = true (wave2 is variable for 2nd wave to march)

    Group1 = group this but it doesn't work with (not alive Group1). And I don't know any other way except naming every single soldier and then typing (not alive soldier1) ... etc. Thanks a lot!!! :yay:


  8. I don't think there is a way to keep the the engine on if the helicopter has no pilot. All vehicles turn engine off once the driver gets out.

    If it is an AI controlled helicopter, there is a way to keep the rotor spinning even if it is on the ground, but not if it has no pilot.

    One possible way to work around it could be to move an invisible unit in the cockpit and use FlyInHeight 0, but I think most invisible units out there are under static object class so they can't behave like pilots...

    No no. I mean:

    I hold my position until the chopper arrives and when it lands I get in it and fly out of the battlefield. But he lands a bit far so it won't be that easy to just complete the mission :D. There is a pilot and a gunner in the chopper, no one get's out but by the time I get to the chopper he turns his engine off and then on again, so when I get in 50% of the time I get killed LOL. Thanks!


  9. place a "get out" waypoint for the helicopter and a variable in it's activation field. then place an end trigger to be activated by that variable.

    Thanks dude! Can you tell me how can I make a helicopter turn his engine on when he lands. When a helicopter land he turns engine off so I use hawk action ["engine on", hawk] but the problem is that it doesn't work except if I don't use condition on the trigger and also put a wait time on the trigger. But problem is I have to adjust the time so with each mission it would be different timing also and I will take years do adjust it. All I want to know is how can I make the chopper not to turn his engine when he lands or how to turn his engine immediately after he turns it off. Thanks!


  10. Same command.

    That means that if I place a soldier on my site and put in his init this setuintpos up and then an enemy soldier comes and I shoot him he wont lie down? OK here it is. I set the soldiers behaviour to combat and preview. He lies down. Then I type in his init this setunitpos up and again he lies down when he is in combat mode or if I use the script command dotarget dofire he again lies down. Am I missing something?:butbut:


  11. Try disabling both "AUTOTARGET" and "TARGET" AI's with the disableAI command. But note that after this the AI won't be able to shoot anyone and there's no way to enable the AI back again.

    If that doesn't work, I don't think there's a way.

    I don't need the soldier to shoot. I posted a video on youtube

    but it's just stupid when they turn their heads to look me it's kinda embarrassing. I though if I could like make an object and something and force the soldiers too look at it the whole time maybe that would work but I forgot the command :/ Thanks anyway


  12. Hello guys!!! I saw in the 1st mission of the CWC campaign that they're 2 soldiers who do MORE than 3 push-ups. When I use the command soldier switchMove/playMove "FXStandDip" he only does 3 push-ups and stands up :mad:. I want my soldier to do 20 push-ups, sit down to rest 10 seconds and then start over again. Help please :(

    Thanks!!!!!!!!!!!!!!!!!! :)


  13. I take it the hostage is on the civilian side. So why just don't change the hostages side to OPFOR and set him as captive?

    To make the hostage on OPFOR side you either place a russian unit with its presence set to 0 and group the both. Or you edit the mission.sqm, search for the hostage unit and change the side from "CIV" to "EAST". Note that if change the side in the mission.sqm you can't edit the units properties again in the editor or it is replaced with a russian soldier.

    First you need to give the hostage a name (if you haven't already), here we use captive1. Then set the hostage status to captive. Type below line in the captives initialization line:

    captive1 setCaptive true

    You also might set his behaviour to careless and disable his move ability so he doesn't run away:

    captive1 setCaptive true; captive1 setBehaviour "CARELESS"; captive1 disableAI "MOVE"

    Once you secured the hostage, you can revert above with:

    captive1 setCaptive false; captive1 setBehaviour "AWARE"; captive1 enableAI "MOVE"

    Oh yeah and it's "Spetsnaz", not "spetz natz" :p

    Edit:

    I just noticed this is for OFP... enableAI does not work here so please ignore that part.

    OKAY!!! Thanks alot. I will try it. I know it's "Spetsnaz" but in OFP it's Spetz Natz.:eek:


  14. Hey guys!!! I am making a mission where I am a spetz natz and have to rescue a hostage. The thing I want to do is place resistance snipers as terrorists. Gonna change they're weapons to AK-47. But Civilians = Resistance. So to make civilians not attack me I have to set Resistance friendly to everybody or to East. But then the resistance snipers (the terrorists) won't attack me :/.Yeah I can use Black Ops for terrorists but I prefer Resistance snipers. So is there anyway you can change the side of a unit? Please Help.

    Thanks!!! :yay:

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