

Blitzen
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Everything posted by Blitzen
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Weapon Pack program? Plus trigger question
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
I know this is digging up an old thread, but I was wondering if people would be interested in what I've made....:rolleyes: Its a 2003 Microsoft Excel document that contains lists of common weapon pack class names and allows you to select individual weapons from these packs. Say you want a weapon from SJB's pack: you simply select his pack and then select your weapon. The final selections are spit out into the code box at the bottom. This is great for changing a unit's weapon via the init line. Download here This is my first "release" of anything on this site. I did not make this to full-fill any sort of conditions (professionalism, no bugs, etc.). I merely found it useful and thought others would as well. **NOTE: To get this to work, copy the code box into a word document, and then copy the contents of the box to Operation Flashpoint. For some reason or another OFP has a problem with excel's quotation marks. :confused: ***EDIT: I forgot to mention that I also made one of these to work for adding weapons via the description.ext. Same principal different use (one for the init of a unit, another for a description.ext). -
OFP photography - No images over 100kb - Pictures only, NO comments
Blitzen replied to Major Fubar's topic in GENERAL
1) 2) 3) 4) Mods: FFUR/SLX 2007 2.5||LSR Seals & Weapon Pack|| Mod'd CAT Afghan.||DMA Libya|| Other Random Stuff -
OFP photography - No images over 100kb - Pictures only, NO comments
Blitzen replied to Major Fubar's topic in GENERAL
100kb = 102,400 bytes....Hopefully I dont go over 1) Logging on to ESPN 2) Stupid Load Times 3) Purrty 4) Waiting for extraction 5) Watching the Southern Road -
Okee Dokee here's the scoop: I'm making an Afghan mission where a Russian commander is meeting with loyal taliban/resistance leaders to discuss weapons, support, etc. Thanks to an informant, the player knows about the meeting and knows that the Russian commander is leaving to meet them at a certain time. However, you don't know where the meeting will take place. To overcome this, you will need to use this UAV drone to track the commander to the meeting place. After you know the location of the meeting, you will then move there via helicopter, insert, and kill everyone (the usual :D) I cant give a helicopter waypoints to the meeting location as this would allow a player to by-pass the UAV. Therefore, I want the player to choose a landing point via a "map click" (hopefully you know what Im talking about :rolleyes:). Ideally, the player would chose a landing spot, the helicopter would insert the squad, go to a holding postion, and then come extract the squad when everyone is dead. If this is too complicated, then I could have two helicopters: one to drop off the squad and one to pick 'em up. Thanks so much for the help! I think I've got a pretty schweet mission coming along.
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Map Click Movements for Units??
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
Kewl! However, how do I give this "ability" to the player? Also, is there a way to move an invisible h to the same location that the player chooses? Will the helicopter be able to have additional waypoints? -
This isnt an addon request per se, but it is related :D. Does anyone have the script that allows you to carry two primary weapons? Thanks
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Anyone know any good air missions? Whether its helicopters or planes, it dosent matter. Looking especiallly for some air to air missions. Also, anyone know of any good armor missions? Armor vs armor especially (no infantry support, infantry attacks, etc.).
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I've been having a mighty fine time playing around with this Dragon Warrior UAV Addon. For anyone who hasnt used this, its a basic 3rd party drone that works fairly well. By default, the drone starts on the ground and the player has to walk up to it and "start" the drone. Would any advanced scripter be willing to take a look at this addon and see what would be needed to have the drone start in the air, and then have the player take control of it at somepoint later in the mission? Thanks
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I believe that this is caused, as you have found, due to the drone being set to "empty." If you take an empty plane or a helicopter and place it in the editor with its status set to "flying", it too will crash to the ground. I think that the initial takeoff is "pre-set." The drone seems to move a certain distance in the direction it is facing, and then the settings from the sliders kicks in. Too bad the FDF people havent given permission :cryy: I've been doing some fooling around with the drone, and it seems that you cant control it while you are in an aircraft/plane...? That stinks because it would be neat to use the drone to find AA units then take them out with a helicopter, etc. It would also be really cool to add a laser targeter to the drone...:bounce3:
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I dunno but that would be really friggin sweet. Im working on a mission right now where you are the leader of an SF team who is moving in to extract survivors from a blackhawk crash. The blackhawk was shot down by an AA unit and before you can be extracted, you have to find the AA gun with the drone, call in artillery on it (CoC unified artillery), and defend yourself in the meantime. I really, really, wish there was a good way to take control of the drone in the middle of a mission. What do you guys think of the mission idea? I have several really good ideas for missions.
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Anyone know of any Afghanistan Special forces units (similar to Medal of Honor)? Anything besides Johnny's Sf units?
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I am in the process of trying to "build" a description and init file. I've got a few questions that need to be answered... (please! :D) 1. I know that the init file runs at the start of the mission, but is there anything that has to be put in the description file that cant be put in the init file (and vice versa) 2. My main focus for the init and description file will be to define custom names for the sidechat command (can this be done?) and to define faces for soldiers. How is this done? Also, does anyone have a list of the facestex2 faces? I would really like to define them as well. 3. This question relates to #2. If I define a face in the description file and use it in-game, will the face still be used if I save and load the mission? This seems to be a common problem in that faces disappear with mission loads, etc. 4. Related to faces, you can also decide whether faces have sunglasses, etc. How does this work? Do you have to define soldiers instead of faces? 5. Is there a symbol that the files ignore, so that you can leave comments, make lines, etc. Thanks for the help guys! Blitz
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I've been building a mission where NATO forces assualt a city held by Russian forces. I've fortified the city, placed AI units in buildings, etc. and every thing is ready to go. My problem is that the AI groups placed in the city notice the incoming forces and move to attack. Instead of having an intense street battle, I end up having fights outside of the city. How can I force AI groups to stay within the city? **NOTE**Just for reference I am playing on the FFUR 2007/SLX mod and this might be causing some problems. Namely the AI engages and ID's enemey units from greater distances. Thanks, Blitz
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City Combat--Stay in the City AI!
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
I think I've already tried the same thing you've suggested, but I did it differently. **Note that this isnt a copy of what I used but it gives you a general Idea of what I did.I put this in the condition line of the waypoint and it worked similar to your script. The problem is that the units will be under fire, etc. and dont always immediately return to the area. To make units return to a certain area, I am assuming you would have to set their behavirour to careless, and that would give "freebie" shots to the attackers. I already have that amazing tool :D The problem is that I believe (not 100% sure though) the AI will venture outside of the area that you've designated in order to attack enemies. I dont think that there is a simple solution. What I think is required is to somehow tell the AI that it is limited to a certain area that you have defined by a trigger, marker, etc. Essentially, I dont believe that its going to be a simple fix. However, since this would only really be applied to city combat, its not big of a deal. On a side note....:) I finished my mission by placing enemy units on the other side of the city. The timing works out and I've had several big city battles. I must say that if you take the time to add foritifications and place units, within cities, you can have some pretty epic battles :pistols: -
City Combat--Stay in the City AI!
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
I actually used the AI cover script in the mission. Though its great for putting AI units behind cover, I am looking for a way to keep an AI group inside a trigger/area (in this case a city). -
I'm trying to create some good CAS support with the FFUR/SLX mod. The mod comes with the SLX Targets, which are blank objects that units can target. I was hoping someone could make me a script that would allow me to name a target, and then have it be placed (with maybe a +10/-10 radius) on the leader of an infantry squad? I wanna learn how to make scripts so if someone could walk me through this or point me to a good tutorial that would be awesome. Secondly, I was wondering if there is a way to have a unit give support and then return to the location of their support waypoint? Thanks for the help, Blitz
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City Combat--Stay in the City AI!
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
Im sorta looking for something better than disableai "target" There is no way to reactivate AI targeting after the mission is launched. -
Yes, a simple loop script is what Im looking for :). However, I want to use this script for numerous groups and targets. I know that you could define the name in the script for the groups/targets but I want to define them when I call the script. Someone thing like this [Group name, target name] exec "Blahblah.sqs" I get how this would move a group's waypoint to another location, but does a group ever move past a support waypoint? If so, couldnt I use a support waypoint --> Move waypoint -->Cycle? Thanks for the help
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You are correct, there is a support waypoint. However, when support is called the vehicle will move into position, offer support, but then stay at that location. I want them to move into position, offer support and then return to a safer postion behind the front lines.
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Can anyone tell me how to add the "drag body" command to 3rd party soldier addons? Thanks
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I've been looking and looking for a good BRDM with a gun turrent (no rockets). Someone mentioned a few pages back this BRDM. However, when you download it, you get a camoflagued version. Does anyone have the one that is pictured? Thanks
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Hey, I re-downloaded the mission and gave it a shot in both vanilla and FFUR-SLX. It worked both times and I must say that it looks friggin bad-arse :D. I then switched the A-10 for Hawk's AC-130 (makes sense to have a C-130 for an AC-130 Spectre simulation) and the rounds hit on the ground underneath the plane again. I switched back to the A-10 and everything worked fine again. I've been using Hawk's AC-130 in my previous attempts to get this to work, so Im assuming that the problem is from the addon and not the scripts. For anyone else who is interested in this "project", I downloaded Migebuff's AC-130 Gunship Addon and the scripts work perfectly with it (just be sure to remove all the weapons from the plane ;)). **EDIT** I've been playing around with the script today and I've noticed that sometimes you will get a salvo of only tracers? I've found this to almost always happen on the first salvo and then randomly after that. It doesnt really have that big of an impact as the AC-130 almost always immediately re-targets and re-engages, firing expolsives and tracers on the next salvo. **EDIT #2** I've been doing some looking at the scripts, etc. and I was wondering what is actually required to activate all this? For example, if I was starting with a blank mission and I wanted to implement this, what would I need to do? I know that I need all the files in the mission folder, but besides that, what do I need to do? For instance... I noticed in the init.sqs file that you have this: Does that mean I always need to have a unit named "player" and I always need to name the plane "p1"? Could I instead take this out of the init.sqs and execute it in-game via a unit's init field? Do I have to do anything to the init file if I want the plane to have more than 5 waypoints? I noticed that you put a player reveal trigger on the test island. Is it necessary for the player to know about an enemy before the script will engage it? If so, can you just combine this with the enemyzone trigger, and reveal the targets to the plane instead of the player?
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I re-checked everything and the rounds continue to go directly underneath the plane:crazy_o:. Here is what I have in that section: I also added the _plane = _this select 2 to the top of the ac130.sqs file. I dont know what I'm doing wrong :confused:
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Hey, I just tried it in the editor and the rounds still seem to detonate on the ground beneath the plane :(. There are tracers created and they do seem to move towards the target, but they are at ground level. Also, if I do this: when I call the script I can use any sort of "custom" name I want correct? If so, then do I add: To the beginning of the AC130 file or the Init file? Thank you very much for your help :D