Blitzen
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Everything posted by Blitzen
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Please help with Mapfact Barracks 1.5
Blitzen replied to LaikaMX's topic in OFP : MISSION EDITING & SCRIPTING
Use this on the soldier's init line (after you have put him ontop of the tower in the editor) But where the "XX" is put a number to increase vertical height. Just keep adjusting it till the soldier is on top of the tower.Good Luck! -
NEWBIE need some help!!
Blitzen replied to CorneliusNando's topic in OFP : MISSION EDITING & SCRIPTING
Well Im still a newbie mission maker myself but........if you put This setcaptive true in the init of the chopper then enemies wont shoot at it. -
Does anyone know of any government officials or VIPs? Looking for a good looking clown for a protection mission
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Anyone know what ever became of this: AC-130 Gunship It looks (looked?) promising
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Does anyone know of any training maps? Specifically the one used by shack tactical? Thanks :D
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Hello! I was wondering if anyone has made a predator drone addon?? I've been looking but havent been sucessful :( Thanks!
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Any way to fix the crazy AI Stuka Dive Bomb
Blitzen posted a topic in OFP : MISSION EDITING & SCRIPTING
It didnt take me very long to realize that the AI in Operation flashpoint is horrible at Air to Ground combat while using fixed wing aircraft. As most of you probably know, AI aircraft try to do "stukaesque" strafing runs. They dive in to a super low flying level, strafing their target and almost always end up eating dirt. I was wondering if anyone has found a way to fix this crippling problem? I really really hope someone has! Thanks for the help:yay: -
Any way to fix the crazy AI Stuka Dive Bomb
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
This sounds like its a start! However, Im not a scripting genius and I dont know to implement this into a mission :confused: Would it be something along the lines of putting something like this: this exec "plane.sqs" in the int. line of a plane? Also, would there be some way of stopping the script if the plane is destroyed or the pilot ejects (for obvious reasons :p) Has anyone had any success with playing around with commands like flyinheight, setspeedmode, etc? I've noticed that A-10s crash alot less than faster planes like the F-16. Thanks for the help! -
Got a few questions for you guys... #1 If I put something along the lines of this: [Enemy,1] setWPpos getpos Player In the activation field of a waypoint, it only seems to work for move waypoints. How can you get this to work for a guard waypoint? I essentially want a unit to wait until a certain condition is met and once it is, use a line of code like this to make a squad move to a location and then guard it. #2 Is there any sort of command that can be used along the lines of: IF Squad1 is IN this trigger THEN blah blah. I know that the IF and THEN commands exist but does an IN command exist? Could you use the distance command to tell if a unit is in a trigger area? #3 Similar to the one above, can you move a trigger through a command? Such as moving a guarded by trigger through a command while in game....? Thank you very much for all of your help! Hopefully one day I will repay you guys with some decent missions! :bounce3:
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Waypoint & Trigger questions
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
I set up a test mission using the commands I mentioned. I put the commands on a guard waypoint where once the unit got to the waypoint, the waypoint's location should've been moved to the location of a nearby tank. Playing as the commander, upon reaching the waypoint it merely stayed at its location and didnt transfer to the location of the tank. It did seem to work for a seek and deystroy waypoint though. -
Does anyone know of any individual released UAV/predator addons? I know that FDF mod and several other big mods have them but I am looking more for a single release. -PS- Im not really diggin the fennek (sp?) addon Thanks for all the great help you guys have given me!! You're awesome :D
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What button is this? This MAJ button? Sounds like this would be a really helpful hint/trick
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How do you put multiple move waypoints for multiple groups on/into the same building?
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Is it possible to use an addon independently from a bigger mod? For example, I would really like to use the UAV from the FDF mod without actually having to play the FDF mod. Is there some way I can "rip" this specific addon from FDF and use it in another mod? Thanks
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Looking for some pointers on making big missions...
Blitzen posted a topic in OFP : MISSION EDITING & SCRIPTING
Im back once again for some more advice on OFP mission making! :681: I was hoping someone could give me some hints as to how successfully make big missions (ie missions that take place over big areas with a lot of units) with little "human help" to the AI. What I'm ultimately trying to achieve is to have a "dynamic" mission where the AI reacts to the player with very little actual waypointing/scripting, etc. from the mission maker (me). What could I do to achieve this? I was hoping for some way to get the AI to call for reinforcements/engage enemy AI units without needing alot of scripting or waypointing. Would using something like the group link script allow me to do this? If this isnt possible......:o Then how do most mission makers go about making big missions without cluttering up the mission editor with tons of waypoints? Also, any tips you can give concerning making big missions would be appreciated. Thanks for the help! Blitz -
I've tried several of the Hummer addons posted on ofpr.info, but I seem to have the same problem with all of them: the gunner dosent appear at the gun turrent but instead is halfway in the hummer and halfway out. Is there anyway to fix this? Here are the two hummer packs that I've tried: Pack #1 Pack #2 I really hope there is a way to fix this because I'm diggin that TOW hummer :D FYI: Im running FFUR SLX 2.5
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Need some help with some Hummer addons
Blitzen replied to Blitzen's topic in ADDONS & MODS: DISCUSSION
Got a few questions for you....;) Do I go through the FFUR config and rename everything dealing with "m2gunner" or is it just the ones that you specified? I'm assuming that renaming will create a new class (or whatever its called) and then by adding the standard BI config stuff I am adding even more classes? Where do I add this new BI config stuff to the FFUR config file? Does it overwrite something or is it new material? Thanks **EDIT** Nevermind :) -
Need some help with some Hummer addons
Blitzen replied to Blitzen's topic in ADDONS & MODS: DISCUSSION
I checked em without FFUR and they worked. The thing is, they work in FFUR, its just that the gunner is in the wrong positoin.... :( could it be the troops that Im using or is it just a problem with FFUR How would this be done (editing the config, I know--FFUR SLX 2.5 comes with an editable copy) and how hard would it be? -
Does anyone have some links to some good static weapons? Anything from an anti-tank field gun to machine guns, to say a mk-19 grenade launcher? I have the DKM mod M46 field gun, but Im looking for more. I would really like a squad level anti tank rocket launcher styled thingy :) for the Russians
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Looking for some pointers on making big missions...
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
Just did some testing in the mission editor and it seems to work well, plus its so simple to implement! Thats a big relief for a scripting newbie like me! :bounce3: I do have some questions about it though. First off, how would I change the "this" to leader group "XXX?" Would it look like this: if(this distance leader group XXX>50)then{[this,1] setWPpos getpos leader group "YYY"}; false Also, would it be possible to, instead of having a unit go to group "X" or soldier "Y," have the unit move to the closest unit/group of a certain side? Lastly, could I use this same line of code for a guarded by trigger? For example have the guarded by trigger always relocate to the position of the player? Thanks for the help!! -
Soooo.....I got two copies of GOTY OFP, two computers....why not right? I installed OFP, installed FFUR and then hooked the two computers up via an ethernet cable. No problems intially however, when I started using third party addons (such as LSR's seals), I got warnings that certain .pbo's were missing. The problem is that I know that each computer has the same .pbos yet I still get these messages. The missions still run with no problems, however I would like to get the messages to disappear.
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Looking for some pointers on making big missions...
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
That seems really nifty! The sqs file is just the move command with a "goto" function, thereby creating a never-ending loop. My knowledge of scripting and code dosent go much farther than that LOL. However, if I wanted to change who this group was moving to, I would have to open up the sqs file and edit it everytime. Is there some way to do this within the editor and with out a sqs file? For example I was trying to figure out how to get a Bmp to support a squad and someone posted this: -
Looking for some pointers on making big missions...
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
I was hoping that someone could help me out with this problem I'm having. Im trying to get a group of "X" (namely infantry or armor) to get another group or player's waypoint and then move to them. I've been using these two lines of code to try and do this: 1) this domove getpos player 2) {(_X domove getpos player)}foreach units group this I'm having some problems using these two lines of code. The first is that sometimes only the group leader will move to the waypoint of the player and the rest of the squad stays in place. The other problem is that I want this waypoint to "auto update." What I mean by this is that once this domove getpos player is activated, the AI moves to where the player is/was at the time of activation. If the player moves then there is a possibility that they will miss one another. How can I have this so that the AI group gets the player's position say every 10 seconds or so? Thanks for the help!! Blitz -
I got some questions for all you OFP gurus out there... My first concern is how to make multiple patrols guarding different areas. What I usually do for patrols is use the system from the tutorial "Intelligent Patrols" over on the OFP editing site. For anyone not familiar with this system, it uses three triggers: one acting as a simple "enemy deteced trigger", one as a "guard" trigger, and one as a "return to normal" trigger. The entire system works by switching whether EnemyDetected is either true/false. For instance, if EnemyDeteced is true then the units guard a specific area, and if its false then they return to their patrol. My main problem is that I want to use this system over multiple areas. However, if an enemy is detected in area A, it would trigger EnemyDetected as true for both area A and area B. How can I break up this system so I can use it over multiple areas? My second issue concerns convoy. Specifically, how can I make a group of soldiers disembark from their trucks/apcs/etc. if they come under fire? Thank you for your help!
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Okay, this is about all I understood...:butbut: However, that does seem quite useful and using functions such as distance greater/less than X as well as getpos "player" are the types of things that Im hoping to use to make missions without cluttering everything up with waypoints