novertigo
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Help with Waypoint Conditions
novertigo replied to novertigo's topic in OFP : MISSION EDITING & SCRIPTING
Yup, Completely forgot the basics on variable operators. Thanks again- 8 replies
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Help with Waypoint Conditions
novertigo replied to novertigo's topic in OFP : MISSION EDITING & SCRIPTING
Ok I feel very oblivious. It seems I was simply missing the extra = operator after the variable sign. I was putting letsmove = 1 instead of letsmove == 1. It was pretty much just re-declaring the variable instead of checking if its equal to it. Thank you again for your time- 8 replies
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Help with Waypoint Conditions
novertigo replied to novertigo's topic in OFP : MISSION EDITING & SCRIPTING
Yes, I do understand the use of synchronization how ever, synchronizing achieves it on a more trivial basis, pretty much if all units arrive at the same time or something of that sort. But what im trying to achieve is a simple code block in the waypoint condition field to wait until a variable is set to a certain integer to move on instead of synchronizing a bunch of waypoints- 8 replies
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Help with Waypoint Conditions
novertigo replied to novertigo's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the replies. Sorry, Im not actually putting underscores it was just an example. The variable im using in this example is: letsmove. Pretty much (in the 2d editor) I have a trigger that activates when west is present. In the 'activation' field i put letsmove = 1. The group moves to the first waypoint. In the condition block I have letsmove = 1. Im pretty much trying to say "move to the next waypoint if letsmove = 1". How ever the group is not moving. I know im using the incorrect syntax probably but i dosent tell me that. I would also like to know if I could achieve this in the 2d editor without external scripts.- 8 replies
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Hello everybody. I've been having some trouble with Waypoint condition blocks. I would rather actually say that im having trouble scripting to test if a variable is set to a certain integer. My problem lies as such: Waypoint 1 Condition Block : See if _Variable = 1 If it is, Go to Waypoint 2. So pretty much I put a trigger to set _Variable = 1, and when the group reaches the waypoint with the condition they do not move at all to the next waypoint. How can I script a block to check if a variable is set to a certain integer. Thank you in advanced.
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Respawn = Side clarifiction
novertigo replied to novertigo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, respawndelay, and description ext is setup. I did not set the units the playable. I thought you could repsawn into any AI unit. Ill give that a shot. -
Respawn = Side clarifiction
novertigo replied to novertigo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply glinter. I tried respawn = "SIDE";, Respawn = 5; and respawn = side;, tested in mp with some units in blufor faction, how ever still not getting any luck. Has this worked for you? -
Respawn = Side clarifiction
novertigo posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi everyone. I was wondering if Respawn = Side works at all for Arma 2 OA? Ive tried using it, placing a couple of free units on my side, but I do not respawn into them when killed. -
Thank you so much for that script zulu1! I had that years ago but lost the file. Since ofpec and strangelove is no longer around, Im glad you still had it! Going to try it out, and give you an update, thanks agian
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Thank you very much for the quick response guys. Its a bummer ofpec is down, it was my go to place, and had incredible scripts. I checked out that tutorial you posted vitamin, unfortunately it was only for player units, it did not work for AI units. ragequit, I do have that ups script, it works well but does not solve the respawn. It can be either single or multiplayer that the script can work.
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Hi everyone. Ive been having recent trouble trying to find a tool and/or a workable script, and possibly learn, how to get AI to respawn on a map. I know this question has been asked many times but here it goes: Ive done several searches, including posts here http://forums.bistudio.com/showthread.php?118408-AI-respawning which was drstrangeloves tools but the file is no longer there, and checking out http://www.armaholic.com/page.php?id=1086 which is an addon to the UPS by kronzsky, but I can not get that to work either because i think its for arma only. Im using Operation flashpoint GOTY 1.96 if that helps in any way. My basic goal is to have AI soldiers respawn when killed and have a limit on respawns. If any one knows of a script or a tool that can help with this, id greatly appreciate this.
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Thanks alot Zulu. Would have never figured that one out. Much appreciated
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Hello everyone Ive been having some trouble exporting missions from the mission editor. When I create a mission in the editor and export it to the single/multiplayer folders, it works the FIRST time I save and export it. How ever, If I were to edit the mission and re-save it (with the same name) it dosent seem to overwrite the mission, instead it just keeps the first initial save of the mission. It works when I save it in the user mission folder over and over with the same name. But I need to keep deleting the mission folder/file manually in the respective folders and having to export it again. What could be the problem? Im using windows vista. Operation flashpoint GOTY, update to the latest version. Any help is greatly appreciated.