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Lenyoga

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Posts posted by Lenyoga


  1. There is, but you'll have to find out each weapon and magazine slot individually. I can't give you a full script, but the pieces which are essential, I hope:

    ;; this checks what contents each weapon slot has, you can store those directly to the object, then, but you'd have to add a check to make sure, it's not empty, otherwise an error message will show up every time the script runs
    ;; 0 is the primary weapon (M16 and so on) 1 is a launcher weapon, 2 is a pistol, - they give you <null> if they're empty
    
    _wp1= (weapons _player select 0)
    _wp1 = (weapons _player select 1) 

    ;; this checks what contents each magazine slot has, same as above
    
    _mag1 = (magazines _player select 0)
    _mag2 = (magazines _player select 1) 

    -- in the end, all you need to do is to run the check blocks which give you the contents, then run a segment which adds each weapon and magazine to the object (with a check before, if it's empty.) - The problem here is that empty magazine or weapon slots sometimes give you error messages, which are of course looking bad in the game.

    ---------- Post added at 21:44 ---------- Previous post was at 21:07 ----------

    Update: Alright, I tested it with adding a non-existing magazine to a crate, no error messages visible, so you don't need to add any sort of check which determines if there are actually magazines or weapons in the slots. I did it like this, with a test soldier (once with an M16 and all magazines, once with no weapon at all, and no magazines)

    _player = player
    _container = crate1
    _mag1 = magazines _player select 0
    Hint format["Magazine slot 1 contains a %1 magazine", _mag1]
    ~2
    Hint format["%1 magazine added to Ammo Crate", _mag1]
    _container addMagazineCargo [_mag1,1]
    exit
    


  2. Hello,

    I'm working on a multiplayer mission where dead players get replaced by an object.

    I would like to add the players weapons and magazines to that object but don't know the syntax.

    Something like:

    "_object addMagazine[u]cargo[/u] _x" forEach magazines _player
    "_object addWeapon[u]cargo[/u] _x" forEach weapons _player

    I think that might be a beginning towards a functional script:

    _wp = [weapons player select 0] ;; would be primary weapon
    _object addWeaponCargo [_wp,1]
    _mag = [magazines player select 0] ;; would be the first magazine in the menu list
    _magCount = count (magazines player) ;; counts them all, not a specific type. For countType command, they'd have to be defined first
    _object addMagazineCargo [_mag,_magCount] 


  3. Time to dust off the blade before it becomes dull! Here comes Skywind, an adaptation of Morrowind based on Skyrim's engine.

    Almost seventy (and counting) people have gathered to work on this project to fully craft and release in full splendour. Every aspect of old game is being reworked and refitted to a modern standard. A test version came out and it's ready to test click.

    http://www.youtube.com/watch?v=uJwpaVwOaHM#t=22

    Is this real or another one of Dagoth Ur's fever dreams? If they manage to pull that off, then ... wow. So wow.


  4. No problem, and the English works fine (I can do German, too, if this works better)

    1. There's an easy solution to this: "Line 1 \n Line2"

    2. You can have conditions for waypoints too, like for triggers - just add "!(alive NameOfLastTarget)" in the waypoint (the soldier will walk to it, but effects like radio messages or text will only be triggered when the target is shot)

    3. The third one might require a bit of scripting, and also camera scripting, which will get messy, so the best way to start that off would be a tutorial http://ofp.toadlife.net/downloads/tutorials/scripting_guide/scripting.htm

    - for the non-camera parts of the script, it's mostly timers, waypoints and maybe some animations.


  5. This is most strange... I'll wrap up a little demo mission and I'll send you the link, because it works fine here.

    ---------- Post added at 23:49 ---------- Previous post was at 23:43 ----------

    And here we go: https://dl.dropboxusercontent.com/u/102863946/_targetTest.Intro.rar

    This contains the officer waiting, coming to the player, talking, then running off again, and also the trigger which reacts to something being shot out of order.


  6. 1. In the first waypoint, just enter the text you want him to say, in the second, nothing, just the number of seconds you want him to wait in the "timeout" fields (min, mid, max)

    2. This should fire off once anything is shot out of order: "(!(alive t3) and (alive t2)) or (!(alive t2) and (alive t1))" -> the "!" is simply a shortened "not"

    3. That might be a problem, you can assign him other letters and colors ( http://community.bistudio.com/wiki/setGroupId ), but changing the name isn't possible. Unless you use something like this: [west,"HQ"] sideChat "Hey!" - but there's only Papa_Bear, I think it's possible to create new names with addons, though.


  7. 1. You could create 2 waypoints, the first is for talking, the second one is right on it, but has an activation time of a few seconds, so he can finish his line.

    2. You can solve this with the conditions; "!(alive t2) and (alive t1)" should tell the trigger that number 2 is dead while 1 is still alive, you can use that to achieve the desired effect.

    3. From there you can simply use triggers that have something like this in their activation field: OfficerName sideChat "Shoot some people, will you?"


  8. Interesting idea for a thread, I haven't given that much thought up to now.

    My name Lenyoga (I'm usually going with that one in all video game related matters) is actually a failed anagram for "Legion". I decided to use one in Baldur's Gate II after seeing that Stephen King adaption (Storm of the Century), but I somehow completely failed at typing, and so Lenyoga came into existence, and I just stuck with it, because it sounded somewhat funny.

    The person in my profile picture is Vice Admiral (later Grand Admiral) Thrawn, from the Star Wars universe. I got to know and like him in TIE Fighter, one of the best Star Wars games ever; I'd love to have a sort of modernized version or reboot of that one. And I also kind of look like him; red eyes, blueish skin. I'm using this one on YouTube and BIS Forums only, but those are the only two platforms where my identity stays somewhat coherent. I think I might have over 5 names already...


  9. I haven't seen this in any international news source yet, but it's official with today's heavily protested appointment of the coalition government. The ministry of science is no more, it's now a part of the ministry of economy (and you can probably guess why that has created a stir among many people.) A lot of weird things have happened in this special ministry yet - things that demonstrate how much the government cares for science and research; former ministers have written preambles for love horoscope books, science awards have been given to esoteric fraudsters, funding for basic research has been cut. This worrying attitude towards science and research (I forgot to mention that university matters are also part of this field) will undoubtedly lead to grave consequences. We've suffered from brain drain for decades now, but today I can only say RIP future developments.


  10. Bohemia Interactive has already been a few steps ahead in this game. They've created a licensing system for monetization of their video games.

    http://forums.bistudio.com/showthread.php?133522-User-Monetization-of-BI-s-games-Audio-amp-Video-content(e-g-Youtube-Partnership-Program)&highlight=monetize

    That's one of the cool things about BIS, they always seem to think ahead. I wonder what the situation is with the [other] big names in the business, though, and to which degree channels doing reviews, such as TotalBiscuit and so on, will be affected.

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