FriendlyIntentions
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OFP Addon request thread
FriendlyIntentions replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
Yes!!! Thank you so much, this will be very useful. If anyone has this it would be awesome... Food items Meat and a can of beans or a loaf of bread A model for a hunk of meat would be amazing. give the player a dummy weapon like "throw" called "eat". I have a few good animal addons (Itweas Wolf, a rabbit, dinosours and some farm animals). Give the animals magazines of meat and you should be able to hunt. -
OFP Addon request thread
FriendlyIntentions replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
^^ Thats not good, The wealth of user content for OFP is amazing and if it gets lost that will be a very sad day. I doubt I'll ever truly be over modding this game. I'm looking for generic items to use as magazines for dummy weapons. So the player doesnt have to just guess what is in this m16 mag pack lol. items like... Food items (beans, bread, meat, water bottle etc) Generic car parts (battery, starter motor, clutch plate etc) Computer Parts (floppy disk, circuit boards, transistor) Any other general items tools like monkey wrench, ammo press, different coloured bags like sugar bags. Anything at all along these lines.... Any help will be greatly appreciated. Thanks. I already have a lot of open world generation scripts that I wrote maybe a year ago, shouldn't take long to get an "escape from C-Site island full of dinosaurs and corporate poachers" mod up and running. If anyone wants some of my scripts let me know, they are sp at the moment, designed for a two/three player "stay within 300m of each other" type game. I find it boring when the game creator knows what is going to happen so I use arrays of units/positions/weapons/vehicles and the Random command a lot. -
Hey, I'm about 10% into making Nogova into totally script driven open world fallout/dayz style. The mission could potentially take days to complete so I don't want it getting littered up with dropped weapons. I want to add timetolive to the weaponholder (I assume when player does 'drop weapon' action a weaponholder is created). What do I need to do to the following config.cpp (packed into a pbo) to make it 'patch' the original object? Thanks in advance :) // Defines // T & F #define true 1 #define false 0 // Type scope, used for show entry #define private 0 // Item is never visible #define protected 1 // switch must be activated to use #define public 2 // Anyone can see/use it // Type access #define ReadAndWrite 0 // Any modifications enabled #define ReadAndCreate 1 // Only adding new class members #define ReadOnly 2 // No modifications enabled #define ReadOnlyVerified 3 // No mod, CRC test applied // Type Weapon Slots #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotHandGun 2 // HandGun #define WeaponSlotHandGunItem 32 // HandGun magazines #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536 #define LockNo 0 #define LockCadet 1 #define LockYes 2 // START CFG class CfgVehicles { class All{}; class Static:All{}; class Building:Static{}; class Strategic:Building{}; class ReammoBox:Strategic{}; class WeaponHolder : ReammoBox { scope = protected; model = "\misc\dummyweapon.p3d"; accuracy = 0.20; class TransportMagazines{}; forceSupply = true; showWeaponCargo = true; transportMaxMagazines = 1e9; // Unlimited transportMaxWeapons = 1e9; // Unlimited displayName=; timetolive = 20; // <- Added }; }; I am aware I could use NearestObject with a script to delete them but if possible I would like to do it this way. There is a few other things I wish to change aswell, and so far I can't get anything from the original configs to change by using an addon. p.s. Had a good idea how to spawn random loot in houses only when player is near, happy to share. If anyone is interested I will be happy to upload some .sqs files when its done. Its so simple, theres only about 10 enterable houses on Nogova, Dum07 is the yellow house with the red roof :) rdyloot = TRUE #start @rdyloot ? NearestObject [player,"Dum09"] distance player < 15 : _house = NearestObject [player,"Dum09"]; rdyloot = false; [_house] exec "Handlers\Loot\spawn1.sqs"; goto "start" ~0.2 ? NearestObject [player,"Dum07"] distance player < 15 : _house = NearestObject [player,"Dum07"]; rdyloot = false; [_house] exec "Handlers\Loot\spawn1.sqs"; goto "start" ~0.2 goto "start"
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OFP Addon request thread
FriendlyIntentions replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
HAHA you should see the picture that comes in the zip file with the hemp addon (the video isnt it)... https://www.youtube.com/watch?v=_M1HId4FYJk Many thank yous guziczek101 EDIT- Has anyone made Rastas? -
Very simple config problem
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Yes. A bleeding system with blood bags seems simple enough. Mapfact rucksack addon already has bandages. I could make it when the player uses a medkit it heals to -1 or something, then the player has to use morphine to get it back to zero. Mapfact rucksack comes with rations that heal by 0.1. This stops heavy breathing and restores steady aim. In ofp setdammage to negative number makes shaky aim, so (in my knowledge) dehydration is hard to do without having bugs. No zombies, gimballs tossers instead lol. Check the following link they are awesome. Civilians that throw vodka bottles, rocks and tvs http://operationflashpoint.filefront.com/file/Gimbals_Tossers;35331 Havn't thought of that at all. I guess I will add a Mapfact rucksack first, then the item if I have no model for it. Its starting to take shape. For a short example, get 600m from Lippany and 48 tossers on 2 enemy sides are spawned randomly across the city. Lippany gets a RagnaRock club (from Max Payne) with enemy on the balconies inside. I turned off most of the city lights and made fire barrels with lighting effects to continue the max payne theme. Most towns have something happen when the player approaches and alot of the quest systems are well underway. The scripts are lightweight, with everything being deleted very simply without bugs and only when away from player (i.e. if an enemy from a town chases you, he wont delete with the rest of his townskin when you leave) Unfortunately this version will be at best 2 player, one person tag along style. Eventually a full multiplayer version would be good but my skills arent up to it yet. Thanks for the interest, any suggestions or questions fire away p.s. just decided the next project is none explosive grenades and turn up the initspeed on the mm1. There is riot police is "TheHKPack" :) -
OFP Addon request thread
FriendlyIntentions replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
Has anyone made cannabis plants? If someone wants to make the model I can do the configs. 1 plot of say 8 plants on civ, west, east and res sides. So AI will attack enemy plants or ignore civilian ones. In missions, use setpos Z axis to simulate growing. Good times :) -
Very simple config problem
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Thanks heaps rageQuit. You are correct, it wouldn't work. I have gone with a whole res\bin\config in mymod\bin folder. I am about to try your eventhandler suggestion on the mod config and I'm confident it will work. I just changed something small and it worked. Thanks again :) This is what I've come to (with nkillers help) for my loot spawner. I'm going to do it like this so it can spawn different things in different buildings (e.g cars in garages) for the whole freaking map It will be completely random what (if anything at all) is spawned. A script similar to this piece for randomly arming. Easy to change and update. I'm going to use mapfacts rucksack addon as the system for the inventory. I will most likely be back at some point asking Faguss how to resize the HTML notebook gear screen to make room for more pistol mags lol Welcoming any suggestions or point outs:) -
Very simple config problem
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Thanks Nikiller, good idea. I must've been tired last night :) Any advice on how to 'patch' an existing class in cfgvehicles using an addon? p.s. Found this, a list of all (I think) classes in ofp resistance with pictures for most. Very useful http://www.ofpec.com/COMREF/index.php?action=read&id=69#Static -
Working config.bin missing entries... :confused:
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Thank you so much guys!!!! :D:D:D -
Working config.bin missing entries... :confused:
FriendlyIntentions posted a topic in OFP : CONFIGS & SCRIPTING
Hey, As a learning experiment I'm trying to change the grenade launcher magazine type from '2*256' to 256. It has always bugged me how grenadiers can only carry 3 grenades. Simple right... Apparently not :D When I open the config.bin on a mint condition Flashpoint cd using binview, it is missing some classes and defines. It works fine with the game and I can update to 1.96. Same config file, opened with binview then saved to .cpp, won't work properly with the game anymore. It is missing random entries such as "CfgVehicles\All\TransportMaxWeapons". Also, according to binview, CfgGroups is the last entry in the file. No CfgAddons. Bad cd or cd drive I guess is the logical answer. The cds are a 'pc gamer GOTY edition' from a sold out software double pack year 2009. Can anyone shed some light on this? Does anyone have a link to a standard config.bin or .cpp, maybe could someone please put one on sendshare or something? Once again, many thanks p.s. In case you can't tell, I am a total noob at cofigs. If someone knows how to change a parent class (class grenadelauncher) without having to load a whole new config that replaces BIS one, please let me know :) access=? -
Hey, I'm trying to add a single shot ak47 to learn about editing config files. In its present state this does not work, (/ instead of = error). This kind of worked when it was botched onto another user addon but my attempts at reverse engineering into a standalone have failed. I say kind of worked because the player could hold the weapon but couldn't pick up magazines or load the gun. The code is a modified copy of the code in original flashpoint config file. Also the picture in the gear notebook/map screen was missing (an error was shown) If anyone can give me any info on how to add a clone of an existing weapon to the game with a config file or point me to some tutorials it would be great. My end aim with this is to make a single shot only ak47 that can use a defined 12 round mag and the standard ak47 mag. Thanks in advance for any help. / BASIC DEFINES ////////////////////////////////////////////////////////////////////////////////// #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotHandGun 2 // HandGun #define WeaponSlotHandGunItem 32 // HandGun magazines #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536 // START CONFIGS ////////////////////////////////////////////////////////////////////////////////// class CfgPatches { class myweaponsx { weapons[]= { AK47S }; requiredVersion = 1.90; requiredAddons[] = {BIS_Resistance,BIS_WeaponPack}; }; }; class CfgWeapons { access=3; ////////////////////////////////////////////////////////////////////// //BIS/ADDONS CLASS TREE class Default {}; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun7_6Manual: MachineGun7_6 {}; class PK: MachineGun7_6Manual {}; class M60: MachineGun7_6Manual {}; class Riffle: MGun {}; class M16: Riffle {}; class HKG3Base: M16 {}; class FALBase: HKG3Base {}; class M4: Riffle {}; class AK47: Riffle {}; class AK74: Riffle {}; class AK74SU: AK74 {}; class SniperRiffle: Riffle {}; class M21: SniperRiffle {}; class SVDDragunov: SniperRiffle {}; class HuntingRifleBase: SniperRiffle{}; class HandGunBase: Riffle {}; class CZ75Base: HandGunBase {}; class BerettaBase: CZ75Base {}; class TokarevBase: CZ75Base {}; class Put: Default {}; class PipeBomb: Put {}; class GrenadeLauncher: Default {}; class Throw: GrenadeLauncher {}; class HandGrenade: GrenadeLauncher {}; class TimeBomb: Default {}; class Mine: TimeBomb {}; class MineE: TimeBomb {}; class LAWLauncher: Default {}; class RPGLauncher: LAWLauncher {}; class CarlGustavLauncher: LAWLauncher {}; class AT4Launcher: CarlGustavLauncher {}; class AALauncher: CarlGustavLauncher {}; class 9K32Launcher: AALauncher {}; class LaserDesignatorBase: default {}; class LaserDesignator: LaserDesignatorBase {}; ////////////////////////////////////////////////////////////////////// ///New Weapons class AK47S: AK47 { scopeWeapon = 2; scopeMagazine = 2; model = AK_47_proxy; modelOptics = optika_ak47; optics = 1; opticsZoomMin = 0.35; opticsZoomMax = 0.35; displayName = "Ak47 Single Shot"; displayNameMagazine = $STR_MN_AK47; shortNameMagazine = $STR_SN_AK47; drySound[] = {"weapons\AK74Dry",0.01,1}; magazines[]={"AK47"}; modes[] = {Single}; class Single { ammo = BulletSingleG; multiplier = 1; burst = 1; displayName = $STR_DN_AK47; dispersion = 0.0002; sound[] = {"Weapons\AK74Single",1,1}; soundContinuous = 0; reloadTime = 0.15; ffCount = 1; recoil = riffleSingle; autoFire = 0; aiRateOfFire = 5; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; }; }
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Add a weapon clone to config
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
I have more of an idea of what my problem is. It's getting off topic so I'm gonna start a new thread. For anyone thats interested I will post the civilian ak47 here when I make it. To the same addon code, I also may add some clones of the "rapid" sports cars (small turbo, large turbo, worked suspension etc..) This is next on the agenda Thanks for your help everyone :) -
Add a weapon clone to config
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
I added this. It seemed to help slightly :)... I can now preview in editor... YAY :) class CfgAddons { access=2; class PreloadBanks { class WeaponBIStudio { list[]={"LaserGuided\","ABox\","6G30\","Kozl\","G36A\","MM-1\","Steyr\","Bizon\","XMS\","M41a\"}; }; class MiscBIStudio { list[]={"Flags\","VoiceRH\"}; }; }; class PreloadAddons { class WeaponBIStudio { list[]={"LaserGuided","6G30","Kozlice","G36A","MM1","Steyr","Bizon","XMS","M41a"}; }; class MiscBIStudio { list[]={"Flags1","VoiceRH"}; }; class ResistanceBIStudio { list[]={"Noe"}; }; }; }; Should there be a CfgAddons section when the config.bin is first decrypted? Could someone please post what it should look like with all the BIS addons, and how do I tell it to load everything in the BIS addons folder and also the mod addon folder. When I play with this config an m16 solder has no weapon model and looks kind of like he's doing the animation for holding an AT weapon. Thanks -
Add a weapon clone to config
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Hey Zulu, What would you use to unbin? The first few lines of the config.cpp I get from eliteness are... //class config.bin { class CfgExperience { access = 1; destroyUnit[] = {unit1,unit2,unit3,unit4}; If I look at the config for WW4 mod there is all this before it gets to class CfgExperience. I read somewhere I will have to put the enums in myself. ...Lots more defines before this ^^^ #define manactladderonup 59 #define destructbuilding 1 #define brownie {0.8,0.8,0.8,0} enum { DestructNo, DestructBuilding, DestructEngine, DestructTree, DestructTent, DestructMan, DestructDefault }; enum { ManPosDead, ManPosWeapon, ManPosBinocLying, ManPosLyingNoWeapon, ManPosLying, ManPosHandGunLying, ManPosCrouch, ManPosHandGunCrouch, ManPosCombat, ManPosHandGunStand, ManPosStand, ManPosNoWeapon, ManPosBinoc, ManPosBinocStand }; enum { CPDriver, CPGunner, CPCommander, CPCargo }; enum { UnitInfoSoldier, UnitInfoTank, UnitInfoCar, UnitInfoShip, UnitInfoAirplane, UnitInfoHelicopter }; enum { ManActStop, ManActStopRelaxed, ManActTurnL, ManActTurnR, ManActTurnLRelaxed, ManActTurnRRelaxed, ManActReloadMagazine, ManActReloadMGun, ManActReloadAT, ManActReloadMortar, ManActThrowGrenade, ManActWalkF, ManActWalkLF, ManActWalkRF, ManActWalkL, ManActWalkR, ManActWalkLB, ManActWalkRB, ManActWalkB, ManActSlowF, ManActSlowLF, ManActSlowRF, ManActSlowL, ManActSlowR, ManActSlowLB, ManActSlowRB, ManActSlowB, ManActFastF, ManActFastLF, ManActFastRF, ManActFastL, ManActFastR, ManActFastLB, ManActFastRB, ManActFastB, ManActDown, ManActUp, ManActLying, ManActStand, ManActCombat, ManActCrouch, ManActCivil, ManActCivilLying, ManActFireNotPossible, ManActDie, ManActWeaponOn, ManActWeaponOff, ManActDefault, ManActJumpOff, ManActStrokeFist, ManActStrokeGun, ManActSitDown, ManActSalute, ManActBinocOn, ManActBinocOff, ManActPutDown, ManActMedic, ManActTreated, ManActLadderOnDown, ManActLadderOnUp, ManActLadderOff, ManActLadderOffTop, ManActLadderOffBottom, ManActGetInCar, ManActGetOutCar, ManActGetInTank, ManActGetOutTank, ManActTakeFlag, ManActHandGunOn, ManActN }; P.s. I dont get why my re packed config.bin should have any mistakes. All I did was unbin then rebin, didnt change a thing. The original config.bin is from a mint condition cd and my cd drive is good so the file isn't the problem. Does anyone know where I can get a bog standard config.cpp file, or could someone put one up somewhere? Or what is a good tool to unbin. I tried one from Chain of Command but all it did was dump a heap of files in my windows\system32 then didnt work :p Thanks in advance. ---------- Post added at 00:57 ---------- Previous post was at 23:43 ---------- Ok getting there... I got BinView working, made a config.cpp and added this code after the defines and before the configs start... enum { DestructNo, DestructBuilding, DestructEngine, DestructTree, DestructTent, DestructMan, DestructDefault }; enum { ManPosDead, ManPosWeapon, ManPosBinocLying, ManPosLyingNoWeapon, ManPosLying, ManPosHandGunLying, ManPosCrouch, ManPosHandGunCrouch, ManPosCombat, ManPosHandGunStand, ManPosStand, ManPosNoWeapon, ManPosBinoc, ManPosBinocStand }; enum { CPDriver, CPGunner, CPCommander, CPCargo }; enum { UnitInfoSoldier, UnitInfoTank, UnitInfoCar, UnitInfoShip, UnitInfoAirplane, UnitInfoHelicopter }; enum { ManActStop, ManActStopRelaxed, ManActTurnL, ManActTurnR, ManActTurnLRelaxed, ManActTurnRRelaxed, ManActReloadMagazine, ManActReloadMGun, ManActReloadAT, ManActReloadMortar, ManActThrowGrenade, ManActWalkF, ManActWalkLF, ManActWalkRF, ManActWalkL, ManActWalkR, ManActWalkLB, ManActWalkRB, ManActWalkB, ManActSlowF, ManActSlowLF, ManActSlowRF, ManActSlowL, ManActSlowR, ManActSlowLB, ManActSlowRB, ManActSlowB, ManActFastF, ManActFastLF, ManActFastRF, ManActFastL, ManActFastR, ManActFastLB, ManActFastRB, ManActFastB, ManActDown, ManActUp, ManActLying, ManActStand, ManActCombat, ManActCrouch, ManActCivil, ManActCivilLying, ManActFireNotPossible, ManActDie, ManActWeaponOn, ManActWeaponOff, ManActDefault, ManActJumpOff, ManActStrokeFist, ManActStrokeGun, ManActSitDown, ManActSalute, ManActBinocOn, ManActBinocOff, ManActPutDown, ManActMedic, ManActTreated, ManActLadderOnDown, ManActLadderOnUp, ManActLadderOff, ManActLadderOffTop, ManActLadderOffBottom, ManActGetInCar, ManActGetOutCar, ManActGetInTank, ManActGetOutTank, ManActTakeFlag, ManActHandGunOn, ManActN }; The game loads, no 'intead of errors'. I still get a 'no entry config.cpp.cfgaddons' error and I cant play a mission, but I can load to the menus and the editor. What am I doing wrong, how do I define the addons? Thanks. p.s. For anyone that looks at this that is interested in the original topic I am going to make a civilian ak47 addon using bis models. I'm thinking 3 types, all single shot. One poor condition, one average and one worked. All will be able to use 7, 12 and 30 round mags. To simulate the different conditions of the weapons I'm going to define new recoils, slightly change the zooms and subtly change the sounds. Also I'm going to play with dispersion and see what I get. I will post the code up with instructions how to make it into an addon, noob tutorial style :) Pay it forward I say. 2 days ago I knew nothing about configs or the technicalities of inheritence -
Add a weapon clone to config
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
I've got as far as de-binerizing the config file with EliteNess, changing the above to 256, then packing it back to .bin format. I've figured I can place it in "@mymod\bin" and it will be loaded instead of BIS config. When I load the game it says no entry "config.bin.cfgaddons" but loads to the menus etc. I re packed it instead of using .cpp format because the .cpp errors when loaded (instead of error). My original config.bin is from a scratchless GOTY disk I bought new last year and my cd drive is fine. I tried it from a brand new from cd, never played online config.bin and had same problems. When re-packed the new config.bin is smaller than original. I am using EliteNess 2.32 at the moment could that be the problem? What is a good program for unpacking .bin files, or do I need to define something in the file before the configs start? p.s The AK47 with 12 round mag config works well!!! Still has no pictures in briefing/gear but I guess that wouldn't be hard to fix, not too worried right now. Thanks heaps guys!!! EDIT- I reckon my problem has to be with the eliteness program. If i unpack the BIS config.bin that works fine with the game, do nothing to it, re-pack it then place it back in the root BIS bin folder it behaves exactly the same as one in my mod folder. What am I missing here? :confused: Whats you favourite program for the .bin files or am I doing something silly?:) -
Add a weapon clone to config
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Awesome!! Thanks for all the help. I feel I know enough to get me started. I shall play around and un-pbo some bis addons, see what else I can learn. I'll no doubt be back in about 5 minutes asking for help :) One last thing, I want to change something in the original config only when my mod is loaded. How do I do this (I get a class already defined error or something similar). I want to change this in "class GrenadeLauncher: Default" that all grenade launchers inherit from. weaponType = WeaponNoSlot; magazineType = 2 * WeaponSlotItem; // <- change to WeaponSlotItem or 256 ??? difference ammo=Grenade; It has always annoyed me how soldiers in full combat gear can only carry 3 grenades. Why??? So stupid in my opinion. Anyway, am I on the right lines and can this be done without the user having to re-paste the config back into bin folder to play online on no addon servers. Surely can be done :D -
Add a weapon clone to config
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Thanks heaps krzychuzokecia, I feel I know a lot more now than I did. I will tinker with this later on today, I have to go to work soon. One question that has already come to my mind is about the 'magazines[]={"AK47S"};' line. Where does the game get the info about that. Does it inherit info from its AK47 parent? If I wanted to change how many bullets the magazine holds, how would I do that? edit - P.S you are most likely 100% correct about having an odd number of '/' being the problem with this. The first line of my code has only one / :p -
Add a weapon clone to config
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : CONFIGS & SCRIPTING
Thanks for your response Lenyoga. I tried adding the extra ; after the last } but got the same 'instead of' error. If someone could give me an example of how this should be done properly, maybe with some comments explaining what parameters do what I would be very grateful. @@@@@@@@@@@@@@@ Also, why on the BIS config do a lot of the weapons not have magazine defines? Are they being defined as having the same name as the weapon by this piece in their inherited 'riffle' class... weaponType = WeaponSlotPrimary; magazineType = WeaponSlotItem Also there is no picture="WeaponPicturePath.paa" in the BIS config for AK47, its inherited riffle of riffles inherited mgun. If the questions in this section require a stupidly long explanation would it be easier to scrap the idea of directly cloning the BIS AK47 and start from riffle or even default, just using the AK47 model? @@@@@@@@@@@@@@@ Also does the class given in patches (class myweaponsx in this case) have to match anything else defined anywhere, or can that handle be anything. ---------------------- class CfgPatches { class myweaponsx ---------------------- Thanks for your help and I'm well aware these are large numbers of very noobish questions :) -
Making the AI use AP rounds against AFVs and HE against soft targets?
FriendlyIntentions replied to zxxxrhs's topic in OFP : CONFIGS & SCRIPTING
This is a small piece from an AI script by Bremmer. It causes a unit to load and fire a flare. Could possibly be some inspiration. Could you use the removeweapon command to remove the vehicle weapon, then remove all the vehicles ammo. Then add one round of the desired type then re add the vehicle weapon? I have never tried removing weapons from vehicles so I have no idea if this would work _unit dotarget _target @ unitready _unit _mags = magazines _unit _mag = _mags select 0 _unit removemagazine _mag _unit addmagazine _flare _unit fire [_muzzle,_flare,_flare] ~2 _unit addmagazine _mag exit I guess muzzle and flare are variables so they can be defined depending on the type of unit, side etc -
a problem related to subfolders, scripts and pbo packing
FriendlyIntentions replied to FriendlyIntentions's topic in OFP : MISSION EDITING & SCRIPTING
Boom, Mk82 you are my hero. What you suggested wasn't the problem but I noticed you suggested using "\" in the path name instead of "/". Both work in the editor, but only \ works when the pbo is packed. I have no idea how long it would have taken me to notice that otherwise. Thank you!!!!!!!!!!!!:D:D:D -
a problem related to subfolders, scripts and pbo packing
FriendlyIntentions posted a topic in OFP : MISSION EDITING & SCRIPTING
I am trying to export a mission from the editor into single missions but all scripts contained in subfolders (that all work fine in the editor) cannot be found when the mission is run from single missions. The init script seems to be working fine. I have tried an external pbo packer but had the same result. Any ideas what could be causing this? The mission is using addons contained in a mod folder and the mission is being packed from user/missions. Thanks in advance if anyone can help:)