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Thread: Conspiracies: Never Ending Fear

  1. #11
    The story sounds like the movie "the hills have eyes"
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  2. #12
    Quote Originally Posted by (Sled88 @ Aug. 06 2006,11:43)
    Scripting: I need a script to take you vehicle with into the next sector! It should works like the script with the weapons. If someone could create s script like this...
    Put this before your SaveStatus on mission-ending
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if &#40;vehicle player==player&#41; then {players_vehicle = &#34;Player&#34;} else {players_vehicle = typeOf &#40;vehicle player&#41;;players_vehicle_dam = dammage &#40;vehicle player&#41;;players_vehicle_fuel = fuel &#40;vehicle player&#41;}
    saveVar &#34;players_vehicle&#34;
    saveVar &#34;players_vehicle_dam&#34;
    saveVar &#34;players_vehicle_fuel&#34;[/QUOTE]
    and this on mission-start after LoadStatus
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?&#40;players_vehicle==&#34;Player&#34;& #41; or &#40;players_vehicle==&#34;scalar bool array string 0xfcffffef&#34;&#41;&#58;Exit
    titleCut &#91;&#34;&#34;,&#34;BLACK OUT&#34;,0.0001&#93;
    _vehicle = players_vehicle CreateVehicle position player
    ~5
    _vehicle setdammage players_vehicle_dam
    _vehicle setfuel players_vehicle_fuel
    player moveindriver _vehicle
    titleCut &#91;&#34;&#34;,&#34;BLACK IN&#34;,3&#93;
    Exit[/QUOTE]

    Not sure, if it will work, I have no experiencies with saveVar command.
    And maybe it will need longer delay before putting player into vehicle, it takes some time, until OFP takes the vehicles as "existing" (actions, ability to get in ...)



    = Bobor SK

  3. #13
    Staff Sergeant
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    Oh jesus... Sled88 GO HOME&#33;&#33; Your projects ... ***

    Why you make new and new projects when you can&#39;t finished nothing




  4. #14
    Master Gunnery Sergeant
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    @Sluganda: WTF? Stupid? I finished Conspiracies THe Experience a few days ago... nOOb&#33;

    Thx Bobor SK&#33;




  5. #15
    Please don&#39;t tell me this is going to spawn the conspricies conspricy




  6. #16
    Master Gunnery Sergeant
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    What do you mean Dave?

  7. #17
    The conspiracies mods have been inspired by movies...

    Why not imagien a conspiracies influenced by the movie AVALON

    the zombi island sounds different for conspiracies, which not merely a zombi mods.

    maybe you will have to dwell on the story (waht i read look like resident evil)

    Just a question ; I&#39;m a bit curious why always nuclear technologies and its dangers are in the center of your stries?




  8. #18
    Master Gunnery Sergeant
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    Well yea... I am not a friend of nuclear stuff since chernobyl. That&#39;s why i started the conspiracies series... To show people how dangerous this energy could be... And I am strict angainst nuclear-bombs... Maybe I will grab a story of Hiroshima... But first this project have to be completed&#33; Further I am a big fan of conspiracies all around the world^^

    This time I agree with SWAT. I was inspired of the movie "The Hills Have Eyes".




  9. #19
    Quote Originally Posted by (Sled88 @ Aug. 07 2006,21:38)
    Yes i got this stuff with some script thingys... but it doesn&#39;t work I hope that somebody can help me&#33; Well I try to bring you some new sector in version 1.2 but I can&#39;t promise&#33;
    I found out, where was problem - I typed dammage instead of getdammage. And the delay is not needed (I tried it)
    This has to work:

    init.sqs
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player LoadStatus &#34;player_status&#34;

    ?&#40;players_vehicle==&#34;Player&#34;&#41; or &#40;players_vehicle==&#34;scalar bool array string 0xfcffffef&#34;&#41;&#58;Exit
    _vehicle = players_vehicle CreateVehicle position player
    _vehicle setdammage players_vehicle_dam
    _vehicle setfuel players_vehicle_fuel
    player moveindriver _vehicle

    Exit[/QUOTE]

    exit.sqs
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if &#40;vehicle player==player&#41; then {players_vehicle = &#34;Player&#34;} else {players_vehicle = typeOf &#40;vehicle player&#41;;players_vehicle_dam = getdammage &#40;vehicle player&#41;;players_vehicle_fuel = fuel &#40;vehicle player&#41;}
    saveVar &#34;players_vehicle&#34;
    saveVar &#34;players_vehicle_dam&#34;
    saveVar &#34;players_vehicle_fuel&#34;

    player SaveStatus &#34;player_status&#34;

    Exit[/QUOTE]




  10. #20
    Master Gunnery Sergeant
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    Still don&#39;t work... Any special names the car or the player must have?

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