Jump to content

wass24

Member
  • Content Count

    100
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About wass24

  • Rank
    Corporal
  1. I'm creating a multiplayer mission revolving around emergency vehicle responses controlled by 1 player (me). I want to be able to drive a car and have 1 or 2 cars driving directly behind me where ever I go. The AI drivers will not follow me the way that I want them to, so I set up 2 scripts. One script checks if a car that I will drive is moving, if it is, then the other script takes my cars position and direction and loops it to the cars following me. This actually works, but with numerous vehicle groups like this and too many scripts looping at the same time without exiting, the server lags too much. I would like to set up eventhandlers that check if I am the driver of "car1" and if so, have "car2" and "car3" follow. If I get out of "car1" then the script will end. If that can't be done, how do I get my original scripts to stop looping when I get out?
  2. wass24

    Help with event handlers!!!

    I'm creating a multiplayer mission revolving around emergency vehicle responses controlled by 1 player (me). I want to be able to drive a car and have 1 or 2 cars driving directly behind me where ever I go. The AI drivers will not follow me the way that I want them to, so I set up 2 scripts. One script checks if a car that I will drive is moving, if it is, then the other script takes my cars position and direction and loops it to the cars following me. This actually works, but with numerous vehicle groups like this and too many scripts looping at the same time without exiting, the server lags too much. I would like to set up eventhandlers that check if I am the driver of "car1" and if so, have "car2" and "car3" follow. If I get out of "car1" then the script will end. If that can't be done, how do I get my original scripts to stop looping when I get out?
  3. I have a unit that puts on and takes off a mask through an addaction command. I want to flash text repeatedly on their screen that says "Mask On" when they have the mask on and when they take it off the text will go away. I'm guessing that this command would execute at the end of the script that puts the mask on, but I don't know how to write it so it repeats until I take the mask off. This will also be used in multiplayer. Thanks.
  4. wass24

    Add optics to gas mask? How?

    So lets say I wanted to replace the NVgoggles. Where are all of the files associated with them? Is it as simple as just relplacing the model and optics files and updating the config, or would I have to take apart a major addon and recompile it with the changes? There's really no other way around the setObjectTexture command in MP, why would BIS have it work in SP and not MP.
  5. I am incorporated emergency lights on a couple vehicles I'm working on, police cars, firetrucks, and ambulances. I am running into two problems that will probably be solved with one simple thing I'm doing wrong. (1) When I start the mission the lights are already visible, I don't want them visible until I turn them on. (2) The lights are not illuminated at night. Please help. Thanks.
  6. wass24

    Config problem

    Thank you, I fixed it and it works. Stupid brackets always appearing in the wrong place. They should have colors so you know what sections your closing off.
  7. wass24

    Create new optics

    I am using a gas mask addon in my missions, but when I put the gas mask on it doesn't change your vision at all. I would like to either put up optics, like when your looking through NVgoggles, to black out the sides you couldn't see OR when the mask goes up, tint everything yellow. I also need it playable in multiplayer and MP doesn't recognize the setObjectTexure command. Can the gas mask be modeled like NVgoggles? Can all of the NVgoggles files be copied and modified to make the mask work? Could somebody please help me out? Thanks.
  8. wass24

    Config problem

    I need help with a config error. Â I am adding 2 vehicles with different p3d files but everything else is the same. Â When the game launches I get an error that says: "No entry 'config.bin/CfgVehicles/CfgWeapons.scope'. Â Please help me get this thing working. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // some 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 // type scope #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 WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgModels { class default {}; class Vehicle: default {}; class Car: Vehicle {}; class Crown_Vic: car {}; class Crown_Vic_cop: car {}; }; class CfgPatches { class Crown_Vic { units[]={"Crown_Vic","Crown_Vic_cop"}; weapon[]={}; requiredVersion=1.80; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep: Car {}; class Crown_Vic: Jeep { scope=2; side=1; vehicleClass="US Vehicles"; weapons[]={sg}; hasDriver=1; hasganner=0; displayName="Crown_Vic (Blue)"; model=\Crown_Vic\Crown_Vic.p3d; icon="\Crown_Vic\volga.paa"; accuracy=7.00000; armor=50; armorBody=0.900000; armorFuel=1.800000; armorLights=0.100000; armorWeels=0.10000; armorGlass=0.200000; cost=30000; fuelCapacity=40; maxSpeed=250; turnCoef=1.7500000; terrainCoef=0.450000; damperSize=0.100000; damperForce=20; brakeDistance=10.00 precision=0.02; preferRoads=1; unitInfoType="UnitInfoShip"; wheelCircumference=2.400; driverCastShadow=true; transportSoldier=4; transportAmmo=0; transportMaxMagazines=50 transportMaxWeapons=10 driverAction="ManActJeepDriver"; cargoAction[]={"ManActJeepCoDriver","ManActJeepCoDriverBack"}; cargoIsCoDriver[]={1,0}; } class Crown_Vic_cop: jeep { scope=2; side=1; vehicleClass="US Vehicles"; weapons[]={sg}; hasDriver=1; hasganner=0; displayName="Crown Vic (Blue)(Lights)"; model=\Crown_Vic\Crown_Vic_cop.p3d; icon="\Crown_Vic\volga.paa"; accuracy=7.00000; armor=50; armorBody=0.900000; armorFuel=1.800000; armorLights=0.100000; armorWeels=0.10000; armorGlass=0.200000; cost=30000; fuelCapacity=40; maxSpeed=250; turnCoef=1.7500000; terrainCoef=0.450000; damperSize=0.100000; damperForce=20; brakeDistance=10.00 precision=0.02; preferRoads=1; unitInfoType="UnitInfoShip"; wheelCircumference=2.400; driverCastShadow=true; transportSoldier=4; transportAmmo=0; transportMaxMagazines=50 transportMaxWeapons=10 driverAction="ManActJeepDriver"; cargoAction[]={"ManActJeepCoDriver","ManActJeepCoDriverBack"}; cargoIsCoDriver[]={1,0}; } class CfgWeapons { class Default {}; class CarHorn: Default {}; class SportCarHorn: CarHorn {}; class Sirena: SportCarHorn { scope=2; displayName="Siren A"; drySound[]={"\Crown_VIc\sirena.ogg",10.000000,1}; }; class sirenb: SportCarHorn { scope=2; displayName="Siren B"; drySound[]={"\Crown_VIc\sirenb.ogg",10.000000,1}; }; } class IndicatorSpeed { selection="ukaz_rychlo"; axis="osa_rychlo"; angle=250; min=0; max=90; }; class IndicatorRPM { selection="ukaz_rpm"; axis="osa_rpm"; angle=180; min=0; max=1; }; class IndicatorWatch { hour = "hodinova"; minute = "minutova"; axis = "osa_time"; reversed = false; }; class Animations { Â Â Â Â class bagajik { type="rotation"; animPeriod=2; selection="bagajik"; axis="osBagajik"; angle0=0; angle1=-1; }; class kapot { type="rotation"; animPeriod=1; selection="kapot"; axis="osKapot"; angle0=0; angle1=-0.8; }; class Fuel { type="rotation"; animPeriod=1; selection="ufuel"; axis="osa_fuel"; angle0=0.1; angle1=1.1; }; }; class UserActions { class Openbagajik { displayName="Open Trunk"; position="pos_trunk"; radius=3; condition="this animationPhase ""bagajik"" < 0.5"; statement="this animate[""bagajik"",1]"; }; class Closebagajik { displayName="Close Trunk"; position="pos_trunk"; radius=3; condition="this animationPhase ""bagajik"" >= 0.5"; statement="this animate[""bagajik"",0]"; }; class Openkapot { displayName="Open Hood"; position="pos_hood"; radius=3; condition="this animationPhase ""kapot"" < 0.5"; statement="this animate[""kapot"",1]"; }; class Closekapot { displayName="Close Hood"; position="pos_hood"; radius=3; condition="this animationPhase ""kapot"" >= 0.5"; statement="this animate[""kapot"",0]"; }; }; };
  9. wass24

    Add optics to gas mask? How?

    So, not only do I need optics for my Gas Mask, but I also need it playable in multiplayer and MP doesn't recognize the setObjectTexure command. What if the gas mask was modeled like NVgoggles, would that work. Can all of the NVgoggles files be copied and modified to make the mask work?
  10. wass24

    Add optics to gas mask? How?

    I just tried that and it doesn't really work the way you would want it to.
  11. wass24

    Add optics to gas mask? How?

    I've checked out their addon already and I don't believe they have included this sort of thing in their work.
  12. wass24

    Add optics to gas mask? How?

    Do you have an example of your description.ext file and your script that applies and removes the cutscene? I have no experience with any of these things.
  13. I am using a gas mask addon in my missions, but when I put the gas mask on it doesn't change your vision at all. I would like to either put up optics, like when your looking through binos, to black out the sides you couldn't see OR when the mask goes up, put a yellow tint over my eyes. The problem is that I don't know how to do either, so could somebody please help me out. Thanks.
  14. Is it possible to reassign a key on the keyboard to execute a script? I want to be able to use a gasmask just like Binos or night vision.
  15. Thanks I'll give it a shot.
×