Home   Help Search Login Register  

Author Topic: Binocular  (Read 583 times)

0 Members and 1 Guest are viewing this topic.

Chris330

  • Guest
Binocular
« on: 01 Sep 2004, 01:51:07 »
Dear All,

Hi I'm having great fun scripting a new MP mission for ofp but I have a small problem and I have been out of the way for a while so I'm not too sure what the deal is with this one.

Is it possible to get an AI player to use his binoculars using the action command? I know you can use the NVGoggles for the HVGoggles but did anyone ever get the binocs thing to work. I've tried every possible action type and none work including

BINOCON
BINOC ON
BINOC_ON
STR_ACTION_BINOCON

And so on. Any help would be great ;)

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:Binocular
« Reply #1 on: 01 Sep 2004, 01:53:46 »
« Last Edit: 01 Sep 2004, 02:27:42 by Planck »
I know a little about a lot, and a lot about a little.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Binocular
« Reply #2 on: 01 Sep 2004, 09:49:13 »
You don't need to scan the first thread ... find an attachment a few posts from the end which summarises the whole thing.
Plenty of reviewed ArmA missions for you to play

Unnamed

  • Guest
Re:Binocular
« Reply #3 on: 02 Sep 2004, 15:23:27 »
One way to control when, how and how long an AI will use binoculars is to define your own anims in an addon. Or you can use:

Code: [Select]
unit selectWeapon "Binocular"

Once to make him use them, but after that he will use them periodicaly for short period's of time.

I've been parping on about this for ages, I did send example anims to some of the Anim pack guys. Perhaps they included something along those lines into one of the anim packs.