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Author Topic: Init commands  (Read 737 times)

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Agent Fire

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Init commands
« on: 23 Mar 2003, 12:18:49 »
Could someone out there please give me a list of init commands or something? ???

Cap

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Re:Init commands
« Reply #1 on: 23 Mar 2003, 12:24:43 »
For what, what are you trying to acheive?

There are thousands and I know i aint typing them all in ;D

Give us an idea of what you need to acomplish.

I will give you this but it is all i can be bothered to do out of the thousands...

this inflame true

put that in the init of a fire and see what happens...

Agent Fire

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Re:Init commands
« Reply #2 on: 23 Mar 2003, 12:28:36 »
OK... What I want to acheive.... Basically, are there any ways to change the weapon the unit is carrying, and change his visibility, noise etc.? And if typing it out yourself will take ages, where can I go to get a list?

Agent Fire

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Re:Init commands
« Reply #3 on: 23 Mar 2003, 12:46:05 »
 :o Thank you! I remember a mission that I was making months ago and I didn't know how to make the fire light up! Now I can go and complete it, all thanks to you! Yay!  :D

Agent Fire

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Re:Init commands
« Reply #4 on: 23 Mar 2003, 12:47:46 »
If you have the power to make my fire light up... Do you have the power to make my units sit down?

Offline macguba

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Re:Init commands
« Reply #5 on: 23 Mar 2003, 13:30:53 »
Agent fire, there is a list of commands you can put in the init field.   It's called the Official command reference and you can get it (in several versions) in the Ed Depot.   Along with the Unofficial command ref, which has lots of other good stuff too.

However, I recommend you read some tutorials first ...... Abuu's will answer all your questions, if I remember rightly.    I suggest you read the sticky at the top of this board too.  ;)

Oh, and Welcome to the forums!
« Last Edit: 23 Mar 2003, 13:32:30 by macguba »
Plenty of reviewed ArmA missions for you to play

Cap

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Re:Init commands
« Reply #6 on: 23 Mar 2003, 16:07:30 »
Ok to make a unit start with a different weapon type in his init...

this removeweapon "m16"; this removemagazine "m16"; this removemagazine "m16"; this removemagazine "m16"; this removemagazine "m16"; this removemagazine "m16"; this addmagazine "hk"; this addmagazine "hk"; this addmagazine "hk"; this addmagazine "hk"; this addmagazine "hk"; this addmagazine "hk

then he will start with a HK instead of a m16. However this will only work if you use a soldier with an m16, if they have a different weapon just substitute "m16" for the nessesary weapon eg. "ak74", "m60" etc..

Likewise to make em have a different weapon substitute "hk" for what ever you want...... there is a full Weapon and ammo list available, you will probably find that in ofpec but im not sure where.

To make a unit sit down, I think you need to use the "play move" command but im not sure how that 1 goes.

Offline macguba

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Re:Init commands
« Reply #7 on: 23 Mar 2003, 17:36:49 »
Cap is right, but in the middle of all those addmagazines you need

this addWeapon "HK"

add at least one mag before the weapon, otherwise it will not be loaded at the start of the mission.

The weapon and ammo list is in the Editors Depot - Tutorials - References.
Plenty of reviewed ArmA missions for you to play

Cap

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Re:Init commands
« Reply #8 on: 23 Mar 2003, 17:46:34 »
Oh yeah, sorry i forgot to add the weapon, but i dont see why you want to put a...

this addweapon "hk" in between every magazine this would do it...

this removeweapon "m16"; this removemagazine "m16"; this removemagazine "m16"; this removemagazine "m16"; this removemagazine "m16"; this removemagazine "m16"; this addmagazine "hk"; this addmagazine "hk"; this addmagazine "hk"; this addmagazine "hk"; this addmagazine "hk"; this addweapon "hk"

and yes remember you must (well you dont have to but it is best) put the addweapon after the addmagazine's to have the mags loaded in your gun, otherwise you will need to manually reload them as macguba said.

Offline Artak

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Re:Init commands
« Reply #9 on: 23 Mar 2003, 19:06:11 »
There is no such thing as Init commands, M'kay.

They're just all the very same commands that can be used everywhere; external scripts, activation fields, ...

Init field is just a place where the command will be executed when the mission loads up. ie before it starts.

You can setbehaviour, setpos, setcaptive, inflame, camcreate, createunit, createvehicle, whatever, with init fields.
For easy management of pre loaded commands you can (should) make a sqs file by the name init.sqs which will act just like the init fields in editor.

Best way for you to learn about init's and commands is to head for the editors depot and get some tutorials and the command reference.

Cheers  ;)

edit

[size=0.8]oh darn macguba, you already had this covered[/size]  :D
« Last Edit: 23 Mar 2003, 19:07:00 by Artak »
Not all is lost.