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Author Topic: The time for "Action" has come! (Please do NOT post questions in this thread.)  (Read 30659 times)

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BronzeEagle

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Re:The time for "Action" has come!
« Reply #30 on: 05 Jul 2003, 02:56:08 »
i was just hoping that when the guy pulls out his gun he wouldn't be a captive anymore.  i was wondering if there were some way the ai would react that way to him pulling out his weapon and going from captive to not a captive but its just not possible with the current version of ofp it would seem.  

aaronj5

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Re:The time for "Action" has come!
« Reply #31 on: 09 Jul 2003, 01:23:20 »
How do I make people put their Hands on their Heads?

Knut Erik

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Re:The time for "Action" has come!
« Reply #32 on: 13 Jul 2003, 18:16:20 »
Try
NameOfUnit SwitchMove "FxStandSurUniv"

anti garble

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Re:The time for "Action" has come!
« Reply #33 on: 13 Jul 2003, 21:21:42 »
where is the action for the horn. or open gate , anyone know ?

Offline Calamity

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Re:The time for "Action" has come!
« Reply #34 on: 15 Aug 2003, 00:26:34 »
To expand on an Action command Gumby posted

Name: STROKEGUN
Description: Caused unit to swing riffle like he his striking a target
Syntax: unit2 ACTION ["STROKEGUN", unit1]
Example:KLINK ACTION ["STROKEGUN", VLAD]
Notes: Unit1, or VLAD in the example, will swing the gun. Although the addition of unit2, or KLINK, from the example, would lead you to believe that VLAD would try and hit him. I have found that it has no relivance.

This is a very nice action and I would think that it would have a complimentry action which would be played by KLINK, and would make him act as if he got hit twice by a riffle. But I can not find it. If anyone has any ideas...
I could use it in an outro I'm writeing.

Offline toadlife

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Re:The time for "Action" has come!
« Reply #35 on: 10 Sep 2003, 05:20:30 »
I FOUND ONE!


// deactivate a placed mine
foo action["deactivate mine",_unit,0,0,"Mine"]

// pick up a placed mine
foo action["take mine",_unit,0,0,"Mine"]


_unit = the unit which placed the mine

*The fired Eventhandler is needed to get the _mine itself (so you can have the soldier move to the mine first) and the person who placed the mine.
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

Offline LCD

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Re:The time for "Action" has come!
« Reply #36 on: 10 Sep 2003, 05:26:27 »
@ toady

:wave:

how did u find it - u got ny special way ? or just shotin in da dark ?

LCD OUT
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Offline toadlife

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Re:The time for "Action" has come!
« Reply #37 on: 10 Sep 2003, 05:56:22 »
Someone in official forums asked if it could be done so I tried it - using the same syntax as the "take weapon" action - and it worked.\

At first I tried "deactivate" amd "take mine" but those didn't workso I just decided to try "take mine" and "deactivate mine" and it worked!

AFAIK you can't have soldiers pick up pre-placed mines (mines placed in the editor) because you need the person who laid the mine down.
« Last Edit: 10 Sep 2003, 06:49:00 by toadlife »
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

skid

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Re:The time for "Action" has come!
« Reply #38 on: 11 Sep 2003, 02:57:48 »
I carn't belive I'm asking this but here goes.
I have a soldier named "man", I have a car named "veh"

All I want to do it on a trigger get the man in the car.
In the activation field I enterd :-

man action["getin",veh]

without the quotes but nothing  happens.
I tried it on a move and in script but still nothing.

I even tried it on another pc with no luck.
I thought I had all this sorted a while back but a month or two away and I'm lost again.

Help Plz?

Offline toadlife

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Re:The time for "Action" has come!
« Reply #39 on: 11 Sep 2003, 03:12:14 »
It's

object action ["get in",vehicle]

not

object action ["getin",vehicle]
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

skid

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Re:The time for "Action" has come!
« Reply #40 on: 11 Sep 2003, 03:19:05 »
Thanks but it won't work the best I can get is:-

object action ["getin xxxx",vehicle]

xxxx has to be cargo,driver,commander or gunner.
just  object action ["get in",vehicle] does nothing
object action ["exit",vehicle] works though.

All so I need to be able to move units around within a vehicle I see the cammand "TO_Driver","TO_Gunner" but again I carn't work out the syntax.
I tried object action ["TO Driver",vehicle] but nothing.



« Last Edit: 11 Sep 2003, 03:31:03 by skid »

Offline toadlife

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Re:The time for "Action" has come!
« Reply #41 on: 11 Sep 2003, 03:36:45 »
Just use this instead of fumbling with action command. Action commands should be used sparingly anyway.

unit assignas[driver,cargo,commander,gunner] vehicle
[unit] ordergetin true
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

Offline Sui

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Re:The time for "Action" has come!
« Reply #42 on: 11 Sep 2003, 04:16:35 »
// deactivate a placed mine
foo action["deactivate mine",_unit,0,0,"Mine"]

// pick up a placed mine
foo action["take mine",_unit,0,0,"Mine"]


_unit = the unit which placed the mine

Just note that the syntax:

unit action ["DEACTIVATE MINE"]

Will work provided the unit is at the position of the mine.

Something else to note... engineers can deactivate and take any mines they like... probably because they're engineers ;)

Everyone else can only muck about with mines they've places themselves

Komuna

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Re:The time for "Action" has come!
« Reply #43 on: 19 Sep 2003, 15:47:10 »
Unit action ["NVGoggles"]

It toggles the night vision on or off.
It only works, effectivly, with the player. AI can choose the NV mode by themselves.
« Last Edit: 19 Sep 2003, 15:48:56 by Komuna »

Commando

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Re:The time for "Action" has come!
« Reply #44 on: 24 Sep 2003, 00:09:03 »
Cool!  :D Now i know why there are engineers in the game...  ;D
You learn something new everyday in ofp...a buddy of mine showed that you can actually take suicide with a m16 with 15-30 rounds by trying shoot your feet and spinning around in a circle  :P
maybe a god thing if you have gone M.I.A over some small unhabited island in multiplayer..