Home   Help Search Login Register  

Author Topic: Q's 4 of um  (Read 790 times)

0 Members and 1 Guest are viewing this topic.

red devil

  • Guest
Q's 4 of um
« on: 20 Oct 2002, 20:36:37 »
q1. I know there is a way to make a units hand shaky could some1 tell me how to go it and the most important thing does it work when u are in a fixed mg cos they are just 2 damn accurate on my D Day mission could some1 help me to make them less accurate
q2. How do i get a unit to shoot an object not a car or another unit i have tried DoFire but it dont work.
3.I need a way of getting a unit to stand 4 3 or so secs then kneel 4 the same time then get up again and loop it, i made a script but it was shite.
4.I need to loop the CombatToMedic comand if possible without him standing up again i made a script but he kept getting up and with each  1 would slide sideways.


Come on guys (and gals) i need help.  :'(

Offline Artak

  • The old beanbag shaker
  • Former Staff
  • ****
  • You want to talk about it, yes?
    • OFP Team Finlanders
Re:Q's 4 of um
« Reply #1 on: 20 Oct 2002, 23:22:47 »
Hello red devil  :)

1.  I don't know about that shaking thing, except that when a player is hit on his hands they become bloody and start to shake. Don't know if it works for Ai but you could
unitname setdammage 0-1 where 0-1 is the amount of damage you want to put to a unit. 0 for no damage 1 for dead. about 0.8 get a unit all bloody.

Then there's the AI level control thingy in a unit's options menu. You see a sliding bar there. set it all the way to the left and the unit is less accurate than it would be when the sliding bar is all the way to the right.


2. You should try using dotarget first.
unitname dotarget targetname
and then
unitname dofire targetname


3. You could post your script here and let us tell you what's so shit about it  ;)


4. All I see here is to fiddle with the delay time in your loop.
for excample you might be using
#loop
Ap switchmove "standtomedic"
~1
goto "loop"
So you may need to set the ~1 to a ~0.7 maybe. you never know. it's a tricky business.
But then again you might want to post this loop script up here as well so we know what you're doing wrong, if any.

Cheers mate  :cheers:
Not all is lost.

red devil

  • Guest
Re:Q's 4 of um
« Reply #2 on: 21 Oct 2002, 17:08:35 »
Ok i Know about the dammage thing but thanks anyway there is a command that u can put in the units intel line that makes them less acurate the use of this is u can put the skill level of the unit way up so that they see u from a long way away but dont hit u easely cos as u know when u put up the skill level they get better at spoting and there aim getts better 2 this makes for some intense drawnout firefights. Thanks mate i apreceate the time u have taken

the DoTarrget DoFire thing only works on cars units and i think wepons (under empty ammo) I have been around this fourm 4 a long time now and i know that this is a prob 4 a lot of people i think that the only answer is that some kind sir could make a very very small car that u cant see then any1 could make a quick script so that it keeps healing itself using the SetDammage 0 command in a loop. u get me?

i think i got rid of thescript but it went some thing like this :-

_unit = _this select 0
;this bit selects the soldiers name to execute the script
;the underscore _ makes the variable local to this script
;do a search for local / global variables on this forum for more info

#loop
_unit setUnitPos "UP"
~2.8
#loop2
_unit switchMove "combattocrouch"
~2.8
goto "loop"
~2.8
goto "loop2"

i seem to remember that the man would go on 1 knee then shoot up a split second later (or the other way round) if an emimie unit was seen hmmm

the last 1 is what i did just about (i used CommbatToMedic) I will try it now thanks a lot mate  :-*

(sorry 4 my bad english)

red devil

  • Guest
Re:Q's 4 of um
« Reply #3 on: 21 Oct 2002, 20:27:25 »
oh and another thing does any1 know the animation 4 throwing a hand granade without actualy throwing 1?