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Author Topic: Quicksand?  (Read 1231 times)

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Offline Clue

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Quicksand?
« on: 19 Oct 2003, 21:40:20 »
 Could this be possible? An area of ground where the player would be slowly dragged down to his death while his comrades watched helplessly! A minefield to the north... patches of quicksand to the south... which way do you go???

Torak

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Re:Quicksand?
« Reply #1 on: 19 Oct 2003, 22:53:21 »
Well, how about using something based on the Hide Body script?

Offline General Barron

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Re:Quicksand?
« Reply #2 on: 20 Oct 2003, 01:35:55 »
It could be done in a script using a looping "setpos" command to slowly lower the unit below the ground. After he is far enough under ground, you could deletevehicle him or kill him.
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Offline Roni

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Re:Quicksand?
« Reply #3 on: 20 Oct 2003, 02:11:50 »
Piece of cake !

I've written a short script that allows players to "dig in".  The script simply plays an animation and a sound then progressively lowers the player until he is .35m below ground.  When it's finished only your head and rifle stick out above ground - very handy for snipers !   ;D :gunman:

I'll be posting the script soon as part of a packet of new scripts - feel free to take it and modify to your heart's content.



Roni

Offline Clue

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Re:Quicksand?
« Reply #4 on: 20 Oct 2003, 19:05:12 »
Scripting is not one of my strong points... but it's good to see that it may be possible. :)
Looking forward to that script pack Roni, the only way to learn is to look at someone else's work!

Offline Roni

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Re:Quicksand?
« Reply #5 on: 21 Oct 2003, 01:53:08 »
I'm no gun scripter myself  :-\   Like lots of things it looks like all you need is practice, practice and practice . . .

I first learned to prgramme back on my old Commodore 64 (and before that - my brother's Trash 80 !).  I've picked up some VB since then but the hardest thing about scripting is just learning what does what.   ???

I'll put together a quicksand script tonight (Aussie time) and post it here.  Watch this space !



Roni

Offline Roni

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Re:Quicksand?
« Reply #6 on: 21 Oct 2003, 04:06:49 »
Hi Clue

Here you go - quicker than I expected !

The attached script should work a charm.  If you want to give the poor suckers a chance to get out then you will have to modify it a bit.

On the plus side - this is my first script post !


Roni

Offline Clue

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Re:Quicksand?
« Reply #7 on: 23 Oct 2003, 21:14:48 »
Cheers Roni,

 I'll check it out this weekend (British time). Looking forward to seeing them sink! ;D

Offline wired

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Re:Quicksand?
« Reply #8 on: 26 Oct 2003, 13:57:22 »
er, no offence or out but......

IT DOESNT WORK!
 :-\ :-[ :-\ :-[ :-\ :-[
We have a problem at 'Oscar-Charlie 2-7' do you read me? Well its that guy with the RPG!

Offline Clue

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Re:Quicksand?
« Reply #9 on: 26 Oct 2003, 16:13:13 »
I can't get it to work either... :-[

 I make my trigger and send one of my men forward into the danger zone. When he reaches the trigger a message comes up: error setpos :type Bool, expected object

and then after a few seconds the message:
error getdammage type Bool, expected object
appears!

Any ideas?

Offline wired

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Re:Quicksand?
« Reply #10 on: 27 Oct 2003, 15:43:39 »
same happens wid me! all that happens apart from that is a hint saying "Quicksand!" and "YOUR DROWNING!"..........
Yer Right!

Perhaps sum1 can edit it an make it work? ???

nice try roni but there's one massiv bug in it....u dont sink!

  :noo: :noo: :noo:
    NO!   NO!   NO!
We have a problem at 'Oscar-Charlie 2-7' do you read me? Well its that guy with the RPG!

Offline Blanco

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Re:Quicksand?
« Reply #11 on: 28 Oct 2003, 01:19:49 »
Didn't try it yet, but

_victim =_this select 1

is it not

_victim = _this select 0

??

and then the unitname as a parameter,

[unitname] exec "quicksand.sqs"

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