I FOUND A WAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ;D ;D
Make a script called anything.sqs
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#A
mg1 action ["Light Off",mg1]
goto "A"
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Simple Huh
I just found this out ;D ;D ;D
The reason for this is that the action ["Light Off"] command does work! BUT it only turns off for a very split
sec I found this out by using this tool DL from this sight on the bottom of the screen that allows you to type script in the game and execute it LIVE ITS CALLED
(((console1.21.zip))))
by
Console for OFP by Vektorboson <vektorboson@gmx.de>
for updates see http://home.arcor.de/vektorboson ;D ;D
This may also kill your performance because the script will be looped as often as your CPU can handle it- and that's a LOT of times per second. :o add at least a "~0.1" (or whatever you mean exactly with "split second" ;) ) to slow it down.
// 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
USE MAGAZINE
DEACTIVATE MINE
TAKE MINE
HANDGUN OFF
HANDGUN ON
USER TYPE
DROP MAGAZINE
DROP WEAPON
SCUD START
SCUD LAUNCH
SALUTE
FLAPS UP
FLAPS DOWN
LAND GEAR
FIRE PUT DOWN
FIRE INFLAME
LADDEROFF
LADDERONUP
LADDERONDOWN
LADDERDOWN
LADDERUP
STROKEGUN
STROKEFIST
AUTOHOVER
NVGOGGLES
MANUALFIRE
DEACTIVATE
SETTIMER
TOUCHOFF
HIDEBODY
MOVETOCARGO
MOVETOCOMMANDER
MOVETOGUNNER
MOVETODRIVER
EJECT
CANCEL LAND
LAND
SITDOWN
WEAPONONBACK
WEAPONINHAND
TURNOUT
TURNIN
RETURN FLAG
TAKE FLAG
TAKE MAGAZINE
TAKE WEAPON
LOAD MAGAZINE
USE WEAPON
SWITCH WEAPON
ENGINE OFF
ENGINE ON
LIGHT OFF
LIGHT ON
GETIN CARGO
GETIN GUNNER
GETIN DRIVER
GETIN COMMANDER
dude fire ["put", "pipebomb"]
To have that unit set the timer to 30 secs (or add another 30 secs to an already set time)dude action ["settimer"]
// or, alternatively
dude action ["settimer",dude,0,0,"pipebomb"]
To repeat from earlier posts, to have him blow the satchel(s)dude action ["touchoff"]
Don't ask questions here, this thread is for adding information.
This thread has very good scripting commands about the STANDARD OFP actions but what about if you make them yourself? ???
An example a scripter has made a hostage script, when you want to free the hostages you must press 'secure hostage' in the action menu
now I want to know how an AI can perform this action...
foo action["take mine",_unit,0,0,"Mine"]
would work the same no matter what you put in place of the 0's.unit action["USER TYPE", action index, object action is attatched to]
There also might be any combination of "place holders" required, like in the above example with the "take mine" command. Just remember, the limit seems to be 5 params, and most actions seem to use either 1 parameter, 2 parameters, or all 5 (with placeholders). Anyway, hopefully someone will find my musings helpful in finding more actions.
GETIN CARGO
unitname action ["getin cargo",vehiclename]
Unit will get into vehicle cargo if there is space.
Will even get into vehicle if the vehicle is miles away or flying, but I think the vehicle must be relatively slow moving or stationary. Unit seems to get teleported to the vehicles position and then does the getin animation.
GETIN COMMANDER
unitname action ["getin commander",vehiclename]
Unit will get into vehicle as commander if the position is empty.
Will even get into vehicle if the vehicle is miles away, but I think the vehicle must be relatively slow moving or stationary.
Unit seems to get teleported to the vehicle position and then does the getin animation.
GETIN DRIVER
unitname action ["getin driver",vehiclename]
Unit will get into vehicle as driver if the position is empty.
Will even get into vehicle if the vehicle is miles away or flying, but I think the vehicle must be relatively slow moving or stationary.
Unit seems to get teleported to the vehicle position and then does the getin animation.
GETIN GUNNER
unitname action ["getin gunner",vehiclename]
Unit will get into vehicle as gunner if the position is empty. Will even get into vehicle if the vehicle is miles away or flying, but I think the vehicle must be relatively slow moving or stationary.
Unit seems to get teleported to the vehicle position and then does the getin animation.
MOVETOCARGO
unitname action ["movetocargo",vehiclename]
Will immediately move a crew unit to cargo. If you order a pilot to do this, he will, and if the aircraft is flying it will no longer have a pilot unless there was a unit/units in cargo already, in which case they will swap positions.
However choppers sometimes fly erratically and even fly backwards when you swap pilots like this.
Works with player as well as AI.
MOVETOCOMMANDER
unitname action ["movetocommander",vehiclename]
Immediately moves a crew or cargo unit to commander position.
Original commander ends up in cargo or new commanders previous position.
Works with player as well as AI.
MOVETODRIVER
unitname action ["movetodriver",vehiclename]
Immediately moves a crew or cargo unit to driver position. Original driver ends up in cargo or new drivers previous position.
However choppers sometimes fly erratically and even fly backwards when you swap pilots like this.
Works with player as well as AI.
MOVETOGUNNER
unitname action ["movetogunner",vehiclename]
Immediately moves a crew or cargo unit to gunner position.
Original gunner ends up in cargo or new drivers previous position.
Works with player as well as AI.
Unfortunately I don't think anyone knows.....yet.