OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Serial Killer on 15 Jan 2005, 16:23:32
-
Can someone make a suicidebomber script? I saw something like that in Script-Beta testing forum but it was deleted :'( This script must be like this.. A bomber plane crashes on a ship, simple!
-
uhh ok
i cant make it for u but i think i know how.
1.make a trigger covering the whole map
2.group it to your plane and set the activasion to not present.
3. in the triggers activasion field put [p1]"exec bomb.sqs"
4.name your plane p1
5.make a script, it should look like this
plane = this select 0
lgb = "LaserGuidedBomb"
lgb setpos getpos plane
exit
6. save your script as bomb.sqs
7.put the script in the folder with you mission.
8. when you play the mission and the plane crashes into the ship, the bomb will detonate.
o i guess i did make it for u
there could be some problems, just post them and try to give me the error message,
-
oh wait there is a problem i will fix it as soon as possible, that one wont work
-
plane = this select 0
bomb = "laserguidedbomb" camcreate getpos plane
exit
this is the correct script,
dont use the other one
-
If I'm right, the plane blows up in middle of air :-\ I need to make a plane to crash on the ship
-
nice try penguin, but it sure as hell isn't that easy... ;D if it were i everything else would be much easier as well
_plane = _this select 0
_boat = _this select 1
@sqrt((getpos boat select 0 - getpos plane select 0)^2 + (getpos boat select 1 - getpos plane select 1)^2) <= 75
_plane flyinheight 40
_h = 40
@sqrt((getpos boat select 0 - getpos plane select 0)^2 + (getpos boat select 1 - getpos plane select 1)^2) <= 40
#loop
_plane flyinheight _h
~2
_h = _h - 5
?!alive_plane:"laserguidedbomb" camcreate getpos _plane;exit
goto "loop"
use this by:
creating a waypoint to the ship, that has a waypoint before it
in the waypoint before call the script:
[planename,boatname] exec "kamikazi.sqs"
or whatever you decide to call it
-
woooooow I dont even know how to start this script since its way too complicated.. thanks to triggerhappy now I know that parameters can be different names in games while it doesnt have to be called the same name in the script.. thanks!
-
i said how to use it...
it only looks complicated, but its only the pythagorian theorem
-
BEEEFCAKE!!!! (I stole that line from somebody else hehe!)
Ive got an example mission here!
Sorry about the small unrealistic part in this mission.. just a small bit. I didnt need any scripts while I just made 3 scripts. 1 for keeping stuff in place and others for explosion effects. flyinheight and setvelocity seem to work right.
I couldnt make the setvelocity any better since planes dont fly lower than about 5 meters even with their flyinheight on 1. I tried helicopter but they just crashed at the very start of the mission becuase they went too low and when I changed it too high. not fast enough... well heres the mission in non-pbo format for editing attached!
-
Very good! I'll try it and I say is that usefuly, thanks!
Few minutes later...
Very usefully! That should be good for my mission :D Thanks again!
-
yay thank you! wew I thought with the "few minutes" later u were gonna say I called it better than it was :S... thanks I appreciate!
-
haha I dont want to be mean to anyone but its funny how every1 is doing scripting while I do some in-game..... functions as its called? :P!
-
scripts are generally better though
with a script (if you're good) you can be in control of every little thing, whereas editor-side commands are less accurrate/controlled
for example, with my script, i could fix it to use set velocity and flyinheight in a loop and take it down gradually, rather than have it jump down. it just would look better, and be more efficient, because of various factors that could change in-game
-
nice try penguin, but it sure as hell isn't that easy... if it were i everything else would be much easier as well
? worked fine for me,
when the plane hits the ship and is destroyed, the trigger that was covering it sees that the plane is not there or"Not Present" and then activates, this happens very fast and the plane that blew up should be next to the ship when the LGB goes off.
it does not make the plane try to crash into it it just gives it more destructive power. Now if he wanted a script that made it try to crash, i have no idea how to make it?