OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Graywolf on 13 Jan 2006, 22:30:32
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I have a arty script i use in my missions
it doesn't seem to work in ECP
I'm not sure about any of it but I think its calling the wrong oridinace ...like it calls for shell73 and ECP uses shell125 ?
sorry if I'm way off track could anybody help me on this one
I would like to use this arty script with ECP if I can
any ideas ? ;D
in the trigger
on activation
[Barrage,"Shell73",50,50,100,300,0,.7] exec "BarrageArea.sqs"
BarrageArea.sqs
;BarrageArea.sqs - script to Barrage a Triggered area
;make a tigger
;call this script on activate or deactivate:
;[ID,Type,#shells,Xrange,Yrange,starting height,minimum time, variable time] exec "tripobject.sqs"
_tag = _this select 0
_objtype = _this select 1
_amount = _this select 2
_randomX = _this select 3
_randomY = _this select 4
_height = _this select 5
_timemin = _this select 6
_timev = _this select 7
_offsetX = _randomX / 2
_offsetY = _randomY / 2
_height = _this select 4
_tX = getpos _tag select 0
_tY = getpos _tag select 1
_tZ = getpos _tag select 2
#Loop
? (_amount < 1 ) : exit
_obj = _objtype CamCreate[((_tX+Random _randomX)-_offsetX),((_tY+Random _randomY)-_offsetY),_tZ+_height]
_amount = _amount - 1
~(_timemin+(random _timev))
goto "Loop"
thanks
graywolf
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Does the script work correctly when you are not running ECP?
What goes wrong if you call it when ECP is running?
I'm not sure if this thread is really an ECP question which belongs here, or a script question which belongs on the Editing General Board. I'll leave it here for now and we'll see what turns up.
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I went and played with it and just before I posted this
I read somewhere something about shell125 so I tried it and it worked ;D
what was happening was the shells would hit but their was no explosion it sounded like a dud
my guestion should be what type of oridinance does ECP use
shell125 ... and ...?
would the moderator please move this to the correct thread ;D
thanks for your help
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try copy/pasting the camCreate line for the shell directly underneath the orginal. Two shells are supposed to detonate, Also, You could run a check to setDammage the shell to 1 when it hits the ground to detonate it.
Just a thought, but I haven't actually read the script. Punch me if im worng ::)