OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Dr. Egg on 28 Aug 2002, 13:44:15
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I know im gonna sound like a complete dumbass asking these simple questions here but im not too much of a n00b, honest ;D
ok well i have read tutorials ect ect and they say what the command line is for set flyinheight but whenever i try to use it it dont work, cos i have an airbus i downloaded and it looks a bit strange flying very low and crashing into a mountain. :P
i need to know exatcally what to put in the init line thx.
is there a time change command, eg use a fade out and then fade in at a different time, and maybe a speed up command, i know the in-game speed up but i need 1 that would be quicker
ok ill stop blabbing now,
Dr. Egg
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um inthe unit's initialization box you write:
UNITNAME flyinheight HEIGHT YOU WANT.
as for the crashing *scratches head* not too sure, sorry.
you could maybe have the unit flying at a certain height to begin with then make waypoints, and for each one write
UNITNAME flyinheight NUMBER AGAIN in the waypoints "on activation" so that it changes height to negotiate those mountains...
Hope you can work out what I have just babbled :D
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as far as i know you cannot set the flyinheight of a plane - only choppers - i dont know why, and it confuses the hell out of me... has any1 actually managed to make a plane fly at a certain height using this command?
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you can use this to skip some time
skiptime 12
will skip 12 hours, and this to speed up
SetAccTime 2
will be twice as fast as normal
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and this flyInHeight doesnt even work on choppers when entered into an init.
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um, it does
the chopper appears at the normal flying height, but then ascends upwards
you could put somthing like
choppername setpos [getpos this select 0, getpos this select 1,100]
the last '100' being the height it will appear?
i haven't tested its only an idea, but its the way i create things in the air to fall to their doom....
can be very therapeautic when trying to do summat that just wont bloody work :gunman: OFP
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yeah, thats exactly what i put. maybe it only works with ai choppers.......
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Yup. Most of the scripting commands don't work on you - you're in control after all.
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okeys, thanks very much guys
i am playing resistance so thats why there r those mountans
the reason it crashes is cos its an airbus (like a 747-airbus) and the ai dosent know its an airbus so they try to pull up but they cant make it an crash in the mountain
GAY
so that why but ill have to look into the chopper/plane problem
with the skip time thingy does it just move the time or will the whole map be 12 hours ahead?
eg if a jeep wuz like in 1 place on its way to somewhere if i skiped time would it be in the place it was going to or in the same place at a different time?
now can you understand that?
Dr. Egg
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hehehe - i know what u mean - and the answer is no.
skiptime will skip the clock forward 1 hour - but units will no suddenly be teleported 1 hour ahead.
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Ok thanks mate
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Would you care to mark the topic as 'solved' dr.egg? I mean this one and the future posts yet to come 8)
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yep sure its answered my questions,