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Offline rhysduk

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My Script
« on: 03 Jan 2004, 11:47:10 »
HI guys.. wondering if you could help me with script  of mine...

Code: [Select]
_man = _this select 0
_target = _this select 1
_target = bob
;lets first check if the target is alive...
?!alive bob : goto "TargetisDead"

;if the target is not alive then the script carries on...
_man SetCombatMode "Yellow"
_man SetBehaviour "Aware"

#Loop1
_man domove getpos _target
_man dotarget _target
_man dofire _target

?! alive _target : titletext ["Target neutralized.","Plain down"]


;if the target is dead then this part of the script is executed...
#TargetisDead
titletext ["Sir, we have a problem, I cant kill someone who is allready dead.","Plain Down"]
Exit

The problem is that when i exec the script with [man,bob] exec "script1.sqs" it seems as if the script jumps to the very end and displasy the TITLETEXT MSG but then goes back to the COMBAT MODE bit and sends my guy on a search and destroy bit thats mucked it up... me and being alive dont work :)

Help is much appreciated..

Regards Rhys
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gundernak

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Re:My Script
« Reply #1 on: 03 Jan 2004, 12:30:32 »
 I guess there is missing: goto "Loop1"

and

I advise to set a few sec delay to the loop section, because when you loop doMove command, the loon can be stucked, go nowhere until you push him or hit him, interesting but sometimes happens

Offline rhysduk

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Re:My Script
« Reply #2 on: 03 Jan 2004, 12:58:37 »
I can see now.. but you see where i have

Code: [Select]
?!alive bob : goto "TargetisDead"

How can i modify this so if the target unit is dead the script goes to TargetisDead but if he is alive the script goes to Loop1 ???

Else sommand im guessing

Rhys
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gundernak

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Re:My Script
« Reply #3 on: 03 Jan 2004, 13:34:23 »
Based on you wrote this can be the right from Loop1 (experimenting with delays needed!):

#Loop1
~3
_man domove getpos _target
~1
_man dotarget _target
~1
_man dofire _target
~1
? alive _target : goto "Loop1"

titletext ["Target neutralized.","Plain down"]

goto "end"

;if the target is dead then this part of the script is executed...
#TargetisDead
titletext ["Sir, we have a problem, I cant kill someone who is allready dead.","Plain Down"]

#end

Exit

Offline Artak

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Re:My Script
« Reply #4 on: 03 Jan 2004, 13:40:22 »
Code: [Select]
_man = _this select 0
_target = _this select 1
_target = bob
;lets first check if the target is alive...
?!alive _target : goto "TargetisDead"

;if the target is not alive then the script carries on...
_man SetCombatMode "Yellow"
_man SetBehaviour "Aware"

#Loop1
~10
_man domove getpos _target
_man dotarget _target
_man dofire _target

? alive _target: goto "loop1"
?! alive _target : titletext ["Target neutralized.","Plain down"]; exit


;if the target is dead then this part of the script is executed...
#TargetisDead
titletext ["Sir, we have a problem, I cant kill someone who is allready dead.","Plain Down"]
Exit

Like so?

Oh and you're defining _target twice. First as '_this select 1' and then as 'bob'.
« Last Edit: 03 Jan 2004, 13:41:20 by Artak »
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Offline rhysduk

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Re:My Script
« Reply #5 on: 03 Jan 2004, 14:47:12 »
Thanks guys... i will experiment witht he delay method Gundernak...

Artak: - your the man :thumbsup:  :cheers:

But.. could someone please explain to me the many uses of the Alive and Not Alive feature in scripting.. it seems that ?Alive is different to ?!Alive ... why ? :(

Thanks

Rhys

(Ill be back  :wave: )
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Offline Planck

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Re:My Script
« Reply #6 on: 03 Jan 2004, 15:01:53 »
I think that :

? Alive means "If Alive"

and

? !Alive means "If NOT Alive"


Planck
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Offline Artak

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Re:My Script
« Reply #7 on: 03 Jan 2004, 15:32:54 »
As Planck said.

It doesn't matter wether you use an exlamation mark or just type 'not'.
Thus
!alive tank     is the same thing as     not alive tank
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Offline rhysduk

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Re:My Script
« Reply #8 on: 03 Jan 2004, 15:40:36 »
Ill experiment and let you know thanks guys :)

Rhys
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Quid Novi

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Re:My Script
« Reply #9 on: 03 Jan 2004, 15:49:29 »
Quote
_man = _this select 0
_target = _this select 1
_target = bob

and

Quote
[man,bob] exec "script1.sqs"

just wondering why you have defined _target as bob twice? in the execution, and the scipt?

Offline rhysduk

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Re:My Script
« Reply #10 on: 03 Jan 2004, 16:01:06 »
I forgot to mention that this IS MY FRST SCRIPT .. im learning dude :)
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Quid Novi

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Re:My Script
« Reply #11 on: 03 Jan 2004, 16:02:18 »
hehehe - thats cool - its quite a advanced first script

*looks at his old ones*

well, you don't need the line _target  = bob because _this select 1 has already defined _target as bob when u wrote him in the script exec line.

Offline rhysduk

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Re:My Script
« Reply #12 on: 03 Jan 2004, 16:06:42 »
Yeah i eventually realised that  :-\  :toocool:

You know the _this select 0 and _this select 1.. this is what the syntax of executing the script takes isnt it...

What i mean is say you have 5 select thingy's (0 to 4) (0,1,2,3,4) this would mean that the [] exec "blahblah.sqs" ....  so it would be somethign like [0,1,2,3,4,5] exec script.sqs" ? Am i right

Maybe you could expand on this please ??

Rhys
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Offline Planck

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Re:My Script
« Reply #13 on: 03 Jan 2004, 17:32:19 »
Any values passed to the script via an array, thus:

[item0,item1,item2,item3,item4] exec "script.sqs"

can be referenced within the script by using:

select x

x will be 0 for the first value in the array, 1 will be the next etc.

So........select 4 would select the 5th value, which is 'item4' in this case.


Planck
« Last Edit: 03 Jan 2004, 17:35:35 by Planck »
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Offline rhysduk

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Re:My Script
« Reply #14 on: 03 Jan 2004, 21:57:35 »
this is what my script look likes now ..

Code: [Select]
_man = _this select 0
_target = _this select 1

;lets first check if the target is alive...
?!alive _target : goto "TargetisDead"

;if the target is not alive then the script carries on...
_man SetCombatMode "Yellow"
_man SetBehaviour "Aware"

#Loop1
~10
_man domove getpos _target
_man dotarget _target
_man dofire _target

? alive _target: goto "loop1"
?! alive _target : titletext [format ["%1 neutralized.","Plain down"],name _target]
Exit

;if the target is dead then this part of the script is executed...
#TargetisDead
titletext [format ["Sir, we have a problem, %1 appears to be dead.","Plain Down"],name _target]
Exit

I get no error messages but nothing appears on screen like it should... why the hell should this happen ??

Rhys *Off to figure it out*
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Offline Planck

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Re:My Script
« Reply #15 on: 03 Jan 2004, 22:28:26 »
OK.......I cooked up a quick mission using your script.

I took out the line _man domove getpos _target.
Put this line back in if you need it for your mission, but the problem I found was _man kept trying to move closer to the _target after each dotarget and dofire.

Maybe you could put that line outside the loop so he only moves near the target once.


Also changed a few other bits.

Try this.......I know it works......I tried it.:

_man = _this select 0
_target = _this select 1

;lets first check if the target is alive...
?!alive _target : goto "TargetisDead"

;if the target is alive then the script carries on...
_man SetCombatMode "Yellow"
_man SetBehaviour "Aware"

#Loop1
~10
_man dotarget _target
_man dofire _target

? alive _target: goto "loop1"
?! alive _target : titletext [format ["%1 neutralized.", name _target], "Plain down"]
Exit

;if the target is dead then this part of the script is executed...
#TargetisDead
titletext [format ["Sir, we have a problem, %1 appears to be dead.", name _target], "Plain Down"]

Exit



Planck
« Last Edit: 03 Jan 2004, 22:39:07 by Planck »
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Offline rhysduk

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Re:My Script
« Reply #16 on: 04 Jan 2004, 23:07:36 »
Hi Planck,

Its not a mission in making, im just starting scipting so this is my first script in the learning process :)

I noticed that you have changed the content of the titletext thingy around, maybe thats what was wrong with it :)

Ill check it out and let you know :D

Regards Rhys
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Offline MachoMan

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Re:My Script
« Reply #17 on: 05 Jan 2004, 23:25:01 »
First off all, i think the ofp engine is Case sensitive wich means u are using capital letters, where u shouldn't!
First u call the loop: Loop1, but when u call it in your ?...... u say loop1. Change that!

And second: You do realise that the script will actualy take 10 seconds too start!

And howabout only targeting _target if _man has reached _target? Something like this:

Code: [Select]

_pos = getpos _target
_man domove _pos

#loop1
~10
? getpos _man == _pos: goto "fire"
goto "loop1"

#fire
_man dotarget _target
_man dofire _target
« Last Edit: 05 Jan 2004, 23:27:46 by MachoMan »
Get those missions out there you morons!

Offline Artak

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Re:My Script
« Reply #18 on: 05 Jan 2004, 23:43:48 »
The above would make the _man target and fire at _target when the _man is standing at the exact same place where _target was standing when the script was started. No good, will not work.


Oh, and OFP is not case sensitive about these things.
« Last Edit: 05 Jan 2004, 23:46:18 by Artak »
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Offline rhysduk

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Re:My Script
« Reply #19 on: 05 Jan 2004, 23:45:59 »
 :o Hmm Thanks Artak, i didnt see or know that  :thumbsup:

Ill look into the spelling error and let you guys knows...

Regards Rhys :booty:
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Offline Artak

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Re:My Script
« Reply #20 on: 05 Jan 2004, 23:53:00 »
Try adding a check for distance or how much the _man (hunter?) knows about the _target (rabbit?).

Lines like
?_man knowsabout _target > 0: go to targetting and shooting
and
?_man distance _target < 300: go to targetting and shooting
inside the move loop should prove usable.  ;)
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Offline rhysduk

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Re:My Script
« Reply #21 on: 05 Jan 2004, 23:55:16 »
Thanks Again Artak,,

I didnt know about the "knowsabout" function ... let me check it out and let you know :)

Drinks on me :cheers:

Rhys
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Offline rhysduk

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Re:My Script
« Reply #22 on: 06 Jan 2004, 22:24:47 »
Setting some htings aside regarding my script for this little post :)

I read somewhere that certain things can be passed back and forth scripts...

somehting like _man = 1 CAN

but _man = blah blah CANT

I was wondering, if a seperate script was made to continually check the state of two men  (hunter and target) if _man/_target\ = _this select 0

IE :- _man = _this select 0 OR

_target = _this select 1

can be passed to this new checking script.. i dont see how the script will know what _target  and  _man is... ie the script is executed by[mansname, targetsname} exec "blablah.sqs" ....

Rhys
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Offline Artak

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Re:My Script
« Reply #23 on: 06 Jan 2004, 22:39:22 »
I don't understand. What?  ;D

[edit]

Ok, made some sense now.. maybe.
You can pass values with global variables. Global variables are the only kinds of variables you can use in the editor. When there's a 'global' variable there also has to be a 'local' variable.
That's right baby.

_localvariable
globalvariable

The local variable can only be read by the script it's in where a global variable can be read in any script or in the editor with triggers or what ever.

Thus, if you define target = (leader eastgroup1) you can use it in many scripts always giving you the same value.


Is this what you ment?
« Last Edit: 06 Jan 2004, 22:49:26 by Artak »
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Offline MachoMan

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Re:My Script
« Reply #24 on: 06 Jan 2004, 23:58:12 »
The above would make the _man target and fire at _target when the _man is standing at the exact same place where _target was standing when the script was started. No good, will not work.

It will not exactly work, but one of his problems is that the _man keeps getting new move orders,  this was meant to fix that (it will), i was pointing at a sollution to that problem, not supplying a complete working script, it's kinda floppy.
Get those missions out there you morons!

Offline rhysduk

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Re:My Script
« Reply #25 on: 08 Jan 2004, 18:18:07 »
Hey Planck,  >:(

I dont know if you did it intentionally or if it is why OFPEC is down, but after copying your script that you posted in REPLY 15, i had a sort of OFP Virus ...

What i mean is that OFP seems to be / well actually is executing a script that is not executed within the script or the mission...

It was something like __waituntil == time (0 + 1) ... seems that you or someone else is missing a ( or something - according to OFPP anyway ...

Rhys
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Offline rhysduk

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Re:My Script
« Reply #26 on: 08 Jan 2004, 18:25:32 »
HI guys , me again, having a problem with the behaviour and combatmode of my unit doing the killing :(

It seems that :-

Code: [Select]
_man SetCombatMode Safe
~0.1
_man SetBehaviour Safe
~0.1

doesnt work at all, but :-

Code: [Select]
_man SetUnitPos Up
~0.1
_man doMove getPos Gamelogic1

does work... :)

I have tried, "SAFE", "Safe", SAFE, Safe, and even safe

nothing works.. why ??

Rhys
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Offline Artak

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Re:My Script
« Reply #27 on: 08 Jan 2004, 20:59:35 »
Because combatmode is defined with colorcodes such as "red" or "blue" and so on. It's behaviour that's defined with "safe" and "danger" and so on.

Also '_man setunitpos Up' you have there should not work because the definition up, down, auto needs to be in quotes.

Check your command reference!!!  ;)


So that would be:

_man setcombatmode "yellow"
~0.1
_man setbehaviour "safe"


and


_man setunitpos "up"
~0.1
_man domove getpos gamelogic1


And as I've said earlier, OFP is not case sensitive about these things, so it matters not if your using setbeviour "sAfE" or "safe" or "SAFE" or what ever  ;)
Not all is lost.

Offline rhysduk

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Re:My Script
« Reply #28 on: 08 Jan 2004, 21:15:09 »
Hi Artak,

It seems that nothing works :(

Dont know why... in the comref - it doesnt say that UP, DOWN or AUTO needs to be in " them things... unless mines out-dated..

Anyway, my script is nowhere near perfect... ill upload a vesrion when OFPEC is back up....

i feel its a bit big to copy/paste here.... no its not. :-

Code: [Select]
_man = _this select 0
_target = _this select 1
_script = "script.sqs"


_man SetCombatMode "Yellow"
_man SetBehaviour "Aware"

#Loop1
? not alive _man : titletext [format ["%1 reports that %2 is KIA.", name player, name _target], "Plain Down"]
~3
_man doMove getPos _target
~1
_man doFire _target

? alive _target : goto "Loop1"
~1
? not alive _target : titletext [format ["%1 neutralized.", name _target], "Plain Down"]
~2
_man SetCombatMode "yellow"
~0.1
_man SetBehaviour "Safe"
~0.1
_man setUnitPos Up
~0.1
_man doMove getPos Gamelogic1

Exit
« Last Edit: 08 Jan 2004, 21:15:57 by rhysduk »
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Offline Planck

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Re:My Script
« Reply #29 on: 08 Jan 2004, 21:17:43 »
I don't understand where you are getting that error from rhys.

The script is just a copy of your original script, with a few syntax errors fixed and a line removed.

It worked perfectly for me.

Did you add anything to it?


Planck
I know a little about a lot, and a lot about a little.

Offline Artak

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Re:My Script
« Reply #30 on: 08 Jan 2004, 21:45:42 »
Nothing is too big to copy paste here.. as I'm about to prove.

Quote
group setBehaviour behaviour
Operand types:
    group: Object or Group
    behaviour: String
Type of returned value:
    Nothing
Description:
    Set group behaviour mode. Behaviour is one of: "CARELESS", "SAFE", "AWARE", "COMBAT", "STEALTH".

Example:
    groupOne setBehaviour "SAFE"

Quote
group setCombatMode mode
Operand types:
    group: Object or Group
    mode: String
Type of returned value:
    Nothing
Description:
    Set group combat mode (engagement rules). Mode may be one of: "BLUE" (Never fire), "GREEN" (Hold fire - defend only), "WHITE" (Hold fire, engage at will), "YELLOW" (Fire at will), "RED" (Fire at will, engage at will).

Example:
    groupOne setCombatMode "BLUE"

Quote
unit setUnitPos mode
Operand types:
    unit: Object
    mode: String
Type of returned value:
    Nothing
Description:
    Set unit position rules. Mode may be one of: "DOWN", "UP", "AUTO".

Example:
    soldierOne setUnitPos "Down"

And then some thoughts about your script.

Code: [Select]
_script = "script.sqs" wtf is that? why?  :D

Code: [Select]
_man SetCombatMode "Yellow"
_man SetBehaviour "Aware"
These may not work if the _man is a member in a group. The leader (if not a vegetable) will issue a new behaviour order to _man if he thinks he's out of line being 'aware' when he should be 'danger'.

Code: [Select]
~0.1 I think these small delays are useless.

Code: [Select]
_man doFire _target This might require you to first tell the _man to target the _target. Can be done with _man target _target.

Code: [Select]
_man setUnitPos Up I'd still put 'Up' in quotes no matter what your command reference says.

And as a side note, your script is kind of funny  :D  I don't mean that it sucks or anything, but I see an image in my head of a soldier running after an enemy soldier and firing at him every 4 seconds.

Cheers rhys  ;) :cheers:


[edit]

Oh, and that OFP virus you were talking about.. I'd bet my money on some farked up addon you have. Anyways, at least, there's no way copy/pasting ANY script to your mission will ever cause something like you described.
« Last Edit: 08 Jan 2004, 21:48:33 by Artak »
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Offline Planck

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Re:My Script
« Reply #31 on: 08 Jan 2004, 21:47:49 »
I altered yourt script a little.

I moved the #Loop1 down a bit and added another line or two.

Where does the _script variable come into play?


_man = _this select 0
_target = _this select 1
_script = "script.sqs"


_man SetCombatMode "Yellow"
_man SetBehaviour "Aware"

? not alive _man : titletext [format ["%1 reports that %2 is KIA.", name player, name _target], "Plain Down"]
? not alive _man : goto "here"

#Loop1
~3
_man doMove getPos _target
~1
_man doFire _target

? alive _target : goto "Loop1"
~1

titletext [format ["%1 neutralized.", name _target], "Plain Down"]

#here
~2
_man SetCombatMode "yellow"
~0.1
_man SetBehaviour "Safe"
~0.1
_man setUnitPos "Up"
~0.1
_man doMove getPos Gamelogic1

Exit


Hope that one works.


Planck
I know a little about a lot, and a lot about a little.

Offline rhysduk

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Re:My Script
« Reply #32 on: 09 Jan 2004, 17:34:49 »
@ Planck :-

I did not change it - just copied it and pasted into CHOFPSE... :) never mind though :)

Right his script you posted here... take a look at it, i dont know if you know but _man is the hunter and _target is well.. the target  ;D

In it you have :-

Quote
Code: [Select]
? not alive _man : goto "here"

which makes the script go to here (you know this i know) :-

Quote
Code: [Select]
#here
~2
_man SetCombatMode "yellow"
~0.1
_man SetBehaviour "Safe"
~0.1
_man setUnitPos "Up"
~0.1
_man doMove getPos Gamelogic1

know as you can see here, why and how can you set the Behaviour of teh man to SAFE if he is dead ?? lol ... this part of the script is only exited if "_man" is dead ;D

Code: [Select]
_script = "script.sqs"

This i was using for the tranferation of things between scipts.. remember i asked about this Artak.. ill explain when the main script is working smoothly .. :)

I took out dotarget , Artak, cant remember what for, i think someone suggested it ...

Quote
I'd still put 'Up' in quotes no matter what your command reference says.

Consider it done :toocool:

Quote
your script is kind of funny

LOL, thanks, nice to see someone likes it :) ... and the rest of whta you said by there - i know its nothing special ( I admit it :( ) ... but its my first script so its a god damn start hey  :thumbsup:

Quote
I'd bet my money on some farked up addon you have.

How much... ?? I havent installed any knew addons recently.. maybe though...

Anway,

Thanks again guys for the input and help :cheers:

Expect me back ;D

Regards Rhys
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sabreblade

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Re:My Script
« Reply #33 on: 09 Jan 2004, 23:12:13 »
hi, sorry this is off-topic but i was wondering... since this is your first script rhysduk, where did you get your info from...which tutorial? :-\
i'm about to make a first script but to be honest im not ready. :-\

SB

Offline Planck

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Re:My Script
« Reply #34 on: 10 Jan 2004, 00:22:58 »
You are right rhys.........the #here labell was supposed to go above  Exit.

Like so......I just forgot to move it there.......sigh.

~2
_man SetCombatMode "yellow"
~0.1
_man SetBehaviour "Safe"
~0.1
_man setUnitPos "Up"
~0.1
_man doMove getPos Gamelogic1

#here
Exit

Also the #Loop1 label can go back here:

#Loop1
? not alive _man : titletext [format ["%1 reports that %2 is KIA.", name player, name _target], "Plain Down"]
? not alive _man : goto "here"

Because I just realised you may want to check _man's health more than once.

I really should try and concentrate more   ::)
I suprise myself sometimes.


Planck
I know a little about a lot, and a lot about a little.

Offline rhysduk

  • Former Staff
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Re:My Script
« Reply #35 on: 10 Jan 2004, 22:34:28 »
@ Sabreblade :-

No need to be sorry :thumbsup: What do you mean info ??

Ah, i think the best bet is too grab a FEW tuts on scripting .. then download as many example scripts and missions that use script and take them apart..... i didnt use tuts or htis method to be honest....

I'm not bragging .. honest :) but ive been around the OFP scene (here) about 3 months (probably more) and just starting helping (well trying to help)  people like me who need help ;D.. if i was wrong, i was told and corrected, so i learnt that way...

I have people like Sir Armsty, Artak ( :) ), macguba, LCD and many more to thank for this...

Hope this helps rhys...

@ Planck

;D...
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Pride and Joy 1 (HW100-T)

sabreblade

  • Guest
Re:My Script
« Reply #36 on: 11 Jan 2004, 19:28:08 »
thanks rhysduk, nice 1

to be honest i've never DL a mission b4 as i have never needed to i s'pose. i really want to make complicated, fun to play missions in OFP.

is there a list on the net of the things you an use in scripting? i have the comref but is there any more commands for scripting in other lists? :-\

SB

Offline rhysduk

  • Former Staff
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Re:My Script
« Reply #37 on: 11 Jan 2004, 22:41:03 »
As long as you have the latest COMREF, then i dont hink there is anything else you need...

ARTAK, know of anything like this ?? :)

Rhys
Reviewed Missions Board: Please Read the User's Guide before posting!

Pride and Joy 1 (HW100-T)

Offline Artak

  • The old beanbag shaker
  • Former Staff
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    • OFP Team Finlanders
Re:My Script
« Reply #38 on: 11 Jan 2004, 23:00:53 »
There's the unoffiacial comref which also can be found at editors depot. It's pretty much outdated by now, but has some commands explained maybe better than the official BIS comref.. like in 'earthly terms'.
Only a few new commands ('typeoff' comes to mind)  have come out since the version 1.85 (the newest official comref), so you'll do fine with it.
Other than that I don't think there is any other reference you'd need.

List of animations can be found from the editors depot too and things like that.. hmm.. yea. Nothing else to add.

What you need to do sabreblade is go to the editors depot and grab yourself a handfull of tutorials. Also get the a tool to unpbo or depbo or decrypt mission pbo's. Download missions which scored high and explore them..
Either that or I could just give you MI_Fred's phone number :P
Not all is lost.

sabreblade

  • Guest
Re:My Script
« Reply #39 on: 12 Jan 2004, 20:21:22 »
woah! 8) cheers guys, helped a lot 8)

i'll be exploring missions soon enough ;)

SB