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Overlord

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About Overlord

  • Birthday 21/08/1976

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    http://www.theartofwarfare.net
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  1. is there a way to calculate the maximum damage done bye a gun with the stuff that is in igor gun editor? how?
  2. Gents, I'm currently making a document that includes all standard used weapons in gr, ds and it. together with igor's gun editor i've been able to collect me already a lot of data. The last part will be the hard part they say...and they are right. I need to know how I can calculate how much damage the gun will do for each bodypart. to do this I know I have to use the data from cmbtmodl.xml and the formula 1-(x/D) x is a value assigned to a body region in that file and D is the total damage done by your weapon. that's what Parabellum his tutorial says. where can I find that damage? All information I have is in the screenshots I took from the gun editor in IGOR which includes killenergy and velocity any advice?
  3. Guys, this is what my bootcamp script is so far. A while ago I was asking how to get a message when a player fired a weapon. I had some REALLY good help there but now I'm stuck again. Can someone fix the bug in here or let me know what is wrong? It goes all perfect until the part where it is supposed to enable the weaponstatus red script block and the gridmap script block. Group: <Default> Comment: 00: Startup Trigger Event: The simulation is starting. Responses: Set Playerplatoon to (The player-controlled platoon). Set Player actor counter to 0. Make all members of Actors invincible. Hide Enemies from the game world. Hide Weapon Officer on the command map for all players. Hide talker1 on the command map for all players. Hide talker2 on the command map for all players. Place the camera at camera start 1, facing Truck. Play "a_pmusic1.wav" at volume 1. Place all members of Playerplatoon in Truck. Turn off platoon AI for Playerplatoon. Assign Plan drive truck to ID to Truck and execute. Hide Team 541 from the game world. Hide Team 542 from the game world. Hide Team 543 from the game world. Hide Team 544 from the game world. Hide Team 545 from the game world. Hide Team 546 from the game world. Hide Team 547 from the game world. Hide Team 548 from the game world. Hide Team 549 from the game world. Group: <Default> Comment: 01: 5 secs elapsed Trigger Event: 5 second(s) elapsed. Responses: Place the camera at camera start2, facing camera end2. Group: <Default> Comment: 02: 1m of ID-Approach Trigger Event: Truck is within 1 meter(s) of ID Approach zone. Responses: Assign Plan Identificator walk to truck to ID-controller and execute. Place the camera at camera start3, facing camera end3. Play "ec1_detect_guard1.wav" at volume 0.8. Group: <Default> Comment: 03: at ID Trigger Event: Truck is within 1 meter(s) of ID-Zone. Responses: Play "ec1_detect_guard3.wav" at volume 0.8. Display "Please show your TAW Bootcamp Identification Badge!" to all players for 5 second(s). Group: <Default> Comment: 04: ID checking Trigger Event: Identificator is within 0 meter(s) of checkpoint zone. Responses: Set ID checked timer to expire in 4 second(s). Play "ec1_conversation8.wav" at volume 0.6. Group: <Default> Comment: 05: ID checked and ok'd Trigger Event: ID checked timer has expired. Responses: Assign Plan drive truck to unload to Truck and execute. Place the camera at camera end3, facing camera end4. Play "em2_conversation12.wav" at volume 0.6. Display "Welcome to the TAW Battlefield Bootcamp!" to all players for 5 second(s). Group: <Default> Comment: 06: Camera Change At Corner. Trigger Event: Truck is within 0 meter(s) of Corner zone. Responses: Place the camera at camera start4, facing camera end4. Group: <Default> Comment: 07: Camera Change at Unload point Trigger Event: Truck is within 8 meter(s) of Unload zone. Responses: Place the camera at camera start7, facing Unload zone. Group: <Default> Comment: 08: Unload Truck Trigger Event: Truck is within 0 meter(s) of Unload zone. Responses: Turn on platoon AI for Playerplatoon. Assign Unload Truck to Truck and execute. Set Unloading timer to expire in 4 second(s). Group: <Default> Comment: 09: Goto Weapons Officer Message Trigger Event: Unloading timer has expired. Responses: Return the camera to the default viewpoint. Display "OK Recruits, please goto the Weapons officer in the Building at your rightside." to all players for 10 second(s). Make chatters visible to the game world. Group: <Default> Comment: 10: weapon officer found Trigger Event: A member of Playerplatoon is within 3 meter(s) of Welcome Zone. Responses: Assign Plan walk to start teaching to Weapon officer team and execute. Display "Weapon Officer: Congratulations on making it this far. Now follow me back outside to learn you some things" to all players for 7 second(s). Group: <Default> Comment: 11: at learning start zone Trigger Event: Weapon Officer is within 4 meter(s) of learning start zone. Responses: Display "First Let's talk about the TAW wide gun status." to all players for 6 second(s). Set walktimer to expire in 6 second(s). Group: <Default> Comment: 12: Weaponstatus green info Trigger Event: walktimer has expired. Responses: Display "Weaponstatus GREEN: fire at will" to all players for 5 second(s). Set talktimer to expire in 5 second(s). Group: <Default> Comment: 13 Weaponstatus yellow info Trigger Event: talktimer has expired. Responses: Display "Weaponstatus YELLOW: Do not fire when fired upon. Fire only when your live is in immediate danger. ALL other kills MUST be cleared by the SQUADLEADER First!" to all players for 12 second(s). Set talktimer2 to expire in 12 second(s). Group: <Default> Comment: 14: Weaponstatus red info Trigger Event: talktimer2 has expired. Responses: Display "Weaponstatus RED: DO NOT FIRE AT ALL!!" to all players for 6 second(s). Set talktimer3 to expire in 6 second(s). Set talktimer4 to expire in 8 second(s). Group: <Default> Comment: 15: weaponstatus RED assigned Trigger Event: talktimer3 has expired. Responses: Display "Current Weaponstatus : RED" to all players for 6 second(s). Enable the Weaponstatus Red script blocks. Set weapontimer to expire in 1 second(s). Group: <Default> Comment: 32: initialize sniper Trigger Event: snipertimer has expired. Responses: Display "Weapons Officer: Time for some snipertraining. Please go to the armoury to get you a sniperrifle." to all players for 8 second(s). Show armoury on the command map for all players, hightlight = true. Group: <Default> Comment: 33: get gun Trigger Event: A member of Playerplatoon is within 0 meter(s) of armoury. Responses: Assign "dragunov only.kit" to (The actor nearest armoury). Display "Now please proceed to gridmap 558 for your snipertraining" to all players for 6 second(s). Allow this block to be reactivated. Group: <Default> Comment: 34: spawn enemy Trigger Event: A member of Playerplatoon is within 3 meter(s) of snipertraining. Responses: Make Team 1 visible to the game world. Assign sniper zone 1 plan to Team 1 and execute. Make Team 2 visible to the game world. Assign sniper zone 2 plan to Team 2 and execute. Make Team 3 visible to the game world. Assign sniper zone 3 plan to Team 3 and execute. Make Team 4 visible to the game world. Assign sniper zone 4 plan to Team 4 and execute. Make Team 5 visible to the game world. Assign sniper zone 5 plan to Team 5 and execute. Group: <Default> Comment: 15j: player 1 fired Trigger Event: Player1 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player1 for 8 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15k: player 2 fired Trigger Event: Player2 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player2 for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15m: player 3 fired Trigger Event: Player3 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player3 for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15l: player 3 fired Trigger Event: Player3 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player3 for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15n: player 4 fired Trigger Event: Player4 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player4 for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15o: player 5 fired Trigger Event: Player5 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to all players for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15p: player 6 fired Trigger Event: Player6 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player6 for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15q: player 7 fired Trigger Event: Player7 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player7 for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15r: player 8 fired Trigger Event: Player8 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player8 for 5 second(s). Allow this block to be reactivated. Group: <Default> Comment: 15s: player 9 fired Trigger Event: Player9 discharged a weapon. Responses: Display "I SAID WEAPONSTATUS RED!! DO NOT SHOOT!" to Player9 for 5 second(s). Allow this block to be reactivated. Group: Gridmaps Comment: 16: gridmaps Trigger Event: talktimer4 has expired. Responses: Display "Now let's talk about the gridmaps. The YELLOW number on the command map gives you the FIRST number. The GREEN number gives you the SECOND number and a MORE SPECIFIC location" to all players for 11 second(s). Set talktimer5 to expire in 11 second(s). Set gridmapcounter to 0. Group: Gridmaps Comment: 17: goto 27 Trigger Event: talktimer5 has expired. Responses: Continue executing responses if ((The value of gridmapcounter) is equal to 0). Display "Now please proceed to zone 27 using your commandmap" to all players for 7 second(s). Add Go to gridmap 27 to the objective list. Increment gridmapcounter. Group: Gridmaps Comment: 18: goto 46 Trigger Event: A member of Playerplatoon is within 0 meter(s) of gridmap 27 zone. Responses: Continue executing responses if ((The value of gridmapcounter) is equal to 1). Display "Good! Now proceed to zone 46 for more detailed instructions how to give a even more accurate position." to all players for 11 second(s). Add Go to gridmap 46 to the objective list. Remove Go to gridmap 27 from the objective list. Increment gridmapcounter. Group: Gridmaps Comment: 19: inform 3d number Trigger Event: A member of Playerplatoon is within 0 meter(s) of gridmap 46 zone. Responses: Continue executing responses if ((The value of gridmapcounter) is equal to 2). Display "Very Well done!! To give a more detailed position of somebody on the map you can use the 3 number system. You already know how to give the first 2 numbers. The third number is achieved through dividing the small green square for your second number in 9 smaller squares. Look on your commandmap now for a example." to all players for 15 second(s). Set talktimer6 to expire in 15 second(s). Remove Go to gridmap 46 from the objective list. Increment gridmapcounter. Group: Gridmaps Comment: 20: spawn 541 Trigger Event: talktimer6 has expired. Responses: Make Team 541 visible to the game world. Display "Gridmap 5 4 1" to all players for 4 second(s). Set spawntimer to expire in 4 second(s). Group: Gridmaps Comment: 21: spawn 542 Trigger Event: spawntimer has expired. Responses: Hide Team 541 from the game world. Make Team 542 visible to the game world. Display "Gridmap 5 4 2" to all players for 4 second(s). Set spawntimer2 to expire in 4 second(s). Group: Gridmaps Comment: 22: spawn 543 Trigger Event: spawntimer2 has expired. Responses: Hide Team 542 from the game world. Make Team 543 visible to the game world. Display "Gridmap 5 4 3" to all players for 4 second(s). Set spawntimer3 to expire in 4 second(s). Group: Gridmaps Comment: 23: spawn 544 Trigger Event: spawntimer3 has expired. Responses: Hide Team 543 from the game world. Make Team 544 visible to the game world. Display "Gridmap 5 4 4" to all players for 4 second(s). Set spawntimer4 to expire in 4 second(s). Group: Gridmaps Comment: 24: spawn 545 Trigger Event: spawntimer4 has expired. Responses: Hide Team 544 from the game world. Make Team 545 visible to the game world. Display "Gridmap 5 4 5" to all players for 4 second(s). Set spawntimer5 to expire in 4 second(s). Group: Gridmaps Comment: 25: spawn 546 Trigger Event: spawntimer5 has expired. Responses: Hide Team 545 from the game world. Make Team 546 visible to the game world. Display "Gridmap 5 4 6" to all players for 4 second(s). Set spawntimer6 to expire in 4 second(s). Group: Gridmaps Comment: 26: spawn 547 Trigger Event: spawntimer6 has expired. Responses: Hide Team 546 from the game world. Make Team 547 visible to the game world. Display "Gridmap 5 4 7" to all players for 4 second(s). Set spawntimer7 to expire in 4 second(s). Group: Gridmaps Comment: 27: spawn 548 Trigger Event: spawntimer7 has expired. Responses: Hide Team 547 from the game world. Make Team 548 visible to the game world. Display "Gridmap 5 4 8" to all players for 4 second(s). Set spawntimer8 to expire in 4 second(s). Group: Gridmaps Comment: 28: spawn 549 Trigger Event: spawntimer8 has expired. Responses: Hide Team 548 from the game world. Make Team 549 visible to the game world. Display "Gridmap 5 4 9" to all players for 4 second(s). Set spawntimer9 to expire in 4 second(s). Group: Gridmaps Comment: 29: goto 197 Trigger Event: spawntimer9 has expired. Responses: Continue executing responses if ((The value of gridmapcounter) is equal to 3). Hide Team 549 from the game world. Display "Ok, you think you got it? Then proceed to grid 197 on your commandmap." to all players for 6 second(s). Add goto gridmap 197 to the objective list. Increment gridmapcounter. Group: Gridmaps Comment: 30: goto 515 Trigger Event: A member of Playerplatoon is within 0 meter(s) of gridmap 197 zone. Responses: Continue executing responses if ((The value of gridmapcounter) is equal to 4). Display "It looks like you got it. One more to see if u weren't just lucky. Proceed to 515" to all players for 6 second(s). Add Go to gridmap 515 to the objective list. Remove goto gridmap 197 from the objective list. Increment gridmapcounter. Group: Gridmaps Comment: 31: starting sniper Trigger Event: A member of Playerplatoon is within 0 meter(s) of gridmap 515 zone. Responses: Continue executing responses if ((The value of gridmapcounter) is equal to 5). Display "WELL DONE! U know how to use the TAW-gridmaps." to all players for 4 second(s). Remove Go to gridmap 515 from the objective list. Add Gridmaps to the objective list. Mark Gridmaps complete in the objective list. Set snipertimer to expire in 6 second(s). Group: Player1group Comment: 15a: assign player1 Trigger Event: This block has been called directly from the script. Responses: Set Player1 to ThisActor. Group: Player2group Comment: 15b: assign player2 Trigger Event: This block has been called directly from the script. Responses: Set Player2 to ThisActor. Group: Player3group Comment: 15c: assign player3 Trigger Event: This block has been called directly from the script. Responses: Set Player3 to ThisActor. Group: Player4group Comment: 15d: assign player4 Trigger Event: This block has been called directly from the script. Responses: Set Player4 to ThisActor. Group: Player5group Comment: 15e:assign player5 Trigger Event: This block has been called directly from the script. Responses: Set Player5 to ThisActor. Group: Player6group Comment: 15f: assign player6 Trigger Event: This block has been called directly from the script. Responses: Set Player6 to ThisActor. Group: Player7group Comment: 15g: assign player7 Trigger Event: This block has been called directly from the script. Responses: Set Player7 to ThisActor. Group: Player8group Comment: 15h: assign player8 Trigger Event: This block has been called directly from the script. Responses: Set Player8 to ThisActor. Group: Player9group Comment: 15i: assign player9 Trigger Event: This block has been called directly from the script. Responses: Set Player9 to ThisActor. Group: Weaponstatus Red Comment: 15aa: loop all actors in playerplatoon Trigger Event: weapontimer has expired. Responses: Use loop for actors to loop over all actors in Playerplatoon after this block. Group: loop for actors Comment: 15ab: actor loop Trigger Event: An actor loop is ready to process ThisActor. Responses: Increment Player actor counter. If ((The value of Player actor counter) is equal to 1), stop and queue a call to Player1group. If ((The value of Player actor counter) is equal to 2), stop and queue a call to Player2group. If ((The value of Player actor counter) is equal to 3), stop and queue a call to Player3group. If ((The value of Player actor counter) is equal to 4), stop and queue a call to Player4group. If ((The value of Player actor counter) is equal to 5), stop and queue a call to Player5group. If ((The value of Player actor counter) is equal to 6), stop and queue a call to Player6group. If ((The value of Player actor counter) is equal to 7), stop and queue a call to Player7group. If ((The value of Player actor counter) is equal to 8), stop and queue a call to Player8group. If ((The value of Player actor counter) is equal to 9), stop and queue a call to Player9group.
  4. Thank you masters! You are to good for me masters please don't use that whip
  5. make it a team with all AT... would give ya one hell of a tank that would survive that...
  6. offcourse I still want it... I'll be you slave also! )
  7. begging... more begging... starting to worship you Ill be your slave! Pleaaaaasssssseeeeeeeeeeee!!!!
  8. you accidently don't have that script saved as a mission Tangokillah? Otherwise I could take a look at it if you did send it to me and I bet it would be a lot clearer then... With Jack his script it looks like I would get each message 9 times and with Tangokillah his script it would generate a message to the player that shot his gun... Anyway, thx a lot guys. It's not SO foggy anymore
  9. Heyhey Jack and Tangokillah, thank you very much guys!! regarding spawns there will be none since there will be no actual real fighting stuff to do there... with your script it would be displayed always right Jack? Can you tell me what Thisactor is? Actorref? How do I create Set Player1 to ThisActor? player1 looks like actor or actorref to me just like as Thisactor... Do I need to put player1 till player 9 somewhere on the map and make them invisible or...??? I'm 100% noob...
  10. normally in a bootcamp would only be 3-4 players max! the DI, the recruit and somtimes a obs Can you tell me what Thisactor is? Actorref? and I am 1 are basicly actors which I have to drop on the map somewhere right? I still have a long way to go...
  11. I want them to keep their weapon but just get a message when they are not allowed to cheat. Otherwise I would have to take their weapons also when we are playing a match and code red is called... would look funny. Tangokillah how many persons would that be on co-op mission multiplayer?
  12. The mission is basically a bootcamp where we tell them stuff about the clan. One off our rules goes over weaponbehaviour. If code red is called then a player is not allowed to shoot even if he is shot at. this can and is used by us in teamfights so u wouldn't give away our position. In the bootcamp I am telling them about the code red and a small prcatice with it aswell... the messagebox they get shoot be displayed to the whole playerplatoon when someone fires during that code red time...
  13. First of all, it's still about the same mission I was creating before ) I just got a little further and I'm not searching anymore after the "each player different message" thingy... at certain point in that mission I don't want the playerplatoon to fire a single shot. If they do, they should get a messagebox to all. How do I trick this? I'm still looking for it but still haven't found it.
  14. another way to trick the cinematic mode is simple set your camera at another viewing point at startup. gives you the same as cinematic mode but without the ctd ) I'm doing it in my mission also.
  15. I'm interested to know if u press any of these in multiplayer if u can execute something... Hurricane, I don't think it's possible since sound is server-client sided... (correct me if I'm wrong!!)
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