29.10.2012, 22:40 | #1 (permalink) |
Registriert seit: 20.02.2009
Ort: Germany West
Beiträge: 61
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4 Flugzeuge angreifen lassen
Ich habe den Harrier Script vom Arma für Iron Front geändert, ich habe die Sountdateien weggelassen so brauch man nicht soviel speicher. Das Script ist für UDSSR geändert, solltet ihr Wehrmacht brauchen müssen die Flugzeuge, Bomben und Piloten geändert werden.
Hier das Script: Code:
////////////////////////////////////////////////////////////////////////////////////////////////// // Airstrike convert from Arma Harrier Sript, convert by rocker // 1. Es muss ein H unsichtbar mit namen ASTarget und Bedingung true erstellt werden // 2. Ene Spielelogik mit Namen Dummy // 3. Auslöser Ellipse, Mehrfach, Vorhanden, Timeout, Text: 0-0-1 Call Airstrike, // Bedingung: this, Bei Aktion: []exec"airstrike.sqf // 4. Markierung Name: Function, Symbol, Farbe:Rot, Symbol: Zerstoeren, Achse A: 1, Achse B: 1 ////////////////////////////////////////////////////////////////////////////////////////////////// ~0.5 TitleText ["You: Sigma team to USSR Polyphem. Requesting airstrike on following coordinates. Over.","Plain Down"]; setfire=true; titleText ["Click on the map to set your firedirection","plain down"]; onMapSingleClick "ASTarget setPos _pos; setfire=false"; @!setfire; "Firedirection" setmarkerpos getPos ASTarget; onMapSingleClick ""; titleText ["", "plain down"]; ~7 ~0.5 TitleText ["fire control: Sigma team this is USSR Polyphem fire control. Coordinates received. Airstrike is on the way. Out.","Plain Down"]; _dropPosition = getpos ASTarget; ~0.5 _dropPosX = _dropPosition select 0; _dropPosY = _dropPosition select 1; _dropPosZ = _dropPosition select 2; ~0.1 _planespawnpos1 = [_dropPosX - 4000, _dropPosY - 1000, _dropPosZ + 400]; _pilotspawnpos1 = [_dropPosX - 4000, _dropPosY - 1000, _dropPosZ + 400]; _planespawnpos2 = [_dropPosX - 4100, _dropPosY - 1200, _dropPosZ + 450]; _pilotspawnpos2 = [_dropPosX - 4100, _dropPosY - 1200, _dropPosZ + 450]; _planespawnpos3 = [_dropPosX - 4400, _dropPosY + 100, _dropPosZ + 400]; _pilotspawnpos3 = [_dropPosX - 4400, _dropPosY + 100, _dropPosZ + 400]; _planespawnpos4 = [_dropPosX - 4500, _dropPosY + 500, _dropPosZ + 400]; _pilotspawnpos4 = [_dropPosX - 4500, _dropPosY + 500, _dropPosZ + 400]; _PlaneA = creategroup EAST; _plane1 = createVehicle ["LIB_Pe2",_planespawnpos1,[], 0, "FLY"]; _plane1 setPos [(getPos _plane1 select 0),(getPos _plane1 select 1),400] ; _plane2 = createVehicle ["LIB_Pe2",_planespawnpos2,[], 0, "FLY"]; _plane2 setPos [(getPos _plane2 select 0),(getPos _plane2 select 1),450] ; _plane3 = createVehicle ["LIB_P39",_planespawnpos3,[], 0, "FLY"]; _plane3 setPos [(getPos _plane3 select 0),(getPos _plane3 select 1),400] ; plane4 = createVehicle ["LIB_P39",_planespawnpos4,[], 0, "FLY"]; plane4 setPos [(getPos plane4 select 0),(getPos plane4 select 1),400] ; _leader = "LIB_SOV_pilot" createUnit [getMarkerPos "Firedirection", _PlaneA, "leader1=this"]; _p2 = "LIB_SOV_pilot" createUnit [getMarkerPos "Firedirection", _PlaneA, "P2=this"]; _p3 = "LIB_SOV_pilot" createUnit [getMarkerPos "Firedirection", _PlaneA, "P3=this"]; _p4 = "LIB_SOV_pilot" createUnit [getMarkerPos "Firedirection", _PlaneA, "P4=this"]; _Plane1 setVelocity [100,0,0] ; _Plane2 setVelocity [100,0,0] ; _Plane3 setVelocity [100,0,0] ; Plane4 setVelocity [100,0,0] ; ~0.4 leader1 moveinDriver _plane1; leader1 setDamage 0; leader1 action ["gear_up", vehicle leader1] ; P2 moveinDriver _plane2; P2 setDamage 0; P2 action ["gear_up", vehicle P2] ; P3 moveinDriver _plane3; P3 setDamage 0; P3 action ["gear_up", vehicle P3] ; P4 moveinDriver plane4; P4 setDamage 0; P4 action ["gear_up", vehicle P4] ; _plane1 flyinHeight 400; _plane1 setSpeedMode "LIMITED"; _plane2 flyinHeight 400; _plane2 setSpeedMode "LIMITED"; _plane3 flyinHeight 400; _plane3 setSpeedMode "LIMITED"; plane4 flyinHeight 400; plane4 setSpeedMode "LIMITED"; #CHECK leader1 doMove getPos ASTarget; leader1 doTarget ASTarget; leader1 doWatch ASTarget; ? (_plane1 distance ASTarget) < 1300 : goto "DROP" P2 doMove getPos ASTarget; P2 doTarget ASTarget; P2 doWatch ASTarget; ? (_plane2 distance ASTarget) < 1200 : goto "DROP" P3 doMove getPos ASTarget; P3 doTarget ASTarget; P3 doWatch ASTarget; ? (_plane3 distance ASTarget) < 1100 : goto "DROP" P4 doMove getPos ASTarget; P4 doTarget ASTarget; P4 doWatch ASTarget; ? (plane4 distance ASTarget) < 1100 : goto "DROP" goto "CHECK" #DROP _i = 0 _plane1 flyInHeight 300; _plane1 setPos [(getPos _plane1 select 0),(getPos _plane1 select 1),100] ; _plane2 flyInHeight 350; _plane2 setPos [(getPos _plane2 select 0),(getPos _plane2 select 1),100] ; _plane3 flyInHeight 300; _plane3 setPos [(getPos _plane3 select 0),(getPos _plane3 select 1),100] ; plane4 flyInHeight 300; plane4 setPos [(getPos plane4 select 0),(getPos plane4 select 1),100] ; ~13 #FIRE _i=_i+1 _plane1 fire "LIB_ShKAS_PE2"; _plane2 fire "LIB_ShKAS_PE2"; _plane3 fire "LIB_1Rnd_FAB250","LIB_4xM"_P39"; plane4 fire "LIB_1Rnd_FAB250"; ~0.2 ? _i <= 6 : goto "FIRE" ASTarget setPos [0,0,0]; "Firedirection" setMarkerPos [0,0]; _plane1 setSpeedMode "FULL" _plane2 setSpeedMode "FULL" _plane3 setSpeedMode "FULL" plane4 setSpeedMode "FULL" ~4 _plane1 flyInHeight 150; P1 doMove getPos ASTarget; _plane2 flyInHeight 150; P2 doMove getPos ASTarget; _plane3 flyInHeight 150; P3 doMove getPos ASTarget; plane4 flyInHeight 150; P4 doMove getPos ASTarget; ~200 deleteVehicle _plane1; deleteVehicle _plane2; deleteVehicle _plane3; deleteVehicle plane4; deleteGroup _PlaneA deleteVehicle P1; deleteVehicle P2; deleteVehicle P3; deleteVehicle P4; exit |
01.11.2012, 15:13 | #3 (permalink) |
Registriert seit: 20.02.2009
Ort: Germany West
Beiträge: 61
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Warum nicht sqs ?
Frage: Als was würdest du das Speichern oder erstellen ich kenne nur sqs oder sqf. Bin halt mit meinen 54 Jahren nicht so auf dem laufenden, ich nehme eigentlich immer das was sich bisher bewährt hat.
Grus rocker Man kann immer dazu lernen. |
01.11.2012, 15:21 | #4 (permalink) |
Registriert seit: 13.04.2003
Ort: Monerica
Alter: 41
Beiträge: 32.969
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Also mein ich von vor 5 Jahren würde es auch einfach so lassen wie´s ist
Die Welt wird von einem .sqs Script schon nicht zusammenbrechen. Hauptsache ist ja, das es funktioniert. Solltest du allerdings ein wenig Bastellaune übrig haben, kann ich nur empfehlen zu versuchen das Ding, allein zum Spaß, nach .sqf umzuschreiben. Ne tolle Anleitung dazu gibts ausnahmsweise sogar mal im BIKI: http://community.bistudio.com/wiki/S...SQF_conversion |
Stichworte |
angreifen, flugzeuge, flugzeuge im bauch, ifl44 |
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