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Author: Subject: WAC commands
gen-slyfox
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[*] posted on 6-9-2003 at 07:59 PM
WAC commands


posted by anoshi

ammo_AMMO_M203_40MM_NADE
ammo_satchel
ammo_satchelboom
ammo_claymore
ammo_claymorekillzone
ammo_claymoreshrapnel
ammo_detonator
ammo_SMALLLANDMINE_
ammo_LARGELANDMINE
ammo_grenadehe
ammo_grenadesm
ammo_grenadefb
ammo_grenadecs
ammo_medpack
ammo_MK19nade
ammo_Rclsrnd
ammo_minirnds
ammo_wkminirnds
ammo_minirnds_zerodamage
ammo_50CAL
ammo_kz_OrganicBlast
ammo_kz_MItemBlast
ammo_kz_DebrisBlast
ammo_kz_M406HE
ammo_kz_Bite
ammo_AI_CLOSEKZ

and thank you to MikeBrobst (also at dfarena) for this handy information:

"just change the pitch (ed. of the marker being used to start this effect) and have the line on the little diamond pointing at whatever you want shot at....the rockets come from the target not to it."

Some other wac commands you may find interesting:

;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)
;fxrain(fx) rain down effect # somewhere near player
;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning) first off, the ';' is a comment marker. Anything following ';' (or '/' for that matter) will be disregarded by the wac file. Sorry I just copied a post and some contents of one of the wac files included with the game there.

To get your ammo stuff happening, use a teleport target (this example uses teleport target 1) with a negative pitch and a Z height to your liking, set your area triggers to have a music(var3) setting to define location (make sure area trigger number and music location are different numbers) and use something like this in the wac:

//hit music location 5 randomly (at least once every 5 seconds) with sidewinder missiles when player is in music location 2
if ssnloc(10000,2) and random 5 then
ammoarea(ammo_SIDEWINDER,5)
endif

//send stinger missiles down from teleport target 1 when player is in music location 2
if location 2 and elapse 4 then
ammo2tgt(ammo_AI_STINGER,1)
endif

//send mortar down near player when they are in music location 1
if location 1 and elapse 5 then
ammorain(ammo_AI_MORTAR)
endif

//pop up text on the screen when player is in music location 5 - use an elapse timer to stop the text from repeating too quickly
if location 5 and elapse 15 then
text("here is some text in the lower-left corner of the screen")
endif

//play a wave file - request medevac
if waveready() and never() then
wave("10MB517.wav",15)
endif

-------------------------

note above I have used both "location" and "ssnloc" in my if statements. I did this so that you could see that it doesn't have to be player dependent to trigger these events. eg: you could have a blackhawk in midair being flaked for example while it is in a certain area.

all the best, anoshi.





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anoshi
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[*] posted on 6-17-2003 at 06:59 AM


A very handy listing of wac commands and their usage is included in the wac file which accompanies any of the single player missions which ship with the boxed game.

Use FWO Raven's pff extractor on localres.pff to get at these wac files, and open them up in a text editor (eg: notepad) to view them.




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[*] posted on 6-18-2003 at 05:05 AM
oooooooook


that sounds great, i will have to give it a go. Just one thing, where do i start? I have never used the .wac file in my maps, but i would like to learn how, as im sure many out there would. Any hints?



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[*] posted on 6-18-2003 at 03:34 PM
Help!


I need help with the Wac Commands. I'm new to this, but I want to be able to make my maps more fun and realistic. If anyone has any suggestions please reply.



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anoshi
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[*] posted on 6-18-2003 at 09:45 PM


All the hints are written above.

1) Get PFF extraction tool from downloads at this site.

2) Extract a WAC file from one of the stock single player missions

3) Find the part of it that lists the commands you can use

4) enclose the required command inside an if/then/elseif/endif statement.

5) you may want to trigger your wac commands to run when a player is within an area of the map. To do this, make an area trigger and assign it a music(var3) number that is different to the area trigger number. The statement "location" in the wac can be followed by this music(var3) number.

6) Save the .wac file into the BHD install directory with the same filename as the map's BMS filename. (eg: both "mymap.bms" and "mymap.wac" should be placed into the BHD install directory)

7) Launch BHD with a /d extension (eg: "pathtoBHDInstall\dfbhd.exe" /d) to test your wac out.


a basic, sample wac file is included with my AI Tutorial




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[*] posted on 6-18-2003 at 10:40 PM


thanks anoshi, thats just what i was after, now i have to go and try it. Thanks a lot mate.



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[*] posted on 6-19-2003 at 04:00 PM


Thanks a lot for the info. That definately did the job! :)
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[*] posted on 6-26-2003 at 02:42 AM


im still having trouble. is there something i have to do to get the wac file to work? I put it in the same place as i do the maps, in the BHD folder, but i cant get the stupid thing to work. any ideas?
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[*] posted on 6-26-2003 at 08:29 AM


tried:

Quote:
7) Launch BHD with a /d extension (eg: "pathtoBHDInstall\dfbhd.exe" /d) to test your wac out.


?
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[*] posted on 7-4-2003 at 03:47 AM
Tank u!!!


tnx anoshi!!!
ALL THE BEST!!!
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shocked.gif posted on 7-9-2003 at 01:11 PM
Wav commands


hey i can't get the wav commands to work how do I get them to work?
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[*] posted on 7-9-2003 at 10:49 PM


--- Include in mymap.WAC ---
//play a wave file - request medevac
if location 1 and waveready() and never() then
wave("10MB517.wav",15)
endif

------

--- Include in mymap.MIS ---
1) make an area and give it a music(var3) setting of "1" and a number that is NOT "1"

2) Export your map as mymap.BMS
------

mymap.WAC and mymap.BMS must be located in the BHD install directory.




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[*] posted on 7-13-2003 at 12:59 AM


I want to get text to work with WAC but how do you do it? no examples are given... Please show me an example with text and player in area ____.
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[*] posted on 7-14-2003 at 10:04 PM


Quote:
Originally posted by gen-slyfox
posted by anoshi

//pop up text on the screen when player is in music location 5 - use an elapse timer to stop the text from repeating too quickly
if location 5 and elapse 15 then
text("here is some text in the lower-left corner of the screen")
endif



how did you want that kick in the groin delivered? I hear fedex are running specials this month...
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[*] posted on 7-25-2003 at 11:24 PM


lmao



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[*] posted on 7-26-2003 at 04:08 AM
Corrupted


I tried to download the file to learn more. After I downloaded the zip and tried to open it I got a corrupt file message. Is it my computer or the zip??

Thanks
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[*] posted on 7-26-2003 at 08:49 PM


MapDB had some file permission problems during the last few days. Problem has been fixed.



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[*] posted on 8-5-2003 at 02:52 AM
Location Trigger will not work !


Hey, I' am new at the WAC but I'm pretty good at it. I' am working on a mission with some dialog but I cannot get WAC to work with Area Triggers! I use "Location(1)" or "ssnloc(10000,1)" but I can't get em to work. When I first learned WAC It worked fine but I cant seem to get it. All of my area triggers are inside an area trigger... Because I have one really big one that is used for the music.
here is an example anoshi

if location(1) then
text("Example Text")
endif

that is how I do it and it does not work. I have been using "Past(#)" since triggers wont work but it is too hard to and I need to be able to use triggers.

here is my actual WAC so far for my mission. they all work but the last 1



// WAC written by : DizAsTeR !
// Mission : Black Swamp

if past(1) and never() then
text("Created by DizAsTeR !")
wave("cmdd530.wav",150)
endif

if waveready() and past(1) and never() then
wave("play177.wav",150)
endif

if past(15) and never() then
wave("Rnga107a.wav",150)
text("Provide Air Support !")
endif

if past(15) and waveready() and never() then
wave("Play805.wav",150)
endif

if past(16) and waveready() and never() then
wave("Rnga507.wav",150)
endif

if location(2) then
text("Protect the insertion team !")
endif

if you can help, thanks
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[*] posted on 8-5-2003 at 07:42 AM


Quote:
set your area triggers to have a music(var3) setting to define location (make sure area trigger number and music location are different numbers) and use something like this in the wac:




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[*] posted on 8-8-2003 at 07:32 PM


why is everyone using the waveready command bin it the wac works fine without it i know it because i use all the time.

if ssarea(10000,1) and never() then
ssnwave(10000, "cmdd540.wav", 200)
endif

see no wave ready needed just another load of crap filtered out




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[*] posted on 8-9-2003 at 04:27 PM


I got the impression that you might run out of sound channels if you weren't careful so I used the waveready() statement for the hell of it.

For the times when I knew there would likely be some sort of talking happening already but I wanted the wac to play then regardless, I left out the waveready() statement.

But yes chris, from my experience you're right, it doesn't seem all that necessary. Sort of like roundabouts or "traffic calming" islands which just give you more opportunities to make mistakes and get frustrated with little wonders such as these, (and life in general).




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[*] posted on 8-13-2003 at 03:18 AM
Another WAC question...


Would someone please explain why this peice of code wont work?

I have set up the MED area trigger correctly, it shows the rectangle etc

if ssnarea(1,1) and never() then
wave("expl_large.wav",150)
quake(3)
kill(61)
endif


area trigger group = 1

kill group = 61 (some oil drums I want to blow up)

Thanks.




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[*] posted on 8-13-2003 at 04:12 AM


ok if its setup for it to happen when you enter area 1 in a single player mission then you are ssn10000. so you change

if ssnarea(10000,1) and never() then

and it should work then




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thumbup.gif posted on 8-13-2003 at 04:25 AM
Okay


Thanks.

But what if I want to do this in MP?

PS is 10000 the default SSN for the player in SP?




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[*] posted on 8-13-2003 at 04:29 AM


i will have to double check it but i think its

if grouparea(1,1) and never() then


chrislew




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