Katzelowski 0 Posted July 25, 2005 One question: Does this work with Eden, Cain, Abel etc. with the 1985 / official campaign(s) ? If yes, I don't have a clue how to get this work... Share this post Link to post Share on other sites
KeyCat 131 Posted July 25, 2005 (Katzelowski @ July 25 2005,13:58) said: Does this work with Eden, Cain, Abel etc. with the 1985 / official campaign(s) ? No, the grass will not automaticly work with an island in OFP. To get grass you must get/make a mission that uses it. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Katzelowski 0 Posted July 25, 2005 Is there some addon that does exactly that what I want? Adding grass to all missions? Share this post Link to post Share on other sites
KeyCat 131 Posted July 26, 2005 Don't think such addon exists... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
MachoMan 0 Posted July 26, 2005 I probably found why it crashes it ECP. The objects inherent their properties from the man class, when ECP searches for "men" they find these objects, well they don't really work like men, so bye bye ofp. Share this post Link to post Share on other sites
Jblack 0 Posted July 27, 2005 Hey guys so i thought i set the grass up correctly following the directions in the readme, but it was a litle confusing installed the addons, set up the test mission, hit preview and got a ctd, could it be from video card: Nvidia Geforce4 MX 420? or that i only have 512 ram? please help Share this post Link to post Share on other sites
ThruYerStErNuM 0 Posted July 28, 2005 The CTD would occur with ECP, which causes things inherited from 'AllVehicles' that have certain properties (I'm not sure exactly what) to crash like that, I think. Its fixed, inheriting from 'All' now instead. I thought before that it had to inherit from something else to get the trigger to see it, but its the properties. You can download the uwar_empty.pbo.zip patch OR download the full version 1.21 with the fixed addon. I also included a more efficient script for generating larger numbers of objects. I'll see if I can make the next version more appropriately adapt to the benchmark value. Be sure to have flashpoint re-autodetect it if you made a change to your hardware. I'm back and working so the interpreter to allow pre-existing island setups should be ready in a few days, which could be used to make all the islands automatically covered in any mission, like through ECP, for ironic example. Share this post Link to post Share on other sites
StealthTiger 0 Posted July 28, 2005 High speed data transfer mirrors from Stealth-Net: Unscripted War Dynamic Grass v1.23 Enjoy! Share this post Link to post Share on other sites
triumph 0 Posted July 28, 2005 (ThruYerStErNuM @ July 27 2005,19:18) said: I'm back and working so the interpreter to allow pre-existing island setups should be ready in a few days, which could be used to make all the islands automatically covered in any mission, like through ECP, for ironic example. That would be cool to try out. Share this post Link to post Share on other sites
the_shadow 0 Posted July 28, 2005 question, would it be possible to make this use a gamelogic? so that you just place a gamelogic on the map and voila, you have grass? you could make a couple of different gamelogics for different size and sort of grass.. like "Dark Nogova, R1000" for Dark Nogova grass with a 1000m radious that would be much more userfriendly and easier to use... Share this post Link to post Share on other sites
chammy 7 Posted August 5, 2005 Oh sh** that's bad ass! Share this post Link to post Share on other sites
WWII 0 Posted August 6, 2005 Hi all, Where should I put the files "init.sqs" & "mission.sqm"? Share this post Link to post Share on other sites
ThruYerStErNuM 0 Posted August 9, 2005 I have made it easier to use and included a utility for creating predefined island configurations. It wont yet automatically generate on islands, but it eventually could work with ECP. It also lags much less now when generating grass. There are no new objects yet, just greatly improved script systems. UWAR grass 1.22 Now all you have to do to use the grass objects is put the objects down in the editor and add the line: [] exec "\uwar_empty\uwar_abstractstaticinit.sqs" to your init.sqs No trigger, no scripts to figure out. If you want to make a full island covered, instructions are included for using the configuration utility. Since that tool can be used for a total environment generation system.. the discussion could get in depth so we should talk about configuration and the sqm2sqs interpreter over in this thread. Share this post Link to post Share on other sites
Guest Posted August 9, 2005 (macho_man_mathijs @ July 26 2005,14:38) said: I probably found why it crashes it ECP. The objects inherent their properties from the man class, when ECP searches for "men" they find these objects, well they don't really work like men, so bye bye ofp. Not exactly... OFP crashes with this grass + ECP for the same reason why ECP crashes along with "Barrels" initialised on map: infinite recursive call of its "crew". That results into segmentation fault. Please, Mathijs, refer to the ECP board for details. This issue is solved in the upcoming update. #EDIT By the way... Great addon! Share this post Link to post Share on other sites
sweofp 0 Posted August 9, 2005 Would it be possible to incorporate your grass when making an Island in wrptool? Over the whole Island? So it becomes default with the Island. Share this post Link to post Share on other sites
the_shadow 0 Posted August 9, 2005 i dont understand this really... the instructions for AOSQM2SQS.exe sais [b said: Quote[/b] ]1. Make a mission in the mission editor with triggers or UWAR objects on it. There are two sample missions included "testInterpretation.noe" and "testInterpretation.abel". Details on features are listed below.2. Copy the mission.sqm from your saved mission into the folder that has the AOSQM2SQS.exe program. Drag the sqm file onto the program so that it will run the program with the sqm file name as a parameter. 3. Enter the island extension, in the sample cases either noe or abel. 4. Put the generated code in the bottom of your uwar_abstractStaticInit.sqs script. Rename the _island value near the top of the script to be the island extension that you entered into the program. 5. Put the uwar_abstractStaticInit.sqs script in your mission folder and execute it in the init.sqs, like: [] exec "uwar_abstractStaticInit.sqs" i really dont understand is point 3, where do i enter the island extension? the program just makes a quick flickering and creates a mission.sqm.sqs file that is 0kb large... edit: forgot to mention that im trying to use it on a non BIS island Share this post Link to post Share on other sites
the_shadow 0 Posted August 9, 2005 and another question... how do i cover the entire island with grass? Share this post Link to post Share on other sites
Espectro (DayZ) 0 Posted August 9, 2005 i assume that the island extension is simply the file extention... just like .exe is for operationflashpoint.exe ? Share this post Link to post Share on other sites
ThruYerStErNuM 0 Posted August 9, 2005 [b said: Quote[/b] ]i really dont understand is point 3, where do i enter the island extension?the program just makes a quick flickering and creates a mission.sqm.sqs file that is 0kb large... email me your mission.sqm because there could be a bug in the program. But I think this could also happen if you dont have java 1.5, goto www.java.com if not [b said: Quote[/b] ]Would it be possible to incorporate your grass when making an Island in wrptool? Over the whole Island? So it becomes default with the Island. Yes, I forgot to add information for that in the 1.22 release. I've just made a v1.23 release for anyone who wants to add these abstract grass objects into islands in their creation. The instructions are in configuration/island creation.txt [b said: Quote[/b] ]and another question... how do i cover the entire island with grass? Assuming the tool works right for you, open up the testInterpretation.abel and look at how the triggers are put over places where there should be grass. Just do that everywhere. [b said: Quote[/b] ]i assume that the island extension is simply the file extention... just like .exe is for operationflashpoint.exe Yes, this is just a convention I started for my script. Since each island is already uniquely identified by its extension like noe, cain, abel, eden, intro, the script knows to goto that unique instance of configuration information. Share this post Link to post Share on other sites
StealthTiger 0 Posted August 10, 2005 (StealthTiger @ July 28 2005,18:38) said: High speed data transfer mirrors from Stealth-Net:Unscripted War Dynamic Grass v1.23 Enjoy! Post updated with a link to the new version (v1.23). Share this post Link to post Share on other sites
sweofp 0 Posted August 10, 2005 Hello again! I don´t seem to get this right when I want to put the grass on an Island I´ve made myself. This is what I´ve done; Placed the objects in wrptool, I used uwar_g250kolgujev.p3d Took away this line from the uwar_abstractStaticInit.sqs- goto "done1" Put the same sqs from above in my missions folder Made it initalize from my soldier´s init with this line- [] exec "\uwar_empty\uwar_abstractStaticInit.sqs" But still no grass to be found on my Island?? Any Ideas? Share this post Link to post Share on other sites
ThruYerStErNuM 0 Posted August 10, 2005 You modified "uwar_abstractStaticInit.sqs" in your mission directory? Then you should init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "uwar_abstractStaticInit.sqs" which will execute that script and not the default one. But I have not tested the code for island object detection in a long time, if it still doesnt work it could a problem in the script so let me know Share this post Link to post Share on other sites
sweofp 0 Posted August 11, 2005 (ThruYerStErNuM @ Aug. 10 2005,22:58) said: You modified "uwar_abstractStaticInit.sqs" in your mission directory? Then you should init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "uwar_abstractStaticInit.sqs" which will execute that script and not the default one. Doh! Of course... Well tried that and messed around a bit but I must be doing something wrong here, there were no grass this time neither? It´s the empty uwar I was supposed to dePbo right? Share this post Link to post Share on other sites
ThruYerStErNuM 0 Posted August 11, 2005 sweofp: My fault, silly problem in the script, don't know why this line of code is there but just remove it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_objectMultiplier = _objectMultiplier%1 Its right near the top, take it out and it should work version 1.23b with the one line of code removed (it doesnt need a mirror) Share this post Link to post Share on other sites