honchoblack 2 Posted July 10, 2005 Quote[/b] ]but later on today i hope to get my computer set up so i can get the nearly finished stuff off it and send them to munk to finish off as theres not much needs doing... "HURRAY!" you make me one happy banana Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted July 10, 2005 grrr h8 that banana ....i'm going to do it tomorrow now instead for that Share this post Link to post Share on other sites
chaztheducky 0 Posted July 10, 2005 i hate you honcho Share this post Link to post Share on other sites
ruff 102 Posted July 11, 2005 Should have the stuff today I've been looking into hidden selections etc. the last few days, thinking about adding random textures (hat, waistcoat, skirt etc) into it. Unfortunatly a) I havent done it before b) It'll delay the release yet again and c) Im 99.9% sure its not MP compatible. If I decide to try and do this for GMER 1.3 (currently not planned to go past 1.2) I'd want to change all the jjr tags as allow we used his addon as a base Rabbit and Myself have put a lot of work into it. It means it wont be backwards compatible but all that will need doing is changing any 'jjr's to the new tag, probably 'gmer'. Sorry for nicking your thread honcho but as one of the people putting it to use I value your input. just make the gme 1.3 separate addon since it will be totally diffeent i think that having too much hidden selections like generic opfor gives more lag in large numbers for lower end comps, so pls keep the addons separate but if you guys keep the lag down make it the same pack Share this post Link to post Share on other sites
Munk 0 Posted July 11, 2005 Well what im thinking of doing is just giving the mission editor the option to select what colour clothing they're wearing. Say your to take out a certain officer during a meeting, you know its him because he's got a black beret when the rest have blue ones... Share this post Link to post Share on other sites
honchoblack 2 Posted July 11, 2005 that should be the best solution to keep the pack MP compatible Share this post Link to post Share on other sites
ruff 102 Posted July 15, 2005 Well what im thinking of doing is just giving the mission editor the option to select what colour clothing they're wearing.Say your to take out a certain officer during a meeting, you know its him because he's got a black beret when the rest have blue ones... very true Share this post Link to post Share on other sites
-)rStrangelove 0 Posted July 31, 2005 Is the Dyn Delta Force mission out yet ? Looks great & can't wait to play it tbh. Share this post Link to post Share on other sites
honchoblack 2 Posted July 31, 2005 no its not out yet, but the mission is done, I am waiting for the release of the GMER 1.2 once they are released I will need a short time to addapt it to the new unit names, and will release it shortly after Share this post Link to post Share on other sites
-)rStrangelove 0 Posted August 23, 2005 Hmmm any news on the mission? (or GMER1.2 ?) Share this post Link to post Share on other sites
ade_mcc 0 Posted August 23, 2005 Well, GMER 1.2 is now available! Why did I have to choose the next week to be on holiday, why? Share this post Link to post Share on other sites
honchoblack 2 Posted August 23, 2005 I am sorry to report that the DA:Delta Force mission took some serious setbacks, ending the mission after the first assignment I guess I hit a dead end trying to make the mission spawning lagfree. So it will take a little longer then expected to get everything back in place. Sorry for the inconvenience, but the mission will be out, when all bugs are squashed. Sorry for breaking the promise, to release the mission shortly after the release of the GMER 1.2. \writes in notebook: Never make any promises on release dates Share this post Link to post Share on other sites
chaztheducky 0 Posted August 23, 2005 ...................... Share this post Link to post Share on other sites
Killbert 0 Posted August 24, 2005 I don't mind spawning lag, as long as the mission runs smooth. Keep up the good work. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted August 24, 2005 I dunno what's so hard about getting rid of a spawn lag. If i understand this right, it's just about adding all unit types into the editor that you'd want to spawn later. (i always drop them over the ocean) That way the resources are loaded at missionstart and not in the midst of the spawn, causing lags. Anyways, good luck to you mate Share this post Link to post Share on other sites
sanctuary 19 Posted August 24, 2005 There is a bit more than spawn lag (it is not that much a problem, as we have several solutions for it) between now and Honchoblack mission release time. But believe me the additional delay will really worth it. Share this post Link to post Share on other sites
Murmur2k 0 Posted September 11, 2005 How many variations on the Dynamic Afghan mission are there going to be? Share this post Link to post Share on other sites
chaztheducky 0 Posted September 12, 2005 at some point or another there is going to be an addon free template for your custimization needs Share this post Link to post Share on other sites
Murmur2k 0 Posted September 13, 2005 Except I don't know how to customise all the units etc yet. Are there any tutorials on this sort of thing - swapping out units, messing with scripts etc? Share this post Link to post Share on other sites
honchoblack 2 Posted September 13, 2005 Sanctuarys Single Player Template will feature well commented scripts in order to help people that are not used to scripting to be able to change the content (units/vehicles), and maybe even adding new mission principles after reading the mission related scripts As for the Dynamic Afghanistan Mission, it will come in 3 flavors, and if that is not enough, I may tell you that that is only the tip of the iceberg of the things to come /looks around to see if Tacrod or Sanctuary is around......sees them in the distance All will be revealed soon, I dont dare to tell you more Share this post Link to post Share on other sites
Murmur2k 0 Posted September 13, 2005 That sounds great honcho. I can't wait thats for sure! How about making a GUI for assigning the units to the missions etc? That way the end user doesn't have to mess with scripts. I do programming but have never even looked at the OFP scripting language - is it easy? Share this post Link to post Share on other sites
honchoblack 2 Posted September 13, 2005 Such a GUI would need all the addons that are needed for the mission variants, e.g. all units that will be available through such a GUI would have to be presented on the harddrive. So such a thing would not work out. Sanctuarys approach is the best in my opinion, since he uses the default BIS units, by knowing the names of the units, its easy to change the units to desired ones. A great effort is put into making the scripts modular, which means that you can change units in a script, and dont have to worry about the need to change it in other scripts too, so its quite easy to change units, once you know which scripts are involved. Quote[/b] ]I do programming but have never even looked at the OFP scripting language - is it easy? Scripting is fairly easy, once you start reading scripts, just depbo the Dynamic Afghanistan mission and start reading the scripts. The heart of the DA mission is the sever/mission_control.sqs, read it and find out how the missions are called. The further scripts are started from there Once you understand the fairly easy DA scripts, you can move on to the more advanced scripting, which you can find at OFPEC Share this post Link to post Share on other sites
Acecombat 0 Posted September 23, 2005 Ok i got problems with DA mission as i said in the A&MC thread. I got all addons i double checked them myself and the missions boots me to the main menu after showing the intro , what gives? And i dont get any missing addon errors either which i get otherwise if i am missing something. Share this post Link to post Share on other sites