Jump to content
Sign in to follow this  
[aps]gnat

Inbedded HTML guide file

Recommended Posts

Found this html doc buried within one of the original games PBOs ..... can't say I have seen it in-game at all.

OFP HTML

The pictures are missing but they refer to like;

@equip\w\w_carlgustavlauncher.paa

Anyone seen this before?

Wondering if its a dead feature, or maybe you can inbed html info into our own PBOs .....

Share this post


Link to post
Share on other sites

This seems to be what the game refers to when you click on your the info button in the gear section.

Share this post


Link to post
Share on other sites

Yet it has info reffering to Mortars and AP mines, which definately aren't in the original OFP.

Share this post


Link to post
Share on other sites
Yet it has info reffering to Mortars and AP mines, which definately aren't in the original OFP.

Ever checked West/Men/Mortar and Empty/Mines/Mine ?

Share this post


Link to post
Share on other sites
Quote[/b] ]Ever checked West/Men/Mortar and Empty/Mines/Mine ?

tounge2.gif

Anyway, it is exactly what Chipper said it is..

And unfortunately you can't make your custom one to be shipped with any addon pbo (at least according to my own tests, made a long ago though)..

Share this post


Link to post
Share on other sites
Guest Ti0n3r

Well you can't find any AP mines in the editor yay.gif

Edit: While we're at it; Does anyone know what function the Empty/Objects/Black cube fulfills?

Share this post


Link to post
Share on other sites
Edit: While we're at it; Does anyone know what function the Empty/Objects/Black cube fulfills?

Never heard of that one, from what addon is it? huh.gif

Share this post


Link to post
Share on other sites
While we're at it; Does anyone know what function the Empty/Objects/Black cube fulfills?

A black cube ingame?

Share this post


Link to post
Share on other sites
Guest Ti0n3r
While we're at it; Does anyone know what function the Empty/Objects/Black cube fulfills?

A black cube ingame?

blackca8mk.th.jpg blackcb4gv.th.jpg

Black cube. BIS used it in some of the Resistance campaign missions.

Share this post


Link to post
Share on other sites
Guest Ti0n3r
Edit: While we're at it; Does anyone know what function the Empty/Objects/Black cube fulfills?

Never heard of that one, from what addon is it? huh.gif

Vanilla Resistance.

Share this post


Link to post
Share on other sites

Somthing I've found hidden in the O.pbo file in res\addons:

class UAZCheat:UAZ

{

scope=1;

displayName="UAZ (Cheated!wink_o.gif";

armor=100000;

};

class OfficerGCheat:OfficerG

{

scope=1;

displayName="Officer (Cheated!wink_o.gif";

armor=100000;

class SoldierGCheat:SoldierGB

{

scope=1;

displayName="Soldier (Cheated!wink_o.gif";

armor=100000;

};

class OfficerECheat:OfficerE

{

scope=1;

displayName="Officer (Cheated!wink_o.gif";

armor=100000;

};

class SoldierESaboteurCheat:SoldierESaboteur

{

scope=1;

displayName="Saboteur (Cheated!wink_o.gif";

armor=100000;

};

class SoldierWSaboteurCheat:SoldierWSaboteurPipe

{

scope=1;

displayName="Saboteur (Cheated!wink_o.gif";

                         armor=100000;

};

Something they used for testing???

I think one of the many editor addons make these units available.

Share this post


Link to post
Share on other sites
Edit: While we're at it; Does anyone know what function the Empty/Objects/Black cube fulfills?

Never heard of that one, from what addon is it? huh.gif

Vanilla Resistance.

What version, and what language edition of OFP:R you running?

I just checked in my 1.96 final (english) and I dont have a Empty/Objects/Black cube

Very odd... crazy_o.gif

Share this post


Link to post
Share on other sites

Its likely a hidden addon. Im curious about what they used it for too.. Resistance Campaign features data transfer from mission to mission (men, weapons) and the skill level of your men increases with experience, maybe the black boxes are related to that? confused_o.gif .

Share this post


Link to post
Share on other sites

vehicle/weapon/men transferal from mission to mission was done via exit.sqs and init.sqs files and utilising weaponpool coding etc - at the end of the mission the exit.sqs would define weapons left and men left and store the variables, the next init.sqs could access the variable and adjust accordingly... as for the experience/skill increasing, all BIS did was increase the slider each mission, regardless of who or what it was - if it died, it was deleted before the mission starts.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×