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Policie Pack v1.2a

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Sorry, totally forgot about that. Will also add to the first post.

To put on Gas Mask:

unitname exec "\dmx_policie\maskon.sqs"; unitname animate ["mask_switch", 1]

and to take off Gas Mask

unitname exec "\dmx_policie\maskoff.sqs"; unitname animate ["mask_switch", 0]

Thanks! smile_o.gif

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Really nice, I like the new riot guys a lot, the only trouble is, they're on the same side as the maldan Troublemakers tounge2.gif

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Hmm well,

Haretuerk and me tested it on a dedicated server...

We could not see, if the other player was wearing a mask or not. and we could not throw the teargas...

I hope you´ll gonna to improve this.

in Singleplayer all works fine... very good work.

and btw... what sense does it make to change the name of the BRDM to OT64 ? Now it´s not compatible with missiones that used the previews addon...

Sorry - I'm not a good enough scripter to sort the dedicated server issues.

Afaik, no one has actually made any missions with this stuff, if so, how hard is a quick find/replace?

Anyho, its only a simple addon, and this is the final version, no more changes.

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I take it you're not an addon maker... changing the visual name of an addon does nothing to affect backwards compatability - assuming the classname remains the same, and hence no missions are broken.

blub... classnames of version 1.1 were: dmx_policiebrdm

now (v1.2) are: dmx_policieot64  

and here´s my addon:

http://www.flashpoint1985.com/cgi-bin....vilians

And ok, it wasn´t a big problem to fix the classnames...

@DeadMeatXM2

I´m a little sad to hear that you won´t work on with this addon... maybe you will allow someone else to do it, so that it will be as great in MP as it is in SP ?

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meh, should have explained youself better tounge2.gif

ok, i know when im beat and should go to bed help.gif i assumed you meant that the name had just changed... assumptions are the mother of all fuck ups

lol

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Hmm well,

Haretuerk and me tested it on a dedicated server...

We could not see, if the other player was wearing a mask or not. and we could not throw the teargas...

I hope you´ll gonna to improve this.

in Singleplayer all works fine... very good work.

and btw... what sense does it make to change the name of the BRDM to OT64 ? Now it´s not compatible with missiones that used the previews addon...

Any custom "Throw" weapon will not work in MP by default, luckily there's a work-around for this.

Use an init script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~2.5

(_this select 0) addweapon "ThrowWeaponName"

You must have this for the grenades to even be throwable in MP.

Also, for setobjecttexture in MP, you can use the animation as a global variable to sync the setobjecttexture for all players. In a script executed by the init EH (it must run locally for everyone), get the animationphase of mask_switch" and run the "maskon.sqs"/"maskoff.sqs" scripts from there according to it's value.

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but remember animationphase is also buggy in MP, and also unless you're in visual with the excuting animation, then it technically never happens as far as the pc is concerned

[edit]

or at least i know it can cause problems, but Kyle you've done more than your fair share of scripting this type of stuff, so i'd hazard a guess you know what you're refering to tounge2.gif

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Great mother of god... A BUS WITH LIGHTS AND SIRENS!!!

My life is now complete.

Great work DM, loved the original pack, nice to see the update. icon14.gif

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Nice! I like addons that fit in with the rest of the BIS settings while maintaining excellence!

Food for thought

1. Hard to drive around with gasmask (great handicap).

2. Very nice for zombie missions.

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That`s great!

The bus is a nice addition too, even though I would have seen it fitted with the same protection for the windows that you added on the UAZ. That way it would be better defended against angry mobs with bottles and stones throwers like the ones the armored cops would have to battle against.

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I did think about that, but then I thought that the UAZ and the OT64 would be more than enough to handle that. The bus is more suitable for rapid transport of large numbers of cops, or for prisoners (I know it doesnt have the right cages and whatnot, but still...)

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i also made some nogova units (nogova army) and DDR units smile_o.gif

http://ofp.gamepark.cz/_hosted/vilas/

here are some screens on my site, but soon this stuff is not separated from basic weapons pack

and one screen here :

http://ofp.imro.pl/phpnews/images/vilas5.jpg

if someone will separe it - than ok

now i don't have time for make separate addons, but idea of Nogova is funny smile_o.gif

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i also made some nogova units (nogova army) and DDR units smile_o.gif

http://ofp.gamepark.cz/_hosted/vilas/

here are some screens on my site, but soon this stuff is not separated from basic weapons pack

and one screen here :

http://ofp.imro.pl/phpnews/images/vilas5.jpg

if someone will separe it - than ok

now i don't have time for make separate addons, but idea of Nogova is funny smile_o.gif

Why don't you also make a new topic, and stop hijacking this one.

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Why is Police on the Resistance Side? Wouldn't it be better to keep them on the Civilian Side? I would like to create a Civilwar (Resistance vs. Police) but thats not possible if it's like this...what a pity sad_o.gif

But great Addon anyway,I love the OT64!

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I moved the Policie to the Resistance side, as they are more flexible there. Not only can they ally with/against the East/West, they can also dominate the civilians.

To get them attacking Gimbals tossers (or other Res units) just make the tossers part of an East/West led group, and have the group leader deleted on init.

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just make a mission and open the mission.sqm file in notepad and edit where it says guer or east or civ or west to whatever side you want that solider to be on. smile_o.gif anyways just use whatever works for ya wink_o.gif

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but remember animationphase is also buggy in MP, and also unless you're in visual with the excuting animation, then it technically never happens as far as the pc is concerned

[edit]

or at least i know it can cause problems, but Kyle you've done more than your fair share of scripting this type of stuff, so i'd hazard a guess you know what you're refering to  tounge2.gif

In my experiences, animationphase is a sure thing for making setobjecttexture work globaly in MP, so long as the following is true:

1. The animated selection is present in ALL (every single one) LODs (important! It doesn't have to even be a real selection, a single vertex will suffice. Or you can use any points for the selection and set both animation angles to 0, the animationphase is still recognized but nothing moves).

2. The script is run locally for each player, this can easily be done by executing it from the init EH (or any script that traces back to the init EH, such as an init.sqs).

I've used this technique many times before and it has always worked for me (and the rest of the players) in MP. When using it for removeable helmets, all players reported they saw the helmet when they should have and did not when they shouldn't have, and I confirmed this on the rest of the players. Since then I've gotten the same results no matter what I have applied it to.

Here's the format I typically use:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this

#loop

? _prev == _unit animationphase "Helmet" : goto "restart"

_prev = _unit animationphase "Helmet"

if ( _unit animationPhase "Helmet" == 0) then { goto "helmet_off"; }

#helmet_on

_unit exec "helmet_on.sqs"

goto "restart"

#helmet_off

_unit exec "helmet_off.sqs"

#restart

~0.05

goto "loop"

"helmet_on.sqs" and "helmet_off.sqs" simply contain the setobjecttexture commands.

Quote[/b] ]also unless you're in visual with the excuting animation

I also thought I'd say that since we're using setobjecttexture, you're not going to notice any change anyway if it's not on screen (btw, I've never found that to be true, animationphase has always worked for me wherever the player is or is looking, but I also make sure that my selections exist in every single LOD, including memory; after all you can never too careful).

Quote[/b] ]Why is Police on the Resistance Side? Wouldn't it be better to keep them on the Civilian Side? I would like to create a Civilwar (Resistance vs. Police) but thats not possible if it's like this...what a pity

Because by default, civilians will only engage East units and will themselves never be engaged by any side's units. It's like using setcaptive on a soldier (they fire on enemies but enemies do not fire back), and since they're armed you want enemies to engage them. What you should do for your mission is keep one force on the resistance side, then manually make the other force's units on an opposing side by editing the mission.sqm, but that's for another thread.

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Any custom "Throw" weapon will not work in MP by default, luckily there's a work-around for this.

Use an init script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~2.5

(_this select 0) addweapon "ThrowWeaponName"

You must have this for the grenades to even be throwable in MP.

Also, I hate to quote myself, but DeadMeatXM2, if you do plan on releasing any updates please take this into consideration. This is the perfect script for an init EH, just 2 little lines (no room for bugs or framrate drop).

In the meantime, anyone who wants to make it usable in MP can use the same 2 lines in a simple script that you can run on all of the units. I found that the delay is needed because the game (for some reason) removes these non-default "Throw" based weapons at the start of the mission and replaces them with the default "Throw" weapon (if it's not in the weapons[]={}; entry in the config, say for example if your new weapon is used as a substitute), though only in MP.

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cheers kyle - have been using the method you've suggested for a while (the idea about using every conceivable LOD), its more i've had told and read 100's of contrary reports it hurts the brain tounge2.gif

and DM... loved these puppies since i saw the nifty flashing lights on the front of the jeeps yay.gif

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cheers kyle - have been using the method you've suggested for a while (the idea about using every conceivable LOD), its more i've had told and read 100's of contrary reports it hurts the brain  tounge2.gif

What exactly are you saying? huh.gif

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