fingolfin 1972 Posted September 12, 2006 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! Share this post Link to post Share on other sites
biggerdave 56 Posted September 12, 2006 Really nice, I like the new riot guys a lot, the only trouble is, they're on the same side as the maldan Troublemakers Share this post Link to post Share on other sites
dm 9 Posted September 12, 2006 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. Share this post Link to post Share on other sites
Dr.Pepper 0 Posted September 12, 2006 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 ? Share this post Link to post Share on other sites
Messiah 2 Posted September 12, 2006 meh, should have explained youself better ok, i know when im beat and should go to bed i assumed you meant that the name had just changed... assumptions are the mother of all fuck ups lol Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 12, 2006 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. Share this post Link to post Share on other sites
Messiah 2 Posted September 12, 2006 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 Share this post Link to post Share on other sites
Commando84 0 Posted September 12, 2006 srry i read it in the readme now :P doesn't the sound n siren fx work in mp? Share this post Link to post Share on other sites
blackdog~ 0 Posted September 13, 2006 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. Share this post Link to post Share on other sites
MAA3057 0 Posted September 13, 2006 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. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted September 13, 2006 Thanks mate, I've been waiting for this one! Woot! Share this post Link to post Share on other sites
-RuN- 0 Posted September 13, 2006 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. Share this post Link to post Share on other sites
dm 9 Posted September 13, 2006 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...) Share this post Link to post Share on other sites
DevNaxl 0 Posted September 13, 2006 Great work, man! Share this post Link to post Share on other sites
vilas 477 Posted September 13, 2006 i also made some nogova units (nogova army) and DDR units 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 Share this post Link to post Share on other sites
adumb 0 Posted September 13, 2006 i also made some nogova units (nogova army) and DDR units 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 Why don't you also make a new topic, and stop hijacking this one. Share this post Link to post Share on other sites
Cappa 0 Posted September 13, 2006 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 But great Addon anyway,I love the OT64! Share this post Link to post Share on other sites
dm 9 Posted September 13, 2006 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. Share this post Link to post Share on other sites
Commando84 0 Posted September 13, 2006 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. anyways just use whatever works for ya Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 13, 2006 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  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. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 13, 2006 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. Share this post Link to post Share on other sites
Messiah 2 Posted September 13, 2006 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 and DM... loved these puppies since i saw the nifty flashing lights on the front of the jeeps Share this post Link to post Share on other sites
Colossus 2 Posted September 13, 2006 Sweet, I've been waiting for this for a long time. Great job Share this post Link to post Share on other sites
Big Dawg KS 6 Posted September 13, 2006 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  What exactly are you saying? Share this post Link to post Share on other sites