kutya 0 Posted November 21, 2006 It works It can be started and stopped too. I added 2 actions on the player to create and to delete the gamelogic. Working fine But! It seems to me that the mist is working on an area. In some cases it is ok, if you want to make mist on a river, but none on shore, or similar. But I want an effect if there is mist there is everywhere (mostly because I don't know where the player will go, especially not on which route). I know I can make a looping script and at some intervals setpos the logic on the player, but I'm interested in a more elegant solution. Idea? I know about fog, but I want to combine it with mist to have a creepy feeling. Share this post Link to post Share on other sites
MI_Fred 0 Posted November 21, 2006 Unfortunately even setpossing a logic on the player wont work, as the script(s) put the initial position of the logic into a variable which will be used for the rest of the script. VTE_objects\scripts\VTE_watermist.sqs was an attempt at what you might want, but it grew too difficult and my brain said pop. Later on Sentinel adapted the script in some fashion into nimod, you might find something better from that mod for creating the fog in a classy way where the player might go. If you want to do it yourself, you can run [logicname] exec "VTE_objects\scripts\VTE_watermist_single.sqs" in a script which creates, moves and deletes logics in a loop, perhaps several at a time to create enough to cover possible routes the player might take. That should be really easy for you, but PM me if I babbled like the lunatic I am  Share this post Link to post Share on other sites
kutya 0 Posted November 21, 2006 Thanks MI_Fred I think I understood your suggestion and probably I'll try that, but for me it seems that the mist works ok for now. I'll test it more. Anyway, thanks for the help Without the loop I mentioned, I walked out of the mist at about 100-200m. Currently it seems that it's larger. But if it's true what you say, then this isn't the case. Share this post Link to post Share on other sites
kutya 0 Posted November 21, 2006 Crap! You were right, Fred. I'll just try to implement you suggestion. Share this post Link to post Share on other sites
kutya 0 Posted November 21, 2006 It seems that the mist finally works. It looks like there isn't a Quote[/b] ]"VTE_objects\scripts\VTE_watermist_single.sqs" because I got an error. Didn't bother to search for it, because here is a VERY simple solution: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#startTrack ? (DayTime < 7) || (DayTime > 17) : GDC_MistLogic = "VTE_Mistlogic2" createVehicle getpos player ~5 deleteVehicle GDC_MistLogic goto "startTrack" Triggerred from init.sqs and voila! I've put in a time check, for it not to appear during the day. Of course this can be easily extended by for example 4 mist logics around the player, in case if you travel fast and get out of the cloud. Usually where is mist there is fog too, so you won't see too far in the distance. For me this is enough  Thanks guys, this means a lot to me! Share this post Link to post Share on other sites
Fork122 0 Posted November 24, 2006 Are there any servers that play this? Also, are there any MP Missions that are available to download? Share this post Link to post Share on other sites
Snake Man 403 Posted November 24, 2006 Also, are there any MP Missions that are available to download? If you dont know, there are 14 MP missions included in the release, but I dont know any MP missions for download. Share this post Link to post Share on other sites
sudayev 27 Posted December 11, 2006 I`m getting warning message: "Addon "VTE_Isles" requires addon "VTE_Sebobj" You guys know whats wrong with this? Moreover, on some islands game`s complaining about other "SEB" related objects but after clicking OK it launches the island with no textures on. Absolutely white. Need help:) Share this post Link to post Share on other sites
demonhunter212 0 Posted December 12, 2006 I can only wonder how much it took for you guys to endure and how much time it took to create such a beautiful mod i mean its just one of those DAYMNNN!!!!!! mods as i like to call Share this post Link to post Share on other sites
chris330 0 Posted December 12, 2006 Sorry to barge in at last orders so to speak but can one safely assume this is going to be THE Vietnam MOD for flashpoint, and the sort of benchmark one everyone will now go by? Share this post Link to post Share on other sites
fasad 1 Posted December 12, 2006 There are at least two other popular vietnam mods : "unsung" and "jungle fever". I get the impression that VTE is a compilation of the best of/all available vietnam addons into one big mod. It's much easier and smarter to say your mission requires VTE0.3 rather than 30 or so individual addons. Having said that, different people will always prefer different addons. Share this post Link to post Share on other sites
Snake Man 403 Posted December 12, 2006 Quote[/b] ]I`m getting warning message: Â "Addon "VTE_Isles" requires addon "VTE_Sebobj"You guys know whats wrong with this? Moreover, on some islands game`s complaining about other "SEB" related objects but after clicking OK it launches the island with no textures on. Absolutely white. You did something wrong while installing VTE v0.3, check the install help page and try again. Quote[/b] ]but can one safely assume this is going to be THE Vietnam MOD for flashpoint, and the sort of benchmark one everyone will now go by? This is the "sequel of SEB NAM Pack 2" and the most detailed and comprehensive Vietnam mod ever created to OFP. Download it, take a look whats inside (should take you few days) and decide for yourself... Quote[/b] ]I get the impression that VTE is a compilation of the best of/all available vietnam addons into one big mod. But dont make the mistake of thinking that we just RAR packed up some addons from ofp.info, that couldn't be more further from the truth. I have spend sleepless night editing most models in O2 to fix several bugs and even added more resolution LODs etc, not to mention all the config.cpp work and such. This is so much more than just compilation of some addons. Share this post Link to post Share on other sites
The-Architect 0 Posted December 19, 2006 I did rethink it several times, and the hassle of setting all camo faces for each unit in the editor was less appealing to me than the chance of more than one unit in a group having the same face.The only faces set with scripts, or "hardcoded" are the camo'd units. I think you need to rethink why this is such an issue as I never notice it during gameplay. It stays unless Snake has an issue with it. Ebud, surely you understand the issue here. If I want to have characters in a mission or campaign, I need their faces to be the same, mission to mission. You get me, right? Share this post Link to post Share on other sites
mrj-fin 0 Posted December 21, 2006 The best Vietnam Wars expiriences in video games ever. Well I love see all this stuff in ArmA too. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted December 21, 2006 The best Vietnam Wars expiriences in video games ever. Â Â Well I love see all this stuff in ArmA too. Â Yup! Best thing is ArmA already features palmtrees, tropical bushes and even some bamboo huts. I just need the ArmA island editor and holidays for 2 weeks Share this post Link to post Share on other sites
kutya 0 Posted December 21, 2006 Quote[/b] ]Best thing is ArmA already features palmtrees, tropical bushes and even some bamboo huts. But it's nothing compared to VTE elephant grass thrill Share this post Link to post Share on other sites
ebud 18 Posted December 21, 2006 I did rethink it several times, and the hassle of setting all camo faces for each unit in the editor was less appealing to me than the chance of more than one unit in a group having the same face.The only faces set with scripts, or "hardcoded" are the camo'd units. I think you need to rethink why this is such an issue as I never notice it during gameplay. It stays unless Snake has an issue with it. Ebud, surely you understand the issue here. If I want to have characters in a mission or campaign, I need their faces to be the same, mission to mission. You get me, right? Yes, I get it. I'm sorry, but at this point there is no way it will change or be updated. I understand why you'd want to be able to apply specific faces to specific units for missions, but the advantages of the those faces and automatic camo/asian faces far outweighted the negatives for me, but I'm sure a better solution can be be found for ARMA. I haven't touched OFP in a couple weeks and I doubt I ever will again. ARMA ruined it for me. All the time invested in VTE out the window, lol. After playing ARMA I can never go back to OFP. Share this post Link to post Share on other sites
The-Architect 0 Posted December 25, 2006 You guys still around? What's up with your VTE forum? Share this post Link to post Share on other sites
Snake Man 403 Posted December 25, 2006 You guys still around? Yes. Quote[/b] ]What's up with your VTE forum? I don't understand the question... nothings up with the forum it runs as its supposed to be. Of course if you mean that you just now logged on there after several weeks, yeah sure you see its changed, but all old user accounts (and then some) have been converted from the old forum. Now it runs with php+mysql which is very powerful compared to the old awful yabb. PMC Tactical will be one kickass OFP and ArmA site due time. Share this post Link to post Share on other sites
laborj456 0 Posted December 27, 2006 when we'll can view the patch? Â Share this post Link to post Share on other sites
Snake Man 403 Posted December 27, 2006 What patch? Yeah I do have that known bugs list, its not too big, not have any criticals on it, so we're all good. Yes there will be patch coming most likely, but when and how is another matter. Share this post Link to post Share on other sites
UpRight 0 Posted January 30, 2007 I just wanted to know... Does these tanks (M48, M41, M551...) have "unique P3D model"? Or do they just use some OFP original models? Share this post Link to post Share on other sites
Snake Man 403 Posted January 31, 2007 M41 and M551 have unique p3d model, M48 is BIS model but we have new model coming in the next release, for which I don't have any dates. btw: Have anyone find any new bugs which we could fix in the next release? Share this post Link to post Share on other sites
USMC NEEDER 0 Posted February 6, 2007 LOOK AT SOME USMC NAM VEHICLES AND STUFF@@@!!!!!1111111one111one I THINK THERES A AAV7 in this to... when it first came out or something!!@!#@!#@#!#! http://www.seacoastmarines.com/Vietnam.html Share this post Link to post Share on other sites
itim_tuko 0 Posted February 6, 2007 Thats no AAV7 but an LVTP5. I dont know if anyone makes one, but the LVTP5 Howitzer version will be done by the CZM Mod. Unfortunatly its the last one on my list so you have to wait some months, but when its ready VTE will get the model. Share this post Link to post Share on other sites