dismas
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I could do that, but then my other games would default to the wrong monitor. ;) It looks like adding -twomon solves the problem, though. Thanks for the help and advice. dismas
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It's the dual view, so I could run different frequencies and resolutions. Â I wish I had monitors with the same sizes and specs... And I don't want to "span" my ofp across the two, just play it on my primary monitor... the 17"
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I did a fairly simple search before posting (no flame), turned up nothing. Recently set up the nvidia dualview feature on my Ti4200 card, using a 17" and a 15" monitor. Most of the things I do still work fine. Half-life works like it should, on the 17" monitor, but OFP refuses to use the 17" monitor and will only work if I set it to the dualview device - the 15". Any help or suggestions BESIDES switching the plugs around would be an awesome help. thanks in advance, dismas
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If you are at the briefing and you do the trick to look at the backlog of what's been said and the host launches you will crash everytime. it would be nice if this bug was fixed. To replicate this bug: hit the key to talk (/ by default), then use CTRL+PAGEUP or CTRL+PAGEDOWN to look at the history of what's been said. get the host to launch at this point. craaaaaaaaaasshh I'm sorry if this bug has already been reported and I'm just a repeating 'tard.
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you can "add" new objectives to a mission by setting them up beforehand. have them set to "objective" objStatus "hidden" before mission start (in init.sqs is a good place) then when you want to activate them do "objective" objStatus "active" for markers, put an empty type marker down on the map like a regular marker. when you want the marker to appear change the marker type. "marker" setMarkerType "flag" there are several different marker types listed in the comref.
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Need some scripts for my mission
dismas replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
seems my answer may have been overly/unnecessarily complex. look at this post at OFPEC (if you can) OFPEC: MP Scoring -
great, works like a dream. Thanks a buncho.
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try using the format command. skiptime 5; titleText [format["%1", dayTime], "plain", 10] as a sidenote, if you do a fade and then try to put words over it, whichever is called last will negate the first. as in, black out, then put "Hello, World" over it will negate the black out. the way to get around this is to use cutText and titleText, use one for the fade, the other for words.
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use skipTime hours and I'm not sure if this is the right one but dayTime should return the game time.
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Need some scripts for my mission
dismas replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
I'm being especially generous today, probably because I'm bored way out of my mind. Â So here's a script that is completely untested that you can try. don't forget to make a game logic called "server" and name both players player1 and player2 ; dismas, oh yeah! ; Assuming that the score command increments: ; 1 for ai kill ; 2 for soft vehicle kill ; 3 for hard/armoured vehicle kill ; 5 for airplane kill ; and assuming that there are only 2 players. Â PERIOD. ? !(local server) : exit ; amount of money per point _moneyModifier = 100 player1money = 0 player2money = 0 player1score = 0 player2score = 0 _diff = 0 _ns = 0 #loop1 _ns = score player1 ? (player1score == _ns) : goto "next1" _diff = player1score - (_ns) ? _diff > 0 : player1money = player1money + (_moneyModifier * _diff) player1score = _ns publicVariable "player1money" #next1 _ns = score player2 ? (player2score == _ns) : goto "next2" _diff = player2score - (_ns) ? _diff > 0 : player2money = player2money + (_moneyModifier * _diff) player2score = _ns publicVariable "player2money" #next2 ~1 goto "loop1" exit edit: as usual, I made a small mistake (which was somewhat critical). Â script should work fairly nicely now. edit #2: I hate me for this. Â Small change to make it more reliable in MP. edit #3: and another critical mistake fixed. I'm on fire today. -
Need some scripts for my mission
dismas replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
I'm fairly certain that respawn does not work in single player at all. And try respawn_civ as your marker. (if the players are civilians) As for the money, you'd have to probably watch player scores using the score command. as in, have a script on the server only (gamelogic time, babay! that loops with a small delay and watch for changes in the score of players. score goes up = more money. I've never done this, and I'm talking out of my ass. So be forewarned. Bn880 is the man. -
I'll give this a shot, see how it turns out.
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I'm sure it is a very small thing, but custom resources which worked for 1.46 and prior are giving me the old brain ache with 1.75. Please someone enlighten me. class RscPicture { type=48; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="tahomaB24"; size=0; }; class RscTitles { class logo256 { type=48 idd=-1; movingEnable=0; duration=2; name="logo256"; controls[]={"pic1"}; class pic1:RscPicture { text="logo256.paa"; x=0.25; y=0.25; w=0.45; h=0.5; }; }; titles[]={logo256}; }; problem is that it doesn't show up using a trigger or cutRsc maybe I have the wrong value for "type"?
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yeah... pretty scary. edit: there are only a few things I'll want to find that a trigger list won't pick up, so I guess it has to be nearestObject.... unless someone has some good news for me
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I am working on something and I need to get a list of everything within a certain radius of a point on any spot of the map. using a trigger with anything present (or not present) and listing it only returns editor created objects... not dead bodies, or camcreate'ed stuff any help on this would be appreciated. dismas?