djukel
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What is the line 1629? I did not find the orginal config.cpp and my config.cpp is contains lots of additional lines. But i noticed if I put new eventhandlers it will overwrite ECP's original and some features won't work.
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Hi! Please help me! Can somebody tell me what line is the "ECP_resources select 42" in ECPdatabase.ldf.sqf file? I would like to delete dead soldiers to reduce lag therefore so I want to put a script to "Killed" eventhandler. Thanks
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Go OFPEC.COM and find this script "HeliCAS - A Helicopter Collision Avoidance System for AI pilots by Mr.Peanut"
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New universal dynamic grass script
djukel replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
When you repaired and saved mission.sqs file you should convert positions by ThruYerStErNuM's SQM2SQS program. Then copy new positions to "grass_pos_XXXXX.sqs" file. -
New universal dynamic grass script
djukel replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
Hi ! djukel if it is not to heavy i will try it :-) You can PM me or post the instructions here ... so if i understand it i will try to make other islands to ... will see ;-) To rebuild all grass positions for eastborder island would last 4-5 hours. To save you from this work here is my mission.sqs file containing appr. 800 flags (grass positions) for eastborder island (version 1.1). Load it and check which flag is too close (when distance is less than 200 meters) to rivers, or lakes and delete is or move it as you like. grass_pos_for_FDF -
New universal dynamic grass script
djukel replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
ThruYerStErNuM: Good to hear there some chance you make new grasses, then we could cover all islands. BTW do you really believe that exist a script "to detect what types of textures were on the ground"? I heard many rumors about them but never seen any working script. MCPXXL: I made "grass_pos_eastborder.sqs" for FDF 1.1 version. It seems there are some terrian differences between FDF1.1 and FDF1.3 because I can not remember those bridge and river. I am pretty sure this could cause this bug. Unfortunately I can not fix this problem because my gforce card died a couple of weeks ago and my old voodoo3 card can not run with FDF mod. You should fix it youself if you find this error disturbing. I give you all instructions you need. Script won't work propely if you fly (why need grass anyway?). Distance calculation between player and grass marks work fine if you stay on ground. -
New universal dynamic grass script
djukel replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
Dynamicgrass to FDF mod Grass object are destroyed, AI can look throught and fire them. If you want to disable this modiffy lines in build_grass.sqs from: _die = true to _die = false -
New universal dynamic grass script
djukel replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
Keycat! You can update my script freely without my approval if it will better than old. I have "grass_pos_XXXXX.sqs" for FDF Eastborder island too, if somebody need this PM a mail addres and I send it. -
New universal dynamic grass script
djukel replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
Yes, the script pick the first (or first 3) closest location, so If you place grass spots closer script will run longer and maybe grass spreading will look a little more smooth (I think). However grass density won't be increased. This depend on something else(see init.sqs). -
Hi! If you read this thread below I explain how to create "grass_pos_XXXXX.sqs" file to any island. Thanks to SQM2SQS code created by ThruYerStErNuM's. link: http://www.flashpoint1985.com/cgi-bin....c+grass
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ECP 1.075 is the biggest swindle from Duke Nukem Forever. Does anybody still believe that it wil be released?
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fitymaszukulet.
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Check the first post.
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In default settings grasses are destroyed therefore AI easily can look and shot through them. If you want to use grass as cover change lines in "build_grass.sqs" -> _die = true to _die = false Or you can use random settings if change lines in "build_grass.sqs" -> ?(_die): _v setdammage 1 to ?(random 1 > 0.5): _v setdammage 1 Tell me where did you stranded exactly?