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djukel

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Everything posted by djukel

  1. Hi! I made a new grass script which not generate grasses in towns, on roads or over water. Furthemore the script not use triggers to avoid this problem. The test version was made on FDF_eastborder map, so you need FDF mode to see it.:( required addon: ftp://www.gamezone.cz/ofpd/unofaddons2/uwar_grass.zip Test mission
  2. Hi! Can somebody has a link to this tutorial? I want to learn to make dialoges but no other usefull help. I think...
  3. djukel

    ECP 1.085 Released!

    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.
  4. djukel

    ECP 1.085 Released!

    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
  5. djukel

    Helos collide...

    Go OFPEC.COM and find this script "HeliCAS - A Helicopter Collision Avoidance System for AI pilots by Mr.Peanut"
  6. 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.
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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).
  12. djukel

    Grass Mod?

    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
  13. ECP 1.075 is the biggest swindle from Duke Nukem Forever. Does anybody still believe that it wil be released?
  14. djukel

    What Music Do You Want To See In Missions

    fitymaszukulet.
  15. djukel

    Instant Battle MOD

    Check the first post.
  16. djukel

    Instant Battle MOD

    Here is the Beta version of my little mod. Short description: There are 2 (West,East) prebuilt bases. Distance between bases 1000-1500 m. Every side have 4 groups. 3 Fighting group, 1 guarding group. Object: Destroy enemy base or force enemy units to surrender. Buildings ========= - Barrack: spot of unit reinforcement - Factory: spot of vehicle reinforcement - Repairbay: spot of vehicle repairing - Shed: place of resources - Guard towers with machinegun - Supply depot (far from the base): to supply Resources AI features =========== - attack, cover, retreat moving according to battle situation - group leaders sharing infos together about knowing enemy units - groups allocate man to each other until no reinforcement available - damaged vehicles automatically using working Repairbay - units search for abandoned vehicles if it can be repaired or used - light armored vehicles try to avoid tanks Randomized events ================= - Reinforcement - CAS support - Mortar fire - Minefield deployment (mines explode under enemy vehicles only) Resources ========= - Fuel reserve (one barrel represents 1000 fuel) - Ammo reserve (one ammobox represents 1000 ammo) - Building material (one fencewood represents 1000 material) Every new vehicle requires fuel and ammo. Dammaged building needs Building material to repair. If one of the Resources decreases below 25%, can be go to nearest supply depot to supply it. This mission can be done by AI or yourself. Every buildings can be attacked by enemy. Damaged building automatically repairing if there is enough Building material. Destroyed building can not be repaired, and not working anymore. For example if Factory is destroyed you won't get vehicle reinforcement. Reinforcement available every 4-5 minutes. Until enemy units standing nearby the base (150 m) reinforcement not available. Group can get reinforcement if consist of 1 man at least. Outnumbered group can not be reinforced. Reinforcement automatically repairs weapons (like M2 machineguns or Mortars) on the base. If you have no ammo or fuel reserves, new vehicles come without it until supply convoy will arrives. This mod contains updated version of GMR effects. Required Files ========== IBM_v1.01 Template mission to IBM_v1.01 Island(FDF_eastborder) to IBM_v1.01 Required Addons ============ - MapFact Baracken 1.1 ftp://www.gamezone.cz:8021/ofpd/unofaddons2/Baracken1_1.zip - MapFact Military Object pack 1.0 http://www.edgefiles.com/files/16614.html MAP_MilObj-Pack_V1_0.rar - Marfy's MT-LB pack ftp://www.gamezone.cz:8021/ofpd/unofaddons2/MT-LB_Update_Installer2.exe - DynamicRange Soundpack (wss version from ECP) http://www.ofpec.com/editors/ecfg/current/DynamicRange.zip - Bas - Russian OPFOR v1.3 ftp://www.gamezone.cz:8021/ofpd/unofaddons2/BAS_RusOPFOR_v1_3.rar - Vit F15 http://ofp.gamezone.cz/_hosted/vit/download/Vit_Usa_F15_151.exe - TomiD SU39 http://www.flashpoint.pl/om/public_download/hosted/su39.rar
  17. djukel

    Instant Battle MOD

    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?
  18. I have finished the new version. This script enables to put grasses on two side of the roads ( or any obstacles) in the same time. There are two decoded islands - Nogova and Everon - to test it. Dynamic grass required addon: uwar_grass ftp://www.gamezone.cz/ofpd/unofaddons2/uwar_grass.zip
  19. djukel

    Instant Battle MOD

    Dynamic grass for IBM Dynamicgrass_plugin required addon: uwar_grass ftp://www.gamezone.cz/ofpd/unofaddons2/uwar_grass.zip
  20. Finally succeed to install JAVA. Your mission decoding program seems to work well. I tested it in 2 islands no errors found. Now I am working on another "grass spread" algorithm which will make better result I hope. Only uwar_grass addon need to run this. If you do not find/make better you can use it of course.
  21. Hi! I can not start your program. I downloaded JRE1.1 Java software and installed for win98. When I execute command line - sqm2sqs.exe missiom.sqm - I got error message: No JVM could be found on your system. Please define exe4J_JAVA_HOME to point an installed JDK or JRE. Help me what else sofware need or what to do?
  22. Whooo! Thank you very much. You saved us from lots of boring work hours. I hope it is work I haven't tested jut because have to d/l JAVA application to run your program.
  23. All grass object are destroyed, therefore Ai can look through and can shot through them. I tested but you could test too.
  24. If anybody interested to help me to convert all (default or addon) maps to one script I tell you what should have to do. For example Novoga is ready to convertion. See Nogova testmission. this is the first spot position in mission.sqm (NOGOVA VERSION) file -------------------------------------------------------------------- class Item0 { position[]={8467.720703,59.887508,4405.636230}; id=1; side="EMPTY"; vehicle="Flagcarrier"; leader=1; skill=0.600000; text="grass1"; }; here is the result how to convert position to an array in a script file ---------------------------------------------------------------------- ;#1 -> here mark the number of position for debug and edit, number comes from "text="grass1"" _pos = [8467,4405,59] -> this is the rounded numbers of x,y,z coordinates GMR_AllGrassTargets = GMR_AllGrassTargets + [_pos] -> here put position to an array The work is to go through all 800 position and write is to a file that way. I would be happy if somebody could help me in this.
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