friendlyfire
Member-
Content Count
15 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout friendlyfire
-
Rank
Private First Class
core_pfieldgroups_3
-
Interests
ofp :-), nwn, engineering, travel, climbing
-
Good to see this great mod updated, but is the whacked out M21 scope fixed in this release?
-
I think you'll find the leaving the machine on thing is fairly historic, when machine components were relatively more expensive to electricity it was more economical to leave the machine on as stop/start loading (mechanical and electrical) is more damaging - have you ever noticed how most hardware fails occur at boot-up (apart from cooling related ones). All of the old workstation suppliers would always tell their clients this. Now I guess no one cares, parts are cheap Although I always leave my work machines on....
-
A long while ago, this problem used to occur when you had too many groups, try grouping a few individual units together and see if your problem goes away....
-
Project mcar public beta release
friendlyfire replied to PsyWarrior's topic in ADDONS & MODS: COMPLETE
Just a couple of quick questions.... Would it be possible to have the created munition determined by a menu selection, i.e. to represent multiple weapon systems on the same vehicle? Could this be made to also drop mines from the back of the vehicle, preferably with some arm time delay :-) I'm just thinking of a CarWars spin off...... -
What's the weapon name?
friendlyfire replied to lpdotcom's topic in OFP : MISSION EDITING & SCRIPTING
You might want to read this for a medipack work around, also check out the stretchers from the FDF mod (see the complete mod forum) -
My little list of favored stuff for ofp2
friendlyfire replied to Nemesis6's topic in ARMA 2 & OA - SUGGESTIONS
Regarding the 'ragdoll', also known as rigid body kinematics - this technique (somewhat more sophisticated) is the basis for a lot of vehicle safety work, try www.madymo.com (yes, sorry, this is a shameless plug). It might get awfully expensive if you are generous with the satchel charges in town . ed. just checked out your link properly - v.impressive. -
OK, but I would suggest that learning a bit of SQL was fairly mild compared to some of the ofp scripting I've seen here! How's this for another plus... User Missions could query a central db of addons (php site) and update their local addon database with the required info so that you don't go through the fiasco of trying to make sure all players know what to get from where, and how to install it. And rather than load all of the addons at startup they are included from your local addon database when you select the mission. Admittedly all of the above could be done internally without implementing SQL scripting, but by using an external std db it gives you far more options further down the line.
-
How about allowing the script to make external SQL calls. This would generate a lot of possibilities.... 1) modify a running game. 2) easy to store data from one game to influence the next. 3) simultaneous conflicts that have repercussions for each other. 4) would make a persistent battlefield feasable. 5) db could run on another machine reducing server load. 6) you would effectively have the entire status of the island whenever you wanted it - even for the rest of the campaign. 7) easy to write tools to maintain islands/battlefields 8) automated external tools Limitless possibilities...
-
I know some people put a lot of hard work in to their intros (I particularly like the one biking across the island to 'born to be wild'), but by the time I've sat through it the 60th time I'm starting to gnaw the edge of the table (especially when we are trying to do a COOP and someone keeps getting killed at the start). Can we have a switch at the mission selection screen to cut out the intro? I'm sorry if this has already been posted, I couldn't see it.
-
crash landing survivability is a nice idea, perhaps a more realistic way to access it would be on accelerations and the durations of those acclerations. This would allow high speed skimming through bushes/small trees, but still give a fatal for a 60 kph vertical into ground.
-
Firstly, please don't misunderstand this mail - OFP is fab (by me anyway). I've had the following problems and would just like to mention them incase there is an existing fix or whether they could be patched: 1) Night Combat: I've found that the AI targetting does not appear to consider ambient light. E.g. if I go into the middle of nowhere at 1am and place a std soldier and give myself a blackops guy, as soon as I get even vaguely near (eg 50m) the other guy, he opens fire with very good accuracy - even though without my NV gear I can only see black screen - and then muzzle flash :-( 2) smoke grenades thrown in buildings: smoke goes through walls, grenades go through floor. 3) positioning/movement in buildings: I'm finding the waypoint #position in house method to be almost random in where my ai end up in biuldings - they seem unaware of their Z pos (vertical). I appreciate the setpos option, but I was looking for realistic room clearances. 4) Close Quarter Cbt: combat within buildings for the ai appears a real struggle - even on max skill they are very slow to orientate on a target and positively refuse to look/fire up stair cases. I hope these issues can/will be addressed. Or maybe its been done already and I missed the answers - honestly I have tried a few forum searches!
-
How do you make it so dead take over ai team mates
friendlyfire replied to eyes's topic in OFP : MISSION EDITING & SCRIPTING
To respawn within your group you need to create a text file in the same area as your .sqs called description.ext and add the line: respawn="group"; I don't know about the sqs for the official missions, but I believe there are some tools around that will strip it from pbo's. -
I would like to be able to script a pair of snipers to fire on any hostile units on a road approx. 400m away. (their skill setting is max). The problem is, I can't get them to fire without them being fired on first. (I've tried obvious combinations of dotarget, dofire etc.) I tried acting as their group leader and standing with them, I put a soldier on the road and could see him clearly, but I could not designate him as a target - too far away? I've experimented with standing on the road annoying them with an AK47 and their return fire is very effective. If I get close to them then they initiate fire. I've tried their behaviour as STEALTH and COMBAT and have them on combatmode RED. Ideas? Thanks.
-
Placing satchel charges before start of game
friendlyfire replied to Csm's topic in OFP : MISSION EDITING & SCRIPTING
If you had time before the players arrive, you could get an AI to place a charge for them and then setpos the AI out of the way (other end of the map, say). All you need then is a trigger with a radio signal to get the AI to touch off the charge. Is that close enough? -
I have a squad parachuting out of a limited chopper at 140m. The majority of the time the first guy out falls to the ground (fatally) and his parachute floats down behind him (sometimes leaving a black smoke trail) - it looks from the ground that he becomes disconnected from the parachute when he gets out of the chopper. The rest of the squad float down fine. The eject script is simple: _aunits = units paras _i = 0 _j = count _aunits #Here (_aunits select _i) action ["EJECT",heli] unassignvehicle (_aunits select _i) _i=_i+1 ~1.5 ?_j>_i:goto "Here" Does anyone know what's going on? Thanks.