jawk2
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*this thread deserve a kick* In my opinion (which dont worth big since my only exp was in mil duty 10 yrsq ago), during night shooting excercise WE NEVER WAS BLINDED BY OUR FIRE...never. Even with Cal .50 MG on turret WE NEVER WAS. Nothing to say that the flash was so quick you can only see it briefly during daytime if you really checked. I wonder like other why we have SUCH UNREALISTIC thing in arma2 ? And still since arma (nothing to complain for ofp it was good).
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1 ) a little trick to drive faster in vehicule: bind "order advance fast forward" to one key. bind "order advance slow forward" to another key. When you are out the road hit the both key and you drive a little faster, not much, but this will not change the kind of vehicule (car will not race a Humvee, and will slow down alot out the road) 2) trick for track ir user: get to ironsight, move the sight left/right and check view, you have a little more zoomed view without having to use goggle (even with M16).
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good link, thank you...well this was the first time i tried vtol (just bought arma several day ago). ^^ That's just i forgot arma included it (since in opf no harrier were available).
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easy on it: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">-------------------------------------------------------------------------------- object MakeaCoffeeForMe Operand types: object: a clueless forum-searcher Compatibility: Version 1.85c- required. Type of returned value: Specific Array A good taste black liquid Description: Ask your OPR to do a coffee for you, and the first grunt to serve u right quick Example: "RalphWiggum MakeaCoffeeForMe" -------------------------------------------------------------------------------- <span id='postcolor'>
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u forgot somtehing... When u are in an intense firefight and klicking alot your mouse, then the admin did a "wild reassign " without a warning: Did u know which button is by default in OPF ? I personnally think that OPF like all the modern FPS game should ask u to confirm if u want to quit a server while playing *instead of confirming two time u want to play (in lobby & in briefing)? The option actually in OPF are like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">1 "U want to play ?" if yes go to 3 2 Exit and say "see you soon" ~3600 // wait 30 minute 3 " u really think u want to play this game " if yes got to 5 4 Exit and say "i hope to never see you again" ~3600 // wait 30 minute 5 "make your mind pal, are u really fond of this game to pass the next 30 min playing it ?" if yes go to 7 6 exit and "go to hell and format your hard drive" ~3600 // wait 30 minute 7 "did u have nothing to do today? Well ask if your mom/wife/child aggree to let you play" if yes go to 9 8 exit and say "ask them to play in yur place, slave" ~3600 // wait 30 minute 9 " write down yes/wrong in both side of a currency piece and give me the result" if yes go to 11 10 exit and say "with the luck u got i should check all my insurance contract if i were u" ~36000 // wait 300 minute 11 start game <span id='postcolor'> ----> reality or lie for you ?
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Well i guess u all know this pb: When there's a debriefing in MP mission the windows show the "i m ready" to the left and "disconnect" to the right... But in the lobby windows the "Im ready" is in the right and héhéhéhé "disconnect" is in the left AT THE SAME PLACE where u would hit mouse in debriefing ===> this is a verryyyyyy long annoyance, and when i think of it i dunno why i didnt complain *nether do you fine reader*. The only thing to correct this is just to invert maybe *calculate* 3 chars in the config.bin into data.pbo and data3D.pbo ? Well i just hope BIS will heard my righteous complain *motivate by heavens if u like, nope i m only a greedy player that dislike beeing disconnected if the admin locked the server*, and correct this in the next patch. *for OPs that lazzily answer as if u can correct it.... yes u can do it manually.... but the server will recognize u as using not the same file= direct kick for some*
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Well i guess u all know this pb: When there's a debriefing in MP mission the windows show the "i m ready" to the left and "disconnect" to the right... But in the lobby windows the "Im ready" is in the right and héhéhéhé "disconnect" is in the left AT THE SAME PLACE where u would hit mouse in debriefing ===> this is a verryyyyyy long annoyance, and when i think of it i dunno why i didnt complain *nether do you fine reader*. The only thing to correct this is just to invert maybe *calculate* 3 chars in the config.bin into data.pbo and data3D.pbo ? Well i just hope BIS will heard my righteous complain *motivate by heavens if u like, nope i m only a greedy player that dislike beeing disconnected if the admin locked the server*, and correct this in the next patch. *for OPs that lazzily answer as if u can correct it.... yes u can do it manually.... but the server will recognize u as using not the same file= direct kick for some*
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for the parachute.... did u ever heard of Geneva convention about act of war ? In fact irl it's forbidden to shoot at a pilot that ejected his plane. And if u do that IRL u can be court martialed . For the paratrooper, the case is different because it's not a search of safety, the paratrooper is not seeking it.Instead the convention mention it, the soldier can be assimilated as beeing carried by transport.So fire at will *but ingame it ll be very hard to implement it i think.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Paaris @ Nov. 22 2002,15:41)</td></tr><tr><td id="QUOTE">Is this a bug? I can't see nowhere to add an empty car on an empy plane? Have BIS removed it? Or am I just blind? Â <span id='postcolor'> guess u forgot to place first a player.... the editor wont permit you to place empty thing before u place first a player. Just a security to not do a ALL AI mission like i did before *trust me it was surprising the preview lol... start=>end lol*
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before u search the whole Johanns tutorial i give u a more precise answer *point out a finger on ralph lol* with [] exec "trucbidule.sqs  within the script u should find something like this: variable = _this select 0 like: _everything = _this select 0 -----> the _this select 0 is replace by the very first thing u put into the []... it can be variable (numeric)... array like "Hello"... even a script  like [100,"exec whatever.sqs"] exec "nexttonothing.sqs" example i wrote a script to kill camper called anticampeur.sqs that use that thing *like 90% script here*: create a trigger that will be the alive detector: -the radius effect of the trigger doesnt matter even out of range it does activate -repeating -write in condition:  alive US1 -write in on activation:  [uS1,0] exec "anticamper.sqs" create a unit called in name field: US1 put this script with the name "anticamper.sqs" // a pointer called update to do a loop #update // variable name of player _joueur = _this select 0 // variable position player at time A A=0 _tempA = getpos( _joueur ) // wait 60 seconds ~60 // position player at time B B=Aplus 60 _tempB = getpos ( _joueur ) // player died during the process script restart ?!Alive _joueur : exit // compare the two position less or not than 1 ? (((_tempA select 0)- (_tempB select 0)) + ((_tempA select 1) - (_tempB select 1)) + (( _tempA select 2) - ( _tempB select 2))) <=1 : goto "tue" // the loop goto "update" // part called when position at time A= position at time B #tue // name of the camper showed to everyone titletext [format ["%1 will be executed for excessiv camping",name _joueur],"Plain"] ~1 // killing the camper _joueur setdammage 1 exit ***script without the explanation*** anticamper.sqs </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #update _joueur = _this select 0 _tempA = getpos( _joueur ) ~60 _tempB = getpos ( _joueur ) ?!Alive _joueur : exit ? (((_tempA select 0)- (_tempB select 0)) + ((_tempA select 1) - (_tempB select 1)) + (( _tempA select 2) - ( _tempB select 2))) <=1 : goto "tue" goto "update" #tue titletext [format ["%1 will be executed for excessiv camping",name _joueur],"Plain"] ~1 _joueur setdammage 1 exit <span id='postcolor'> ----> u can use the thing select X to point out into an array and take only the information u need *i used it to take the coordinate separately and write a logical addition* the _joueur will be the name of the thing u put into the [_joueur,X,Y,Z] exec "whatever.sqs" translate []exec "*.sqs" as  [select 0, select 1, select 2 ect...] exec "*.sqs"
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maybe a script with this command within can do the job: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit countEnemy array Operand types:   unit: Object   array: Array Type of returned value:   Number Description:   Count how many units from the array are considered enemy by unit. Example:   player countEnemy list triggerOne <span id='postcolor'> Or maybe a script with the command *too lazy to write the variables* : ;u use a radius thingy with list command and use the getpos to know if u are in range to fire ? (getposition (AI-ennemy)) <= radiustofire: "goto gnagnagnia" loop thingy ; the AI fire/or target depends u choose dofire or dotarget the man within range #gnagniagna AI dofire (ennemy in this list) Well i give you the general idea... waking up i m not in the mood to write the whole script notice a thing the firing range of AI depends the weapon they got... and the general awareness they got *depends directly their skill*
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Name of all the action by x action [str, varx..]?
jawk2 posted a topic in OFP : MISSION EDITING & SCRIPTING
Well i m doing this *i hope u will figure out what i m doing hehe*, but now i m a bit broke about all the action i m able to do with the command "Action" *notice the official comref is very silent about that... actually i m unpbo my flashpoint hoping the array arent hardcoded*: **a clue the begin of the script will be an: #Update ;detect the presence of an laserdesignatorman ?(Player HasWeapon "LaserDesignator"):goto "Sequencea" ~10 Goto "Update" player addAction ["call airstrike", "savapéter.sqs"] exit ***** </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ********************************* second is a script that create the whole thing tgt = _this select 0 _tmp = getpos(_tgt) _x=0 _y=0 _z=0 ; create an empty A10LGB whatever u want air_unit = "A10LGB" createVehicle ([(_temp select 0) + _x, (_temp select 1) + _y, (_temp select 2) + _z]) ~0.1 ;create a westpilot whatever u want & group it with you and get it into the A10LGB "SoldierWPilot" createunit [[1000,1000,1000], group player, "this moveInDriver air_unit "] air_unit action [ "< i m stuck there >"] ;detect if the bomber still got some ammo, if not end airstrike #update ? (air_unit ammo "LaserGuidedBombLauncher" == 0): goto "Finmissionbombardement" ~10 goto #update #Finmissionbombardement air_unit sideChat "Ammo depleted end of mission, skull leader out" exit <span id='postcolor'> Well i m trying to do the easyest airstrike script for MP..... easy *yes i checked the SP mission A10LGB only need an activ target and a behaviour set to but i m actually only stuck by the action.... only that is missing and the only thing i got is that: ***extract from Axleonline unofficial ref... yes we remember man*** </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Appendix F : Action Type List Here are list of the actions that you can have a unit perform using the action command. STR_NO_ACTION No action available STR_ACTION_GETIN_COMMANDER Get in %s as commander STR_ACTION_GETIN_DRIVER Get in %s as driver STR_ACTION_GETIN_PILOT Get in %s as pilot STR_ACTION_GETIN_GUNNER Get in %s as gunner STR_ACTION_GETIN_CARGO Get in %s ride in back STR_ACTION_HEAL Heal at %s STR_ACTION_REPAIR Repair at %s STR_ACTION_REFUEL Refuel at %s STR_ACTION_REARM Rearm at %s STR_ACTION_GETOUT Get out STR_ACTION_LIGHTON Light on STR_ACTION_LIGHTOFF Light off STR_ACTION_ENGINEON Engine on STR_ACTION_ENGINEOFF Engine off STR_ACTION_WEAPON Weapon %s STR_ACTION_MAGAZINE Reload %s STR_ACTION_TAKEWEAPON Take %s STR_ACTION_DROPTAKEWEAPON Take %s (drop %s) STR_ACTION_TAKEMAGAZINE Take %s STR_ACTION_DROPTAKEMAGAZINE Take %s (drop %s) STR_ACTION_TAKEFLAG Take Flag STR_ACTION_RETURNFLAG Return Flag STR_ACTION_TURNIN Turn in STR_ACTION_TURNOUT Turn out STR_ACTION_WEAPONINHAND %s in hand STR_ACTION_WEAPONONBACK %s on back STR_ACTION_SITDOWN Sit down STR_ACTION_EJECT Eject STR_ACTION_LAND Landing autopilot STR_ACTION_CANCEL_LAND Landing autopilot off STR_ACTION_TO_DRIVER To driver's seat STR_ACTION_TO_PILOT To pilot's seat STR_ACTION_TO_GUNNER To gunner's seat STR_ACTION_TO_COMMANDER To commander's seat STR_ACTION_TO_CARGO To back seat STR_ACTION_HIDE_BODY Hide body STR_ACTION_TOUCH_OFF Touch Off %d bomb(s) STR_ACTION_START_TIMER Set timer on (%.0f seconds) STR_ACTION_SET_TIMER Set timer +%.0f sec. (%.0f remaining) STR_ACTION_DEACTIVATE Deactivate bomb STR_ACTION_TAKEOFF_GOGGLES Take off NV goggles STR_ACTION_TAKEON_GOGGLES Take on NV goggles STR_ACTION_MANUAL_FIRE Manual fire STR_ACTION_MANUAL_FIRE_CANCEL Cancel manual fire http://www.concept-5.com/ofp/tutorials/CMREFv103.htm (90 of 99) [09/09/2001 09:50:59] STR_ACTION_HOVER Auto-hover STR_ACTION_HOVER_CANCEL Cancel Auto-hover STR_ACTION_STROKEFIST Strike with fist STR_ACTION_STROKEGUN Strike with gun Unofficial Operation Flashpoint Command Reference Manual <span id='postcolor'> -
one thing that me and some of my clanmate have seen is the fact that with resistanct we cant no more lock-on the player-handed missile: the Carl gustav the Strela *thought as chopper pilot i can easily lock my TOW* ---> A clue for you: if u watch the config.bin of Res, and OPF... ALL THE MISSILE HAVE A RATIO TO HIT / RANGE: by example the Maverick has 90% (maximum available) at 800meter.... so if u launch it too close or too away u will have a very poor ratio to hit & then miss
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strange that noone dare here to speak from the most CTF played around OPF server *thought i m not a fan of this map thinking it's just a hellish butchery*: CTF Stpierre *with or without fog* I m just a fan of night mission, i feel that the way OPF used the zooming gun (like G36 and all sniper is bad made.... too much precise even at long range). So in all night mission got the advantage u can really sneak *well there's friendly fire but that s the life guys*.
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the same thing occur when u are in a jet *i tried with an A10*.... I u go outside the map the wind begin to slowly increase, to a very loud and annoying sound. Well i dont think it's due to breathe no ? Â For crackling sound... i just disabled my EAX and Hardware acceleration AND TOO MY MUSIC INGAME.... yes BIS heard that.... the soundtrack u use is maybe the worst audio codec i ever know *8 years i m doing personnally audio recording i think i know from what i speak*