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jawk2

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Everything posted by jawk2

  1. Well i m seraching the sensivity and the pitch of the joystick inside the CFG files of OPF *if u answer is outside OPF dont post*. Same for the pitch. Any idea to disable the Z-axis in OPF cfg ? And too since MPtest 1.60 i see some new options for planes in the very bottom of the commands menu, so what do it do ? Well anyone got some clue?
  2. *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).
  3. 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).
  4. jawk2

    Harrier takeoff

    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).
  5. jawk2

    Ofp servercommand kick high ping

    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'>
  6. 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*
  7. jawk2

    "disconnect" and "i m ready"

    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 ?
  8. jawk2

    "disconnect" and "i m ready"

    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*
  9. jawk2

    Invincible paratroops..

    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.
  10. jawk2

    1.90 bug list

    </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*
  11. jawk2

    Tutorial#5

    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"
  12. 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*
  13. 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'>
  14. jawk2

    Tow (in)accuracy?

    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
  15. 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*.
  16. jawk2

    Wind "blowing" in my ears

    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*
  17. jawk2

    Another idea,

    Your main problem for Dune addon would be that: in the books the king of the field is a soldier that is able to do handfight better *remember the problems with shield and laser*: Dune is for hand to hand fighter, and thought OPF and BIS wont adaptate hand to hand becse it ll require a full modif of the game engine i dont think it ll be done.... maybe OPF2 or OPF3 *dreaming*
  18. jawk2

    Interface lag

    i know it's a very old post but i may add some wood to the fire *sorry the modos but i just found something that even avon lady FAQ didnt recommended* Since i installed Window XP, i got two bug that annoyed OPF community: the delay in the mouse the two cursor at launching OPF My specs: XP Celeron 800 100 gig HD in 6 drive (2 physic) 512 sdram Hercules geforce II gts mobo MSI6309Tpro v5.00 (via chipset) Soundblaster128PCI *soon change* sidewinder FFback II joy driver loaded: VIA 4in1 v1442 nvidia v40.41 ANSWER: I set through rivatuner the setting for VIAchip, enabled the multitexturing & i disabled the vsync, and set the prerender. And setting the XP mouse shadow off with a classic mice model. Well the pre-render limit can be set at 0, even if the FAQ wont recommend it, i got a very stable OPFr *tested with map filled with everything i could find... putting my CPU to the limits *.I got a strange crosshair, very sharp than the previous i got --->no lag input, no double mouse
  19. Uploading to my personnal page *i didnt do anything with it so i wont care*.... Consider me as a mirror (as soon as u upgrade mail me or PM me i ll try UL it): file can be found there: http://perso.wanadoo.fr/jawk/Battlesounds1.0.zip
  20. jawk2

    Ms windows security flaw

    humm does it or does it not *checking the sky* Wondering... dunno !
  21. *TESTED* APPROVED... Worked very fine for me, in SP and MP: i only see one bug: When u use the ironsight of the G36 u can have sometime a bug that made your screen covering with reduced ironsight icons
  22. jawk2

    Chopper cannons

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jamesia @ Aug. 28 2002,22:33)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jawk @ Aug. 28 2002,21:31)</td></tr><tr><td id="QUOTE">same i trained alot for piloting chopper (nearly 2-3h each day during 4 month and i still continue)<span id='postcolor'> thats sad.<span id='postcolor'> **sorry i edited****
  23. jawk2

    Chopper cannons

    same i trained alot for piloting chopper (nearly 2-3h each day during 4 month and i still continue)... i find some thing: First the majority of OPF gamer dunno the power of the cannon. Second the mouse is only useful for aiming with the chaingun of the V80 (this chopper got too much instability to have a line of fire straight enough to correct) *note: never use a joystick for a plane... or a paper plane *. Third in VS chopper the player only follow the other chopper instead of trying to have enough speed... they stand too much still (and it's fatal). Fourth i see mostly ppl that launch their FFAR in straight line... stupid a line of scatter fire is better against trooper. Fifth i only see ppl that are able to land quick... but they even dunno the basis for a barrel-roll evade manoeuvre, nor a (hmm dunno really if translation is correct for "attaque en décrochage" in french) discard-attack manoeuvre. Sixth i never see a chopper pilot ingame that ll use the ground/hill/forest/house as a cover.... personnally i did this thing when i know i ll encounter a chopper: i run at the lowest i can to have the most i can speed, and the better cover i could have. At 100 meter of my target i lift up in a right or left path giving all the power to cyclic (ie in OPF turn left right and rotate Yaxis at the reverse): i will go up very quick and be at a high altitude in few second.... AND BEHIND HIM *now it's time to look at your hairbrush, drink a coca... maybe fire a FFAR or two * Seventh The speediest is the better: when i m chased by a chopper behind me i ll go for  the ground: i ll gain more than him speed and then he can lost me (he ll find me in a two or tree barrel-roll and a couple of FFAR or a pretty  line of 30mm ) *tips to do a barrel roll it's easy just do like i do for engaging but instead u must give power to the cyclic (ie for OPF: just use the Zaxis left or right, u must turn up  and gain altitude while doing turn)*. *notice i found a hard maneuvre that u can do for turning speedier the Russian chopper...... pssst just do a full circle with your joystick (right/up/left/down/right: but u gain turn speed at the expense of stability in the out)... dont try it with OH58 or apache or V80... u ll reverse lol * i was searching doing some stunt with the chopper and found out this thing*) Eighth i rarely see chopper pilot that fire a "test fire".... just fire a little burst of one or two chaingun... u can know where u aim, just before firing all (a good pilot never run out of ammo) Ninth i very rarely see pilot that put their chaingun for use... enter the chopper as gunner... put the gun where u want he stay... get out and re-enter as pilot (remember the higher the aim is the speedier and the less acurate fire u will have.... the lower the aim point is, the low speed u ll have...the easy target u ll be).  Tenth *just forgot* BIND YOUR ALTITUDE KEY TO THE JOY *i personnally have scotched my rudder to dont be bother by it* That's all dismiss *and it's 10€ for the lesson ppl *
  24. jawk2

    Accuracy

    u can use some gun (and especially machinegun) to fire just at the beginning of a run (do some hop/stop and your accuracy will not be that bad) *expect an accuracy of 50meter max* that s all a tech to master it *and i m still bad at it* personnally i use the xm103 for that The only weapons in OPF as soldier that u can use efficiently when u are running are: the Grenade launcher the mounted-grenade launcher the mortar the hand grenade And YES OPF is not CS nor quake *i leave them alone* And NO IRL it's not possible to aim correctly while moving *or at best at a very very very very very short pace... famas + mortar+sniper speaking*
  25. jawk2

    Most annoying (funny) things to happen.

    33 one of your 6 cat just jump on your knee (or keyboard depends) when u are playing and start to plant his claw into it *you are lucky if he dont aim the bollocks*... it arrive me frequently but i like my cats alot 34 shooting down a chopper with a AA to find out that the damn chopper will crash on you :/
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