mumbled_frog
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Short film request (aka long cutscene)
mumbled_frog posted a topic in OFP : MISSION EDITING & SCRIPTING
I would like a short film to be made, I am trying to do it myself but I'm not too good at making cutscenes/scripting. Simply its: * set in WWII * Revolves around four friends who join the RFC * Its a progressive short film that shows how the lives of these friends change when they go to war - its actually a dream I had * There is some music I would like in it, but I don't have them to hand and they aren't essential to have in the film. If anyone wouldn't mind giving this a whirl just let me know and I'll give you more info, failing that any tips or tutorials you know of could be of use as well thanks. -
BAH! yea that works cheers mate Now i get another addon missing error....ill find and 'eliminate' that from my folder temporaily. Thought I had it cracked for a min!
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I don't know if this is the right forum, if not I am sorry guys But i finished the final mission in resistance (i know its the final because I read a list of all the mission titles) and I get an error message saying that there is a missing addon '88' and so I can't load the final cutscene. I have an addon in the addons folder called '88' so I don't know whats going on - don't have a problem with any other campaign or mission etc. So close! Any ideas guys?
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Tried those ideas RED....still no joy at the moment! Goddamn description file!
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities { class don { name = "John Manilla"; face = "sebvface5"; glasses = "none"; speaker = "Marc"; pitch =1; }; }; class Awards { }; class Penalties { }; class MissionDefault { lives = -1; lost =; end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; }; class Campaign { name = "Invasion Dr. No"; firstBattle = thecampaign; class thecampaign { name = "Whole Campaign"; cutscene =; firstMission = Invasion; end1 =; end2 =; end3 =; end4 =; end5 =; end6 =; lost =; class Invasion: MissionDefault { end1 = Counter; lost = Invasion; template = Invasion.drno_isl; }; class Counter: MissionDefault { end1 = Clearance; lost = Counter; template = Counter.drno_isl; }; class Clearance: MissionDefault { end1 = Janga; lost = Clearance; template = Clearance.drno_isl; }; class Janga: MissionDefault { end1 = Securance; lost = Janga; template = Janga.drno_isl; }; class Securance: MissionDefault { end1 = Victory; lost = Securance; template = Securance.drno_isl; }; class Victory: MissionDefault { end1 = Mortuary; lost = Victory; template = Victory.drno_isl; }; class Mortuary: MissionDefault { end1 = Sorrow; template = Mortuary.drno_isl; }; class Sorrow: MissionDefault { end1 = ForwardPosition; lost = Sorrow; template = Sorrow.drno_isl; }; class ForwardPosition: MissionDefault { end1 = CombatPatrol; lost = ForwardPosition; template = ForwardPosition.drno_isl; }; class CombatPatrol: MissionDefault { end1 = Castle'sLaura; lost = CombatPatrol; template = CombatPatrol.drno_isl; }; class Castle'sLaura: MissionDefault { end1 = Spit; lost = Castle'sLaura; template = Castle'sLaura.drno_isl; }; class Spit: MissionDefault { end1 = TheCoast; lost = Spit; template = Spit.drno_isl; }; class TheCoast: MissionDefault { end1 = TheLine; lost = TheCoast; template = TheCoast.drno_isl; }; class TheLine: MissionDefault { end1 = Village; lost = TheLine; template = TheLine.drno_isl; }; class Village: MissionDefault { end1 = Advance; lost = Village; template = Village.drno_isl; }; class Advance: MissionDefault { end1 = NewWeapon; lost = Advance; template = Advance.drno_isl; }; class NewWeapon: MissionDefault { end1 = ATownTooFar; lost = NewWeapon; template = NewWeapon.drno_isl; }; class ATownTooFar: MissionDefault { end1 = PortAndress; lost = ATownTooFar; template = ATownTooFar.drno_isl; }; class PortAndress: MissionDefault { end1 = RapidActions; lost = PortAndress; template = PortAndress.drno_isl; }; class RapidActions: MissionDefault { end1 = Fate; lost = RapidActions; template = RapidActions.drno_isl; }; class Fate: MissionDefault { end1 = DecisiveBattle; end2 = Solitude; lost = Fate; template = Fate.drno_isl; }; class DecisiveBattle: MissionDefault { end1 = ForwardObserver; lost = DecisiveBattle; template = DecisiveBattle.drno_isl; }; class Solitude: MissionDefault { end1 = Escape; lost = Solitude; template = Solitude.drno_isl; }; class ForwardObserver: MissionDefault { end1 = BroccoliAirport; lost = ForwardObserver; template = ForwardObserver.drno_isl; }; class Escape: MissionDefault { end1 = Home; lost = Escape; template = Escape.drno_isl; }; class Home: MissionDefault { lost = Home; template = Home.drno_isl; }; class BroccoliAirport: MissionDefault { end1 = ThelastStand; lost = BroccoliAirport; template = BroccoliAirport.drno_isl; }; class Thelaststand: MissionDefault { end1 = Home; lost = Thelaststand; template = Thelaststand.drno_isl; }; }; }: class CfgRadio { sounds[]={}; }; class CfgMusic { tracks[]={}; }; class CfgSounds { sounds[]={}; }; Same problem, this is the current description.ext Same error message. There must be another '{' missing somewhere
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">You forgot a semi-colon at the end of tracks in cfgMusic... should be: Code Sample  class CfgMusic {  tracks[]={}; }; So it should be.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic {  tracks[]={}; }; }; class CfgSounds...etc or... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic {  tracks[]={}; }; class CfgSounds...etc
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Tried that idea now..... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities {   class don   { name = "John Manilla"; face = "sebvface5"; glasses = "none"; speaker = "Marc"; pitch =1;   }; }; class Awards { }; class Penalties { }; class MissionDefault {   lives = -1;   lost =;   end1 =;   end2 =;   end3 =;   end4 =;   end5 =;   end6 =; }; class Campaign {   name = "Invasion Dr. No";   firstBattle = thecampaign;   class thecampaign   {     name = "Whole Campaign";     cutscene =;     firstMission = Invasion;     end1 =;     end2 =;     end3 =;     end4 =;     end5 =;     end6 =;     lost =;         class Invasion: MissionDefault { end1 = Counter; lost = Invasion; template = Invasion.drno_isl; }; class Counter: MissionDefault { end1 = Clearance; lost = Counter; template = Counter.drno_isl; }; class Clearance: MissionDefault { end1 = Janga; lost = Clearance; template = Clearance.drno_isl;         }; class Janga: MissionDefault { end1 = Securance; lost = Janga; template = Janga.drno_isl;         }; class Securance: MissionDefault { end1 = Victory; lost = Securance; template = Securance.drno_isl;         }; class Victory: MissionDefault { end1 = Mortuary; lost = Victory; template = Victory.drno_isl;         }; class Mortuary: MissionDefault { end1 = Sorrow; template = Mortuary.drno_isl; }; class Sorrow: MissionDefault { end1 = ForwardPosition; lost = Sorrow; template = Sorrow.drno_isl; }; class ForwardPosition: MissionDefault { end1 = CombatPatrol; lost = ForwardPosition; template = ForwardPosition.drno_isl; }; class CombatPatrol: MissionDefault { end1 = Castle'sLaura; lost = CombatPatrol; template = CombatPatrol.drno_isl; }; class Castle'sLaura: MissionDefault { end1 = Spit; lost = Castle'sLaura; template = Castle'sLaura.drno_isl; }; class Spit: MissionDefault { end1 = TheCoast; lost = Spit; template = Spit.drno_isl; }; class TheCoast: MissionDefault { end1 = TheLine; lost = TheCoast; template = TheCoast.drno_isl; }; class TheLine: MissionDefault { end1 = Village; lost = TheLine; template = TheLine.drno_isl; }; class Village: MissionDefault { end1 = Advance; lost = Village; template = Village.drno_isl; }; class Advance: MissionDefault { end1 = NewWeapon; lost = Advance; template = Advance.drno_isl; }; class NewWeapon: MissionDefault { end1 = ATownTooFar; lost = NewWeapon; template = NewWeapon.drno_isl; }; class ATownTooFar: MissionDefault { end1 = PortAndress; lost = ATownTooFar; template = ATownTooFar.drno_isl; }; class PortAndress: MissionDefault { end1 = RapidActions; lost = PortAndress; template = PortAndress.drno_isl; }; class RapidActions: MissionDefault { end1 = Fate; lost = RapidActions; template = RapidActions.drno_isl; }; class Fate: MissionDefault { end1 = DecisiveBattle; end2 = Solitude; lost = Fate; template = Fate.drno_isl; }; class DecisiveBattle: MissionDefault { end1 = ForwardObserver; lost = DecisiveBattle; template = DecisiveBattle.drno_isl; }; class Solitude: MissionDefault { end1 = Escape; lost = Solitude; template = Solitude.drno_isl; }; class ForwardObserver: MissionDefault { end1 = BroccoliAirport; lost = ForwardObserver; template = ForwardObserver.drno_isl; }; class Escape: MissionDefault { end1 = Home; lost = Escape; template = Escape.drno_isl; }; class Home: MissionDefault { lost = Home; template = Home.drno_isl; }; class BroccoliAirport: MissionDefault end1 = ThelastStand; lost = BroccoliAirport; template = BroccoliAirport.drno_isl; }; class Thelaststand: MissionDefault { end1 = Home; lost = Thelaststand; template = Thelaststand.drno_isl;     };   }; class CfgRadio {   sounds[]={}; }; class CfgMusic {   tracks[]={} }; class CfgSounds {   sounds[]={}; }; And I now get the message... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">campaigns\invasion dr. no v.2\description.ext/Campaign/thecampaign/: ''' encountered instead of '{' And I have renamed the missions to suit the description.ext file
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Sorry guys I tried both those bits of help and neither helped, I've still got the same blasted error message <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">campaigns\invasion dr. no v.2\description.ext/Campaign/thecampaign/: 'P' encountered instead of '{' Damnit! My campaign is very basic, especially at the start where I had very little editing knowledge. Towards the end of the campaign the missions become much more ingenious and inventive. I don't know about releasing it, its very basic and corny! Well, I can't even play it myself let alone release it yet!
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I'm so close to completing my campaign...all thats still left to go is my description.ext file! The game crashed back to the desktop and I get an error message popping up saying.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">campaigns\invasion dr. no v.2\description.ext/Campaign/thecampaign/: 'P' encountered instead of '{' This is my description.ext file. I followed the tutorial  any help would be much appriectiated  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities {   class don   { name = "John Manilla"; face = "sebvface5"; glasses = "none"; speaker = "Marc"; pitch =1;   }; }; class Awards { }; class Penalties { }; class MissionDefault {   lives = -1;   lost =;   end1 =;   end2 =;   end3 =;   end4 =;   end5 =;   end6 =; }; class Campaign {   name = "Invasion Dr. No";   firstBattle = thecampaign;   class thecampaign   {     name = "Whole Campaign";     cutscene =;     firstMission = Invasion;     end1 =;     end2 =;     end3 =;     end4 =;     end5 =;     end6 =;     lost =;         class Invasion: MissionDefault { end1 = Counter; lost = Invasion; template = Invasion.drno_isl; }; class Counter: MissionDefault { end1 = Clearance; lost = Counter; template = Counter.drno_isl; }; class Clearance: MissionDefault { end1 = Janga; lost = Clearance; template = Clearance.drno_isl;         }; class Janga: MissionDefault { end1 = Securance; lost = Janga; template = Janga.drno_isl;         }; class Securance: MissionDefault { end1 = Victory; lost = Securance; template = Securance.drno_isl;         }; class Victory: MissionDefault { end1 = Mortuary; lost = Victory; template = Victory.drno_isl;         }; class Mortuary: MissionDefault { end1 = Sorrow; template = Mortuary.drno_isl; }; class Sorrow: MissionDefault { end1 = Forward Position; lost = Sorrow; template = Sorrow.drno_isl; }; class Forward Position: MissionDefault { end1 = Combat Patrol; lost = Forward Position; template = Forward Position.drno_isl; }; class Combat Patrol: MissionDefault { end1 = Castle's Laura; lost = Combat Patrol; template = Combat Patrol.drno_isl; }; class Castle's Laura: MissionDefault { end1 = Spit; lost = Castle's Laura; template = Castle's Laura.drno_isl; }; class Spit: MissionDefault { end1 = The Coast; lost = Spit; template = Spit.drno_isl; }; class The Coast: MissionDefault { end1 = The Line; lost = The Coast; template = The Coast.drno_isl; }; class The Line: MissionDefault { end1 = Village; lost = The Line; template = The Line.drno_isl; }; class Village: MissionDefault { end1 = Advance; lost = Village; template = Village.drno_isl; }; class Advance: MissionDefault { end1 = New Weapon; lost = Advance; template = Advance.drno_isl; }; class New Weapon: MissionDefault { end1 = A town too far; lost = New Weapon; template = New Weapon.drno_isl; }; class A town too far: MissionDefault { end1 = Port Andress; lost = A town too far; template = A town too far.drno_isl; }; class Port Andress: MissionDefault { end1 = Rapid Actions; lost = Port Andress; template = Port Andress.drno_isl; }; class Rapid Actions: MissionDefault { end1 = Fate; lost = Rapid Actions; template = Rapid Actions.drno_isl; }; class Fate: MissionDefault { end1 = Decisive Battle; end2 = Solitude; lost = Fate; template = Fate.drno_isl; }; class Decisive Battle: MissionDefault { end1 = Forward Observer; lost = Decisive Battle; template = Decisive Battle.drno_isl; }; class Solitude: MissionDefault { end1 = Escape; lost = Solitude; template = Solitude.drno_isl; }; class Forward Observer: MissionDefault { end1 = Broccoli Airport; lost = Forward Observer; template = Forward Observer.drno_isl; }; class Escape: MissionDefault { end1 = Home; lost = Escape; template = Escape.drno_isl; }; class Home: MissionDefault { lost = Home; template = Home.drno_isl; }; class Broccoli Airport: MissionDefault end1 = The last Stand; lost = Broccoli Airport; template = Broccoli Airport.drno_isl; }; class The last stand: MissionDefault { end1 = Home; lost = The last stand; template = The last stand.drno_isl;     };   }; }; class CfgRadio {   sounds[]={}; }; class CfgMusic {   tracks[]={};}; }; class CfgSounds {   sounds[]={}; };
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The south east strip works? sorted. cheers Is there anything that can be made to make them take off though? or will a waypoint command do? such as 'move'
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I want to use the sebnam map ideally otherwise I'll have to put the aircraft into a circling pattern until I need them...which is inconvienient to say the least. But the airport in the north of nogova?......ill check that one out
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How can you get an AI Pilot to take off from the ground? Essentially what I want to do is scramble a number of aircraft so they get into the air and go where I want them to go and drop a few bombs or engage other aircraft. The latter is something I can do but getting them to take off is another story - all they do is try and drive the aircraft.
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Good ways to simulate a blackout
mumbled_frog replied to H++'s topic in OFP : MISSION EDITING & SCRIPTING
you can always bomb them, shoot them or blow them up to turn them off. but thats not the answer that you need -
Radio join command
mumbled_frog replied to mumbled_frog's topic in OFP : MISSION EDITING & SCRIPTING
excellent Although I don't understand about the objectives in the briefing file. I have named the objectives in the briefing as i want them, during the mission i get them to be revealed at the correct point to thats fine as I say. cheers! -
Radio join command
mumbled_frog replied to mumbled_frog's topic in OFP : MISSION EDITING & SCRIPTING