nierop
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Hmmm, seems that when I end the animation by using: player switchMove "" I do not regain control over the character. I do when I use playMove instead of switchMove, however, I hav to wait for the whole anim sequence to stop (takes about 10 secs.). Does anyone knwoa way to regain control over my character immediately after the {player switchMove ""} bit? Or how to end a playMove command immediately? Thnx, Pimmelorus
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Ah no, I think I got it. I tried putting the switchMove command in a a 1 sec loop. This keps the character in the animation. Thanx Bratty for reply.
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Hi all, What I want to use in my map is the animation of "Flagtaking" while the player is in a dialog. My problem is that the animation is ended after 4 sec. so my character returns to his normal stance (what i dont want him to do as he is still in the dialog). So now the question; is there a way to stop the animation half way? I know for sure it is possible, as it is the same animation used for rearming at ammocrates; you only stand up again after walking away from the crates. I really would appreciate some help. Cya, Pimmelorus [ZEUS]
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Goldmember, You mentioned that a plane still leaves smoke after crash in water even when deleted after destroying. When i was working with Terox on the EFL competion template Terox mentioned to me that smoke after deletion of the vehicle can be avoided when repairing the vehicle in steps back to setDammage 0. I mean like this: _vehicle setdammage 0.9 ~0.1 _vehicle setdammage 0.8 ~0.1 _vehicle setdammage 0.7 ~0.1 _vehicle setdammage 0.6 ~0.1 _vehicle setdammage 0.5 ~0.1 _vehicle setdammage 0.4 ~0.1 _vehicle setdammage 0.3 ~0.1 _vehicle setdammage 0.2 ~0.1 _vehicle setdammage 0.1 ~0.1 _vehicle setdammage 0 ~0.1 deleteVehicle _vehicle I think it is at least worth a try. Good luck, Pimmelorus [ZEUS spartans]
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Heli dust and respawned vehicles
nierop replied to sergeant rock's topic in OFP : MISSION EDITING & SCRIPTING
If you use a trigger plz do not forget to put a line in the trigger field or heli_dust.sqs that makes the SERVER not running this script. It will kill the game as the server will run the straining dust effects, whereas it has no need for such visuals. Nice that you pulled it off. In our EFL map template we did not use a trigger but a PublicVariable for each vehicle that is newly created by the server side respawn script. As a rule we do use as little triggers on a map as possible as our experience is that these will cause lag (or desync, dont know the proper name). -
Which would you most like to see improved/added
nierop replied to Montanaro's topic in ARMA 2 & OA - GENERAL
Another aspect that has always bothered me is that Vulcans/Shilka's gunned by human players are useless without visual contact with the target. Despite the fact that these weapon systems have lead targeting computers, targets quickly get out of sight due to the relatively small viewdistance. AI controlled gunners of vulcan/shilka's, on the other hand, do no seem to suffer from aiming beyond viewdistance. I say, at least make the lead targeting computer functional in imilar units. -
Heli dust and respawned vehicles
nierop replied to sergeant rock's topic in OFP : MISSION EDITING & SCRIPTING
Is it a multiplayer map? Then I suggest you get hold of maps of the EFL (euro flashpoint league) that use the newly designed competition template (available on many servers, just look for the "EFL" in map names). This template is made mostly by Terox, but one of the things I contributed was the smoke, dust and fire effects on newly created (respawned) vehicles. My suggestion is you look at the "vehrespawn.sqs" and "effectsclient.sqs" scripts in this template. If you have no clue how to read and write scripts I suggest you abandon the project as scripting knowledge and knowledge about the server/client relation are essential to pull this off. -
Hi Certa, I really apprciate the work that you put into this tool as it might solve lots of problems for addon servers. Thousand time thank you! A question that I would like to ask it whether your tool also work like the OFP addon manager? I mean, does it inactivate addons that are not required for a particular server? The benefits for this are obvious: 1. Free system memory 2. Likely, no incompatible addons are loaded simultaneously (as addon packs are tested by the server admins/owners) Does this tool already consider this? Thnx, Pimmelorus [ZEUS addon server]
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For answer see: OFPEC forum Bye,
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...but dont dismiss the idea of auto-updating completely. Apparently, autoupdate tools are already in far stage of development, as I was told (something I did not know before, but Lt Damage works on one). But if, such tools will be availble this does, however, not likely mean we will do it as some have suggeste; going as fast as addonmakers release new versions. Still a interval period (of yet undertermined time) will have to be applied. In the meantime, we are bussy evaluating the possible contents of the addon pack. It turns out that the SES addon pack is already accepted by a number of servers and squads. Currently the ZEUS and SES addon lists are available, the wait is for benu to provide a list of FGG. Then I will put them together and our discussion can start.
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Yes, you are probably right in that in most cases the maps are still functioning. I think I worry too much... No, I was thinking more at the set intervalls of the pack-updates so map makers know when to check their maps for other addons. With an auto- updater they have no clue. Well, you are working on the auto-updater then? That would be cool; a very nice initiative. But i recon it will be finished long time from now? As mentioned, as soon as this tool becomes reality we are all ears... Thnx for your input.
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Ok is clear, but how do you (i) change maps that mapmakers made (ii) test the functionality of the map automatically? If this would be done, problem solved.... ...if not we still dont have this update utility. You see, without that these nice plans cannot be applied in reality. As mentioned by many, we dont know people that have the skill/time to do this. Finally, can we agree on the following? 1. Formulation of an addon-pack/-selection that will function as standard for all servers/mapmakers that want to participate (after a standard selection of addons is what we ALL desire) 2. We seek a person willing to make the update tool so updating can be done via this method 3. As long the update tool is not available we proceed the way it is done now; a sectioned download from the participating servers. Is this maybe a concensus everyone can live with? Or did I miss a point here again? Let me know... Pimmelorus
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Ok, nicely put benu. After reading all mails again I feel that people are indeed talking about different things. And in part that is our own fault by not being clear enough. Lolsavs first mail, indeed, mentions a widely used addon-pack that is commonly accepted which might give the idea of an "Uberpack" (but was nuanciated 3 posts later by Joltan). And also, if people were in the assumption that the idea was completely open to discussion, i am sorry about that, but the idea for ZEUS was not to get involved in very NICE, but ambitious ways of distribution or update synchronization (auto-update tools). Call it lazy or unambitious, but we just dont have the manpower and computer skills to pull of such cool project. OK, if someone offers his talent and energy to o this, sure, but we are too pratical and realistic to be tempted by such nice ideas. So in view of these limitations that we see imposed, this discussion for ZEUS was not all the way open. The discussion I have here is NOT about whether we should have a pack at all and is NOT about the way of distribution. I am having a discussion to inventarize MP servers that want, in pricipal, to join the initiative. I am having a discussion to get input to this idea given the restrictions of the system there is now and given the lack of available initiatives (if someone stood up and said "Hey, I got an update tool", we are all ears). I am having a discussion here to hear what addons people might want into the addon-pack, what physical form of the pack might be (e.g., "themed downloads"), etc. Ok, I hope that clearifies the intentions and expectations of ZEUS in this discussion. I regeret any harsh words that have been said by the lack of this clearity. Also I want to mention again, that no definitive descisions have been made regarding the, apparently, important subject of the update-frequency of the pack. To me that IS still open to discussion. I have heard intervals of 6 months (too long) to 1 month (too short). SO we can discuss this, with the restriction that it will not be realtime without availaility of a working software implementation to do this. Just good friends <sticks out his hand for shaking> Pimmelorus
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think these packs have the oppurtunity to be very succesfull, but only with correct managment, being carefull not to cause conflict [becuase some one wil want to cause trouble] BUT I also think they are only gonig to acheive what you want them too on a newer game. If you dont agree, I have no problem with it, but i am not going to look at this topic anymore so dont bother posting your outrage. [not that i flamed anyone at all during this entire topic, i thank you very much]<span id='postcolor'> But Jaguar, if you think in principle this initiative is a good idea (i) what are exactly your objections, and (ii) what are the solutions for those problems you propose keeping in mind maintainance of MP compatibility. I of course want to listen, but have the feeling that you just have comments, but no solutions that server owners can accept. And they, in the end, are the persons that do this all. I know that some just ARE NOT going to do high-frequencey-updates of their servers (like they dont do now -> no problem). Of course players should like ik too, but if not, the server owners will notice straight away as people stay away from their servers and to to others. @KottE </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">My friend had an idea, and I'll tell you about it as well. Each server admin is able to generate an .xml file containing the addons and modules that he has installed on his server (using this system) and that is uploaded as a module on the central server for this system. So I can opt to download the ServerX module and get all addons used by ServerX.<span id='postcolor'> Sure, but we dont have such tool and I do not hear anyone offering to make on. So do we stop MP server standardization by lack of this? NO. As already mentioned somewhere up this thread, it will be less sexy than might be ideally the case. @Major Fubar </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Sounds like a lot of work, but I'll see what I can do...anything for a cause as worthy as a standardized addon pack!<span id='postcolor'> Ha ha, I know that is a lot of work, thats why I ask you Also it is difficult to do an correct interpretation of the results, and implementation into the composition of the addon pack (100 different people, 100 different addons). But a direct link towards players should be established. Make sure this initiative concerns MP games only (involving only a subset of servers), as i have a feeling that MP players view from a different angle then than other players. In the end the goal is a MP server addon pack, and I am afraid that people feel that this addon pack concerns an all-spanning initiative.