nominesine
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Queens Gambit: Classnames
nominesine replied to nominesine's topic in ARMA - MISSION EDITING & SCRIPTING
Thank's, that makes sense. All the other files (.jpg, .ogg, etc) was completely normal after unPbo'ing the campaigns in QG with Amalfis old program. Will try Kegety's program asap... EDIT: I'm still looking for a list of classnames, if someone's got 'em -
Don't be afraid to use a camp fire if you think it looks good. I've done it once or twice recently with good effect. Only comlpete noobs are afraid of being mistaken for what they are - noobs
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You will recieve a lot of well made addons (and a few poor ones as well) for a small amount of money. The main benefit, from a mission designers point of view, is that you get more scenery/units/ etc to play around with, without the need to resort to third party addons. The two SP campaigns are okay. Not great, but not bad either. ArmA QG makes it a lot easier to produce your own addon free missions for easy distribution over the internet. For those who followed the OFP series: Arma QG is to Arma what Red Hammer was to OFP. I wouldn't go as far as to call Arma QB a Resistance equivalent. But I think it was well worth the €15 I paid for the download. EDIT: Corrected the abbr. QB to QG (damn third rate russian key boards )
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Now that's something I would like to see. Or why not Finland vs. Sweden? Seriously though, I'm really looking foorward to ArmA II, judging from the few screens and vague information that I have recieved. An "eastern" setting is perfect in my opinion. But I would also like to see some independent, generic troops to play on the resistance side (if there will still be a resistance side in ArmA II). A small looking UN contingent with general basic soldier models, a handful of vehicles and some transport helicopters at their disposal would do the trick for me.
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Now that's something I would like to see. Or why not Finland vs. Sweden? Seriously though, I'm really looking foorward to ArmA II, judging from the few screens and vague information that I have recieved. An "eastern" setting is perfect in my opinion. But I would also like to see some independent, generic troops to play on the resistance side (if there will still be a resistance side in ArmA II). A small looking UN contingent with general basic soldier models, a handful of vehicles and some transport helicopters at their disposal would do the trick for me.
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Have you ever considered trying to enjoy the game?
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Same problem With: Intel Dual Core 6600, (2.40GHz x2), running on Vista 4 GB of Ram Nvidia 7950GT ArmA 1.08 DirectX 9 I've also noticed that after these graphical problems starts, I cannot quit ArmA without Ctrl+Alt+Del. The game runs fine (except for the graphical glitches) but refuses to let me shut it down.
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I'll see if I can find it for you.
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In the beginning of this thread someone stated that the OFP Campaign had "heart, spirit and sould". I agree completely. I also believe that those elements were added by Codemasters (because that is what a publisher is suppose to add, before allowing a product to be released). I'm aware of the fact that most people in here dislike Codemasters (I share that view, btw) but the finetuning of the campaign is one thing that worked better when the game was released by a more commercial producer. But if I have to chose between a good campaign and a game that is open to suggestions from the moding community, I would chose the later. That's where BIS's strength lies - not in making campaigns.
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I opened the ArmA editor for the first time since OFP, and I feel a bit rusty. Can someone help me with the syntax. How do I make a chopper fire it's rocktets (in this case UH60 firing it's FFAR's) with the scripting commands doTarget and fire? I want it to fire at a target it wouldn't normally attack (like an invisible H or a building). I'm not using any invisible target addons, nor do I intend to do so, hence I need to get this syntax right. Thanks in advance
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Force only pilots can fly?
nominesine replied to MeNeZ's topic in ARMA - MISSION EDITING & SCRIPTING
I always do it like this (simplified and without syntax): 1) Each time someone enters the vehicle a script starts. 2) It checks wether the driver is a qualified pilot or not (as been mentioned above) 3) If not, then the fuel of the aircraft is set to zero (and the player is informed by a local hint that he/she can not operate the vehicle). 4) If the driver is a qualified pilot the fuel level is set to full (or whatever it was before a non qualified pilot entered the cockpit). That way I don't have to force someone to eject from a vehicle. An unqualified pilot can still hide inside the vehicle, and fire it's guns etc. -
Say "sound" volume in vehicles and
nominesine replied to Rejn's topic in ARMA - MISSION EDITING & SCRIPTING
Question 1: In a single player mission, just add a second line to your speech script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">playSound "soundName" The playSound performs a voice over, and is not affected by distance or movement. The engine sound from the vehicle might still be a problem, but thats not your problem as far as I understand, right? Question 2: In the "On Activation" part of the waypoint you set a variable to true, like this... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">myVariable=true Then you change the condition of the trigger (the default value is this) to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">myVariable The trigger will fire when myVariable becomes true. That happens when the waypoint is completed. Remember that human players often skip Waypoints and take shortcuts when they play. Thus your trigger might never fire if you are relying on a human player to start the trigger. The AI, however, will always follow it's designated path and then the method will work. If it's a multiplayer mission, you must use the privateVariable command as well, but i will not go into that kind of detail here. If you are new to editing I suggest that you visit www.ofpec.com. There's tons of help there, for all mission makers - beginners as well as experts. EDIT: Spelling -
After some testing I believe this is the explanation. If I set up a hint trigger, that says "Dead" when a unit is !(alive unit) it will sometimes fire a split second before the unit looks dead on screen. This isn't a big problem for me, so I don't intend to spend any more time delving into the mystery. Latest drivers was refering to the latest drivers released for the mentioned video card, by nVidia. They're ususally available from the producers homepage - not someones personal laptop computer.
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I can confirm the strange delay on death anims in version 1.05 (505 Games). It's not a full second, but I suspect it's long enough too make me waste ammo on people I've already killed. It's a little bit annoying at most, but not the end of the world IMO. My specs: An Intel Dual Core 6600 running Vista with... ... 4 gigs RAM and ... a nVidia GeForce 7900 GS (256 Mb) latest drivers
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I'm in. I'm already doing some tonaleese mission editing, and awaiting the final release
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Your heavy transport is comming along nicely. Keep it up. For me it actually doesn't matter too much what kind of plane/ship you are making. I'm more interested in vehicles that have a worn down look. That will give them a tonaleese feeling. Just make sure they are old, rusty and looks used. That should do the trick.
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I just talked to a copyright lawyer about a completely unrelated matter. I couldn't resist asking about Akella's Flashpoint logo, while I had him on the phone, though. The fact that they are using cyrillic letters to spell out a name that (phonetically) sounds the same, but is dispayed in a different font (visually) is probably enough to keep them safe from any legal claims from Codemasters. In the end, it's up to a court to decide, but the chances that Codemasters would lose such a case is indeed quite large. The use of the word Operazia also raises Aklella's chances (unless Codemasters registered that one as well).
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The password is in the readme file of the addon.
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As a member of a mercenary team you are sent to the Tonali islands in order to assassinate Joseph Conrad - a rogue US military turned local warlord. This campaign focuses on Nephilim's carefully modelled mercenary addon. <span style='color:red'>Cry Havoc</span> is the sequel to my Blue Skies campaign. It can - however - be played as a stand alone adventure. <span style='color:red'>Cry Havoc</span> contains six fully voice acted missions with custom music, SFX, cinematics and illustrated briefings. Samples from the illustrated briefings. The storyline in <span style='color:red'>Cry Havoc</span> is linear, but the missions leaves plenty of room for player improvisation. The outcome of early missions will affect the final parts of the campaign. Download Cry Havoc here. REQUIRED ADDONS Islands: BAS Tonal+OPFOR 1.20: ftp://www.gamepark.cz/ofpd/islands2/bas_isleopfor1.2.rar Units: RFJ Mercenaries (by Nephilim) ftp://www.gamepark.cz:8021/ofpd....1.0.rar BAS Chinooks 1.20: http://www.gotf.net/download.asp?dl=76 BAS Air Weapons 1.00: http://www.gotf.net/download.asp?dl=19 BAS Delta-Rangers 1.55: http://www.gotf.net/download.asp?dl=25 Stuff: JAM 3: http://www.ofpec.com/addons/JAM.php Eye Candy: GB's editor upgrade (or equivalent): http://www.ofpec.com/includes/download2.php?id=730 A note from the mission maker: Some of the sound files in the campaign are still the robotic WIP sounds used during BETA testing. My intention was to replace them with better quality sounds. I do no longer have the time required to do that due to RL. I decided to release the campaign as it is.
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I made a MP mission, featuring this fantastic gadget. The mission is still in a late BETA stage, but it includes some improved scripts that makes it easier to use this fantastic addon. Permission is hereby granted to Download the mission and rip the scripts out from the mission.pbo. This is a great addon that adds a lot of atmosphere to the game.
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Jawa, your creativity is an inspiration to us all. Good job!
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Maybe I missed something, but... does the update include both Tonal islands or is it just the large one?
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I've always been a Tonal freak. As far as I'm concerned, this update is the most welcome change in a very, very long time. You've really captured that relaxed and informal dress code of the insurgents (and it's not because of the anims in the picture). I cannot wait to get my hands on this. The bush landscape replacing the jungle, the dry grass, the civies, how sweet...
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I'm having trouble with the briefing for my mission The Safe House, currently being BETA-tested at www.ofpec.com. The Ending paragraphs for end1, end2 and end3 don't show up on completion. Can someone check my syntax? This is the entire briefing for the mission. Scroll down to the bottom, and you'll find the three paragraphs... <span style='font-size:19pt;line-height:100%'>WARNING: Spoiler!</span> <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> <html> <body bgcolor="#FFFFFF"> <h2><a name="Main"></a></h2> <h2>...</h2> <h3> <br> Nato and Warsaw Pact forces are in a standoff situation near Malden. The world is on the brink of nuclear war. <br><br> <A HREF="#situation">Situation</A> <br> <A HREF="#Safe">Hill Ed12</A> <br> <A HREF="#friendly">Friendly Forces</A> <br> <A HREF="#hostile">Hostile Forces</A> </h3> </p> <hr> <p><a name="plan"></a> Attention: <A HREF="#alpha">Alpha Black</A>. <br><br> Attention: <A HREF="#charlie">Charlie Black</A>. <br><br> General Orders: SAT 17.30, May 11, 1985 <br><br> <a href="marker:start">Insertion: </a>Guard a strategic point in the area of operations. Further instructions will follow on location. </p> <hr> <p><a name = "OBJ_1"></a>ALPHA: Go to <a href="marker:outpost">Hill Ed12</a> and relieve Bravo Black, the previous guard unit. </p> <hr> <p><a name = "OBJ_2"></a>CHARLIE: Go to <a href="marker:outpost">Hill Ed12</a>. </p> <hr> <p><a name = "OBJ_3"></a>ALL:Read your mission plans. They are locked up in <a href="marker:safe">this</a> safe. </p> <hr> <p><a name = "OBJ_4"></a>ALL: Guard <a href="marker:outpost">Hill Ed12</a> until SAT 19.00, May 11, 1985. Read <A HREF="#1900">Intel</A>. </p> <hr> <p><a name = "OBJ_5"></a>ALPHA: A minefield has been laid at location <a href="marker:mineField">Di32</a>. Clear the crossroads. Read <A HREF="#mines">Intel</A>. </p> <hr> <p><a name = "OBJ_6"></a>CHARLIE: Locate the spetznas groups hiding in the hills. </p> <hr> <p><a name = "OBJ_7"></a>ALL: Stay at <a href="marker:outpost">Hill Ed12</a> until SAT 20.00, May 11, 1985. Read <A HREF="#2000">Intel</A>. </p> <hr> <p><a name = "OBJ_8"></a>ALL: The russians are moving two scudlaunchers to the <a href="marker:abndonedField0">abandoned airfield</a>. Stop them before they get there. Read <A HREF="#scuds">Intel</A>. </p> <hr> <p><a name = "OBJ_9"></a>ALL: The russians are attacking. Hold your positions as long as possible. If outnumbered, retreat to the eastern <a href="marker:nimitz">islands</a> any way you can. </p> <hr> <h2><a name="alpha"></a>[Attn: Alpha Black]</h2> <p> <br> <h6> Lieutenant,<br> You and your men will serve as a regular guard unit, but you must also respond to any hostile activities taken by the soviets. The Black Ops from Charlie Black is under your command, but they will be given another assignment than you have. Please respect that and aid them in any way. When they are not preoccupied you may order them around as you see fit. There will be a 5t truck waiting for you at the LZ. <br><br> Good luck <br><br> Cpt. C. Everet Coperdale <br><br> P.s - Never leave your post unmanned. Never, ever... </h6> </p> <hr> <h2><a name="charlie"></a>[Attn: Charlie Black]</h2> <p> <br> <h6> Sergeant,<br> technically you are under the command of Alpha Black, but I instructed their Lt. to cut you and the boys some slack, and keep you away from trenchdigging and other activities suited for grunts. Try to lend them a hand whenever you can, and get permission to dismiss before you and the team wander off on some covert operation in the wilderness. <br><br> Best wishes <br><br> Cpt. C. Everet Coperdale <br><br> P.S - Due to different circumstances, beyond my control, I have not managed to find transport for you yet. Try to hitch a ride with the tankers or the helicopter, if they have cargo space for you. Be adviced that they can take you for a detour, if they have other things to do. </h6> </p> <hr> <h2><a name="Situation"></a>[Attn: All Forces]</h2> <p> <br> The USS Nimitz carrier group is stationed near <a href="marker:nimitz">these</a> small islands. The Russian carrier Ivan Potemkin is stationed <a href="marker:potemkin">here</a>. <br><br> US ground forces controlls all towns and roads along the eastern coast on Malden. The Russian forces are known to have set foot in <a href="marker:riviere">La Riviere</a> and is likely conducting ground operations in the foothills that stretches <a href="marker:red1">north</a>, along the west <a href="marker:red2">coast</a>. <br><br> Both Nato and the Warsaw Pact have agreed not to fly over Malden. The agreement is broken occasionally by both sides. This armed truce has now lasted for almost one week. The world is holding its breath. <br><br> Return to <A HREF="#main">notes</A> </p> <hr> <h2><a name="safe"></a>[Attn: Alpha and Charlie Black]</h2> <p> <br> <a href="marker:outpost">Hill Ed12</a> is our outer defence line. It monitors the <a href="marker:ocean">ocean</a> and the <a href="marker:foothills">road</a> to the southern foothills. Today it will be strengthened from four to sixteen men. <br><br> <a href="marker:start">Alpha Black</a> will travel by <a href="marker:truck">truck</a> along a safe <a href="marker:passage">passage</a> at the <a href="marker:eastern">eastern</a> shoreline. <br><br> Alpha Black relieves Bravo Black, a four man team who has been guarding <a href="marker:outpost">Hill Ed12</a> for 72 hours. <br><br> <a href="marker:start">Charlie Black</a> must arrange a transport  to <a href="marker:outpost">Hill Ed12</a> themselves. <br><br> For reasons of security, both Alpha's and Charlie's mission plans are locked up in <a href="marker:safe">this</a> safe. The commanding officer is personally responsible for the code required to open the safe. It should be passed on from hand to hand, from Bravo commander to Alpha commander, at the changing of the guards. <br><br> Return to <A HREF="#main">notes</A> </p> <hr> <h2><a name="friendly"></a>[Attn: All Forces]</h2> <p> <br> <br><br> Alpha Black <br>Unit size: 1 5t Truck, 12 men. <br>Location: <a href="marker:outpost">Ed12</a>. <br>Notes: Guard unit (playable). <br><br> Bravo Black <br>Unit size: 1 M113 APC, 1 Jeep, 4 men. <br>Location: <a href="marker:outpost">Ed12</a>. <br>Notes: Guard unit. <br><br> Charlie Black <br>Unit size: 4 men. <br>Location: <a href="marker:outpost">Ed12</a>. <br>Notes: Special Forces (playable). <br><br> Delta Black <br>Unit size: 1 M113 Ambulance, 9 Men. <br>Location: <a href="marker:fieldHospital">Fi17</a>. <br>Notes: Supporting medvac unit. Use radio to call for assistance. <br><br><br> Echo Black <br>Unit size: 1 CH47 Helicopter, 2 men. <br>Location: <a href="marker:trinite">Fg37</a>. <br>Notes: Transport unit on stand by in La Trinite. <br><br> Foxtrot Black <br>Unit size: 1 5t Truck, 1 Jeep, 10 men. <br>Location: <a href="marker:port">Gd75</a>. <br>Notes: Intel and Communications HQ in Le Port. <br><br> Golf Black <br>Unit size: 4 M60 Tanks, 12 men. <br>Location: <a href="marker:dourdan">Ff44</a>. <br>Notes: Armored unit. <br><br> Alpha Red <br>Unit size: 4 M60 Tanks, 12 men. <br>Location: <a href="marker:dourdan">Ff44</a>. <br>Notes: Armored unit undergoing maintenance in Dourdan due to serious engine problems and fuel leakage. Will be active after 19.00 hrs. <br><br> Kilo Black <br>Unit size: 2 AH1 Cobras, 4 men. <br>Location: <a href="marker:nimitz">Ic74</a>. <br>Notes: To call for for gunship support to <a href="marker:outpost">Ed12</a>, radio: 0-0-3. There is fuel for one fly by only. <br><br> Return to <A HREF="#main">notes</A> </p> <hr> <h2><a name="hostile"></a>[Attn: All Forces]</h2> <p> <br> Due to the situation at hand, detailed information is not availiable. The Ivan Potemkin carrier groups consists of naval, infantry, and air units. Aproximate size is one battalion, but it is highly unlikely that more than three or four companies are deployed on Malden at the moment. It is likely that armored support is nearby. <br><br> The following russian forces have been spotted in small numbers: <br>- Infantry units travelling i Ural trucks or UAZ's. <br>- Infantry units guarding BMP's and T72's. <br>- Mi17 troop ships. <br>- Several three man spetznas units are known to operate on the island. <br><br> Return to <A HREF="#main">notes</A> </p> <hr> <h2><a name="mines"></a>[Attn: Alpha black]</h2> <p> <br> Russian engineers have placed at least 25-30 AT mines at a strategic <a href="marker:mineField">spot</a>. It must be removed to allow passage for our M60 tanks. <br><br> Send your engineers to the crossroads. They are the only ones skilled to disarm AT mines. The munitions will not react to wheeled vehicles or infantry units. <br><br> The minefield is likely to be unguarded, but russian modus operandi suggests that an engineer will pass the minefield occasionally. Leave one man to guard the crossroads until you are relieved. <br><br> Deactivate as many mines and you can find. If light conditions are poor (i.e after 19.00) you can leave job for the team who's on duty tomorrow morning. </p> <hr> <h2><a name="1900"></a>[Attn: Alpha and Charlie Black]</h2> <p> <br> <h6> Gentlemen,<br> Make sure that you arrive to <a href="marker:outpost">Ed12</a> before 18.00 hrs. Echo Black will fly in with further instructions at that time. The orders are written down and will be handed over to you on location. If you should miss your appointment with Echo Black, or if any thing should happen to the helicopter, you must go to <a href="marker:trinite">Fg37</a> to recieve the instructions. A copy is kept there, in Echo Black's HQ. <br><br> Before that Alpha is expected to: <br>1. Set up a perimiter defence and stay alert. <br>2. Patrol the surrounding area at regular intervals. <br>3. Follow the insructions given in the secret mission plan. <br><br> On arrival Charlie is expected to: <br>1. Assist Alpha. <br>2. Follow the insructions given in the secret mission plan. <br><br> <br><br> Cpt. C. Everet Coperdale <br><br> P.s - Remember, never leave your post unmanned. </h6> </p> <hr> <h2><a name="2000"></a>[Attn: Alpha and Charlie Black]</h2> <p> <br> <h6> Gentlemen,<br> some good news and some bad news. Bad news first: You will be stuck at Hill Ed12 until 20.00. Proceed with normal guard routines. Our intelsuggests the russians might be planning a full scale attack. <br><br> Good news: You guys have more time to acomplish your individual assignments. <br><br> I have also arranged emergency evacuation, as well as gunship and armor support for you. If you need evacuation, Echo Black will arrive again and carry you to safety. The Cobras from Kilo Black and the tanks from Golf Black/Alpha Red will come to the position of Ed12 if you call them over the radio. They will arrive ASAP, along the shortest route from their current position. <br><br> RADIO CODES: <br>[0-0-1] Evac chopper to Ed12 <br>[0-0-2] Armored support to Ed12 <br>[0-0-3] Gunships to Ed12 <br><br> Call them only in case of emergency. <br><br> Cpt. C. Everet Coperdale <br><br> P.s - Extraction will take place at Hill Ed12 SAT 20.00. I don't have to remind you that it's important to be there exactly then, do I? </h6> </p> <hr> <h2><a name="scuds"></a>[Attn: All Units]</h2> <p> <br> The russians have two mobile SCUD launchers on Malden. They are armed with nuclear warheads, according to our intel, and will most likely be directed at our bases on Everon if this crisis develops into a hot war. They must be destroyed. <br><br> A launch against Everon requires that the launchers reaches the <a href="marker:abandonedfield0">Abandoned Airfield</a> on the east shore. We do not know the current location of the SCUD's. </p> <hr> <a name="Debriefing:End1">Mission Completed</a> <p> Good job. Most US Forces are returning to the USS Nimitz. You might recieve a Bronze Star for this. </p> <hr> <a name="Debriefing:End2">Mission Failed</a> <p> US casualties became unacceptable due to your poor fighting skills and badly coordinated actions. Prepare to face an investigation, and perhaps even be court martaled for this. </p> <hr> <a name="Debriefing:End3">Outstanding Performance</a> <p> A long evening has come to an end. You held Hill Ed12 until 20.00. A very good job. You must have real patience. You will be awarded with a Silver Star for this. </p> <hr> </body> </html>
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Syntax Error in briefing.html
nominesine replied to nominesine's topic in OFP : MISSION EDITING & SCRIPTING
Problem solved by the experts at www.ofpec.com. It turned out I was missing a <h2> and a </h2> before and after the ending heading, hence Ofp didn't know what font to use.