nominesine
Member-
Content Count
578 -
Joined
-
Last visited
-
Medals
Everything posted by nominesine
-
BIS Camel is included as Eye Candy mainly. It's purpose is to create a little comic relief.
-
Genuine scandinavian feeling. Good job. But I have to agree that everything looks too new. As if someone was running around with a bucket full of "Faluröd"* a few hours before I, as a spectator, entered the scene. * = (in)famous Swedish brand of red paint
-
It's just a public BETA, and it needs a lot of patching. But I'm glad you liked it so far @kewett When you're being shot by the sniper, try to be patient and watch the cutscene that follows. The show isn't over until the fat lady sings
-
I have to agree with Klavan on this one. If the community grows, it's good for everyone (including Ofpec). I am currently a member of at least four editing related forums. I cannot see how that would hurt anybody. But I do think this post belongs under squads and fan pages Good luck with your new site Ranger99.
-
Sad news indeed, FDF mod gave my best OFP moments ever and really apreciate all the great work you guys did for the community... Will your addons, forums and the FDF-site be availiable while we wait for ArmA?
-
Ok, that explains it. Thanks for the news update. I'll test the picture command this week to see what it does. Will return to this thread when I have something to report.
-
According to the comref the command setGroupId contains three elements: groupId format is [letter,color,picture]. I understand how to use the first elements i.e "Alpha Black", where "Alpha" is derived from letter and "Black" from color. But what is picture? How do I set it? What will happen if I succeed?? Or is this yet another obsolete command from the demo days of OFP???
-
If you're only going to play online you can skip Liberation 41-45. It doesn't work in MP.
-
@Klavan I was thinking along the same lines. I'm curious about what the command does. I don't really need it. @Trapper A built in voice com in OFP? I've been playing MP games since 2002 and never heard about this? Me and my LAN-group always use Teamspeak or a Yahoo voice conference. Feel free to enlight me on this subject
-
Ok, it was a bad example, because this icon only shows up before you hit enter and submit you sideChat msg to the rest of the players. But... If I participate in a MP game, open the sideChat window and press caps lock, there´s a small icon next to the sidechat window indicating I have caps lock enabled. My theory was, that maybe it´s possible to have a small custom icon sent with the sideChat msg, that your teammates can see. Still didn't have time to test, since I´m working all weekend [To Be Continued]
-
Don't think so, since that picture is a property of the vehicle addon. I was thinking something like the pic you see when you write sideChat with Caps Lock activated (a man screaming). Maybe you can include some custom stuff. Time will tell with a little trial and error... [To be continued]
-
I will try to direct it to a picture. If it works I suppose it will look for pictures in the mission directory. Any suggestions on filesize, format, et cetera before I start my trial and error? My spontaneous guess is that it might be some icon that is displayed together with sideChat/groupChat. But I'm just guessing so far...
-
want respawns to arrive unarmed
nominesine replied to Tankbuster's topic in OFP : MISSION EDITING & SCRIPTING
removeAllWeapons player should do the trick if you make sure the command is run localy on the computer of the respawning player. The name player is different on every client machine in a MP game. If you run a local script everytime a human player is inside the respawn zone, with the above mentioned command, then removeAllWeapons player should only affect that unit, not the rest of the players on the map. -
My questions about editing and scripts
nominesine replied to cobra5000's topic in OFP : MISSION EDITING & SCRIPTING
I didn't look at the script you attached yet, because I'm working and cannot download anything without violating company rules, but... I assume this script runs a loop that looks something like this: #loop1 codeThatCreatesSmoke ~1 goto "loop1" Well, then all you have to do is include a way out of the loop. Try something like this: counter = 0 #loop1 counter = counter + 1 codeThatCreatesSmoke ~1 ? counter >60: goto "endLoop" goto "loop1" #endLoop exit The syntax is not correct, but if you look at my examples I think you can figure out how to do it. Basically, the counter will start ticking from zero when the script starts. After 60 seconds the condition  counter >60 is met and the script then quits the loop and exits. Sorry if my example is hard to understand, but it's midnight here and I've been working since lunchtime.  EDIT: Yes you can disable a trigger with another trigger (if it fires repeatedly, or hasn't been activated yet). Either you set the condition of Trigger1 to false in the activation field of Trigger2... ... or you can delete trigger1 by naming it and then using deleteVehicle in Trigger2, thus removing Trigger1 -
My questions about editing and scripts
nominesine replied to cobra5000's topic in OFP : MISSION EDITING & SCRIPTING
@colossus ~60 exit will make the scripts pause for 60 seconds and then exit itself. Obviously it´s pointless unless the script does something else first Can you be more specific about what you want to achieve? -
My questions about editing and scripts
nominesine replied to cobra5000's topic in OFP : MISSION EDITING & SCRIPTING
Ofpec is back online again. Welcome to learn from the tutorials in the forums Cobra5000 -
How to equip/un-equip binoculars?
nominesine replied to rellikki's topic in OFP : MISSION EDITING & SCRIPTING
Unless I misunderstood your question, you want to equip your loon with binoculars, not make him use a pair he already has? Then use the addWeapon command like this: unitname addWeapon "BINOCULAR" -
I believe there's a syntax error. Try something like: spion action ["put","pipebomb"] I don't think the fire command can be used with satchel charges.
-
Unwanted "groups" in mission.sqm
nominesine replied to Lenin's topic in OFP : MISSION EDITING & SCRIPTING
I've had this problem one year ago. Unless I'm mistaking it was caused by an old version of one of Kegetys arctic soldiers keg_rpg7 or something similar. If you go to the Ofpec forums and search for missing addons "group" I think you will find my old problem thread. EDIT: Sorry Kegety's... my mistake. I found the old thread. This is what solved my problem: -
I've had this problem one year ago. Unless I'm mistaking it was caused by an old version of one of Kegetys arctic soldiers keg_rpg7 or something similar. If you go to the Ofpec forums and search for missing addons "group" I think you will find my old problem thread. EDIT: Sorry Kegety's... my mistake. I found the old thread. This is what solved my problem:
-
I´ll talk with my gaming group and see what they have to say about modelling. And about mission making, yes, I think the replacement method works. Easiest way I would say, is to build the core parts of the missions on dessert island with pure bis resistance units. (SFP3 soldiers are resistance sided, right?) When everything is working, it´s easy to convert it to SFP4 and place the stuff on any user made island and chose locations for units/markers/etc (just like a template). That way you don´t get a lot of "missing addons" clinging on to the mission because you updated old units. I´ve been doing that a lot for my current campaign, because I wanted to check out the new CSLA II before choosing location. In the end, I converted it all to BAS instead.
-
I´m a quite skilled mission maker and an average scripter (I´ve always managed to get the game to do what I need). I think I can help you out with: - Missions/Campaign (+ most of the event based scripting needed for mission making) - Story line/background material (I´m old enough to remember the cold war)  If you want to see some work samples... go to fdf.joltan.de and download the small campaign I have there. It´s named Finlandsky Vokzal (made for FDF1.3) But I need to know what I´m working with. SFP 3.0? If it´s a custom campaign made for SFP4/SWECWC, I assume it´s supposed to show how the "new" units in SFP4/SWECWC looks/behaves/etc Is it possible to get a preview or detailed description of what´s going to be in the SFP4 release?
-
Glad you didn´t give up. I'm looking forward to a Swedish CWC-campaign more than anything in the (OFP) world. The possibility of SFP4 and SWECWC-mod being released is in fact so great that I´m prepared to crawl back out of the closet and start to build things for OFP again. But first, tell me what you need most to get the project up and running again... - Texturers/modellers? - Islands? - Missions/campaigns? From your previous post I take it that most basic models (soldiers in m59 and green Volvo cars) are already made (by SFP4). So if it´s islands, voice acted missions, stories and a complete campaign you need I think I can be of some assistance. IM me and explain what you need, and I´ll think about it and speak with some friends who are also regular OFP players with quite good artistic skills. P.S Jag pratar hyfsad svenska ocksĺ (I speak swedish quite fluently)
-
After extensive testing (playing actually, I didn´t go bug hunting deliberately) I would like to summarize this version of ECP as... great. During one week of game play I've only encountered two minor bugs: 1) 3rd party addOns displaying the fountain effect (taken care of) 2) Random error messages appearing when an AI helicopter is in the game and the player is inside another vehicle (NOT another helicopter). But the effect on gameplay is outstanding. The ECP adds atmosphere to any standard mission in a way I´ve never seen before, without altering or replacing a single unit. From my point of view this has one great benefit: It´s possible to play and enjoy addon free, editor made (non-scripted) missions on a new level. To put it simple: The less effort the mission maker put into the story line, the more effect is added by ECP. Heavily scripted missions, or missions with cutscenes, tend to behave slightly irregular with ECP. The AI executes playMoves and speaks at the wrong moment. Since these ECP-effects are executed before all events scripted by the mission designer, the AI will sometimes spend too long time to complete their scripted behaviour, wich is a big problem in cut scenes, but a minor problem in every other situation. Generally speaking, most mods (CSLA, FDF, and all of the unit replacement mod´s) face the same problem: They are full of fancy effects that can only be used by a very talented mission designer/scripter. Hence, they lack good missions to go with them. ECP is the first mod I´ve encountered that doesn´t suffer from this. With ECP running, bad missions become mediochre, mediochre ones becomes good and good (addon free) missions become great. And it´s virtually lag free. The ECP is a must have for all hardcore OFP Fans.
-
You should see it in the upper left corner of your screen, where you can see who entered or left the game. You get this *ping* sound and then there´s... "Remember... fade... et cetera" If I remember it correctly it appeared for the first time when I upgraded my RES to 1.85 or 1.91. But I wouldn´t worry about that. I´ve been looking at that text during more than two years of regular MP-gaming. I have a legal copy of OFP and it isn´t fading. I think that message is just a little scary reminder, put in there by BIS to keep us on our toes. I played this game since 2001 and I´ve never encountered someone with confirmed FADE-problems.