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snYpir

BISIM Developer
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Everything posted by snYpir

  1. snYpir

    Beta: blood addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (smogmorph @ 11 May 2003,20:53)</td></tr><tr><td id="QUOTE">Erm.. seems like the Blood splatter doesn't work in 1.1.. or is it just me? I've done exactly what I'm instructed to do.. Â <span id='postcolor'> have you updated the on action field in the trigger? see the updated readme.
  2. snYpir

    Beta: blood addon

    jacobaby - thanks for the info will play around with it when i get a chance. TheAce314 - you mean implement as a mod (via the -mod command)? I don't know, i'll have to experiment with it. It is totally different from the sky addon, because i need to manually add the eventhandler to every unit (and the only way to get a list of every unit is via a trigger). plus, if missions out there already use the "hit" eventhandler, there may be conflicts. as stated, i'll look into it.
  3. snYpir

    Beta: blood addon

    It's not supposed to be useful. Its supposed to make it more fun The problem with putting blood on anything is that it is very hard to determine the exact edge of the model, and then it is really hard to put the blood texture at the right place, and at the right orientation. It is essentially impossible if the model is going to be moving. I think i know how to calculate the position of say, a wall, but that is as far as i have gone. I'll be damned if I know how to determine the orientation of the wall (which you need to know if you want to paste a flat texture onto it).
  4. snYpir

    Beta: blood addon

    I have implemented very rudimentary bleeding, and updated the addon to 1.1 (see the first post). I will enhance this next update. Unfortunately I am away for the next 5 days so I won't be able to do any major updates. What this addon really needs is some really good, high-res blood objects. I can't make them, so if anyone wants to help out... Don't underestimate the amount of processor time this addon requires. By default, you can have up to 1000 blood objects showing at any one time. I use a big array to keep track of these, and indeed, sifting through this array to determine what blood objects to kill off is a processor-intensive operation. However, because i use camcreate (not createvehicle) to spawn the blood objects there is very little frame rate loss
  5. snYpir

    Beta: blood addon

    I can detect which part of a model is hit, ie if it is the arm or the leg etc. The problem is that I can't determine where that part is - ie I can't determine where a unit's arm is, for example. This means that it is impossible to bleed from the foot, or the right finger etc. Note that you can set the amount of blood proportional to the amount of damage by setting blood_particle_damage_proportional = true. I can make damaged units 'bleed' - i'll do that tonight (this has already been done by Kegetys I believe for his winter nogojev map)
  6. snYpir

    Beta: blood addon

    Then shut your eyes just after you shoot at someone.
  7. snYpir

    Addons at ease

    A fantastic initiative The OFPEC tag system was instituted for that exact reason - to keep addon's compatible and uniquely named. But: the tag registration is down at present. It will be back up this weekend, and we'll make it more accessable. Here is the listing as it currently stands: http://www.ofpec.com/addons/tags_list.php Thanks BIS!
  8. snYpir

    Addons at ease!

    A fantastic initiative The OFPEC tag system was instituted for that exact reason - to keep addon's compatible and uniquely named. But: the tag registration is down at present. It will be back up this weekend, and we'll make it more accessable. Here is the listing as it currently stands: http://www.ofpec.com/addons/tags_list.php Thanks BIS!
  9. snYpir

    Sweet set of scripts!

    yeah, it would be possible. it's just time spent at the computer. unfortunately i don't have that much these days.
  10. snYpir

    Sweet set of scripts!

    yes, you have to modify the addon. i;'ll add it to the list of things to do
  11. snYpir

    Sweet set of scripts!

    so if you play the example mission, and call in a mortar strike on your head, you don't die? i just did it then, and i got turned into gravy.
  12. snYpir

    Sweet set of scripts!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Leone @ Mar. 17 2003,07:16)</td></tr><tr><td id="QUOTE">There seems to be a bit of a problem with the mortars. They still work, but there is a text-error message that comes up (a rather long one), and it's also very laggy....some sort of loop in the script probably isn't quite right (a getpos looping problem of some sort???). Other than that....it's a very good pack indeed. Well done..... <span id='postcolor'> which mortars exactly? i can't recreate this error at all. a new version is up, 1.15, that fixes all known bugs. could you please try it for me, and let me know if it works or not? thanks!
  13. snYpir

    Sweet set of scripts!

    ok, so you have set in the init_general.sqs file that a radio is required for support, yeah? at the start of the mission, your radio dude says 'support is available on channel #, Sir'. however, when you hit the support radio channel, nothing happens? do you see the green range markers on your map? does the example mission work?
  14. snYpir

    Sweet set of scripts!

    I am still killing off the bugs (goddamn addons), please, if you find anything wrong with it, let me know! And thanks for the kind words, eh.
  15. snYpir

    Textlog/debuglog

    oh man doesn't anyone know?
  16. Don't actually rely on the AI to make the choppers land at all. CHeck this out: http://www.ofpec.com/editors/snippet_view.php?id=181 I put it together for one of my nam missions. It will force the chopper to land as it nears the waypoint, which means no more slow, stupid AI descents. If you line the waypoints up right and adjust the velocity of the landing (see the top of land_chopper.sqs) you can get a huey to come in and slide along the ground.
  17. snYpir

    Ofpec forum opens!

    Just for those who don't know, OFPEC (the Operation Flashpoint Editing Center) is currently being rebuilt, expected to fully re-open in the coming weeks. A new, super-fast PHP forum has been put together, and recently opened for business. go to the new forum.... OFPEC is now running on a database backend, which means a much more efficent and more well organised site, and with over 40 tutorials and countless code snippets a bit of organisation was more than required The site re-design will cater for multiple versions of OFP, and future updates or mods that may come out. See you dudes at the new site!!!
  18. snYpir

    Expert Scripter needed!

    dude, before you submit it - check this thread: http://www.concept-5.com/cgi-bin/ikonboard/topic.cgi?forum=13&topic=122 it shows how to make 'groups' - why not make a ghille suit wearing group of dudes to make it easier for people? Just an idea, i only figured out how to make groups this morning
  19. snYpir

    Expert Scripter needed!

    nope. sorry.
  20. snYpir

    Expert Scripter needed!

    a saw a thread at the editing center - is everything ok now? basically u select the folder whose contents u want to stuff, then select the place you want to stuff it to and the .pbo name, then click stuff....
  21. snYpir

    Expert Scripter needed!

    here is an example that makes a normal soldier, a grenadier and a law soldier all with ghillie suits. i have used lusty's object tree to determine what class names to use (ie. SoldierWG and SoldierWLAW). see the editing center's tutorial page (click on the link in my sig) and take a look at the tutorial on how to make an addon for more info. class CfgPatches { class SoldierSniperSkin { units[] = {SoldierSniperSkin}; weapons[] = {}; requiredVersion = 1.01; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class NormalSoldierSniperSkin:SoldierWB { displayName="Soldier with sniper skin"; model="\data3d\mc sniperw2" }; class SoldierWG:SoldierWB{}; class GrenadierSniperSkin:SoldierWG { displayName="Grenadier with sniper skin"; model="\data3d\mc sniperw2" }; class SoldierWLAW:SoldierWB{}; class LAWSniperSkin:SoldierWLAW { displayName="LAW with sniper skin"; model="\data3d\mc sniperw2" }; }; :biggrin: please all queries to our forum: http://www.concept-5.com/cgi-bin/ikonboard/forums.cgi?forum=13
  22. snYpir

    Expert Scripter needed!

    it is now done. download the example pbo here (place it in your addons folder and make a unit of type 'Soldier with sniper skin') here is what i did: 1. made a file called config.cpp in a folder somewhere 2. in that file i put this: class CfgPatches {  class SoldierSniperSkin  {    units[] = {SoldierSniperSkin};    weapons[] = {};    requiredVersion = 1.01;  }; }; class CfgVehicles {  class All{};  class AllVehicles:All{};  class Land:AllVehicles{};  class Man:Land{};  class Soldier:Man{};  class SoldierWB:Soldier{};  class SoldierSniperSkin:SoldierWB  {    displayName="Soldier with sniper skin";    model="\data3d\mc sniperw2"  }; }; 3. i then used StuffPBO to put this file into a pbo called SoldierSniperSkin.pbo 4. SoldierSniperSkin.pbo goes into the addon folder. thats it at the moment we are making a soldier of type SoldierWB with a ghillie suit. you could put any other soldier class name here if you want. you could also add more than one skinned soldier in the same config.cpp file if you want. we are telling OFP to use the model 'mc sniperw2' to skin the soldier. i will post an example of how to skin two soldiers in the same file in a minute. are u following me? (Edited by snYpir at 11:58 am on Sep. 21, 2001)
  23. snYpir

    Expert Scripter needed!

    that is very do-able. You just need to make an addon and only change one line, and this is the model for the unit to use... sounds complicated but it's not, i'll see what i can do... recommend you visit the editing center and check out our tutorials on making addons. what you need to find is the .p3d file of the model with the ghillie suit... i'll start looking when i get a chance...
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