starstreams
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Performance: Triggers vers Waypoint
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
Wow, what a trip Unnamed! From what I just saw, "WayPoint" timings move much quicker then the "Triggers" and the bad thing is the timing count doses NOT stop even after the player has reached the "WayPoint". However if you kill man who has reached the way point, the time clock stops sometimes about one minuet after he is dead. It seems the trigger’s time counts moves wayyyyyyyy slower which tells me that a trigger is the way to go if possible. Is there a way to edit a description file of some kind to modify when the clock checks? I don’t see why it needs to be .05 seconds? If the triggers blue detection ring covers a big enough earia I would think 2 or 4 seconds would be better then .05, maby even longer, say 10 second for a 400x400 detection ring. -
Performance: Triggers vers Waypoint
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
Cool, thanks for that link macguba I’m going to check it out now! By the way, there are no static objects in this misson other then a few ammo boxes on the ground but I’ll keep that in mind, it makes perfect sense especially with complex static objects. I wonder if the number of tanks in a group matters even though you are still using one "Way-Point" for the group? By the way, if anyone else happens to know any facts as far as the (poll-timings of a "Way-Point" ver. a "Trigger") that macguba was referring to please post any facts you have. Checking that link now, Thanks! -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
I emailed the .ogg file to you, did you get it? I also have the wave file and description file if you need that. the only funny thing is, it plays fine in the game and it dose repeat a few times, meaning the sound file doses play over and over. However it only repeats a few times and then you don't here it anymore so that’s another issues I need to deal with but I'm guessing it's in the trigger settings. -
DXDLL 1.0 (not Geforce MX compatible)
starstreams replied to kegetys's topic in ADDONS & MODS: COMPLETE
Never mind, it seems it’s the Post processing that is causing this. Man it makes the sky look better and certain textures are improved but other textures seem to blur. What doses Post process do anyway? Either way, I love this dll, now I can acctuly have real looking water missions! -
DXDLL 1.0 (not Geforce MX compatible)
starstreams replied to kegetys's topic in ADDONS & MODS: COMPLETE
This thing is working great for me, however the only thing I'd like to fix is all the textures through out the game seems to be blurry. For example the textures on the buildings and the trees look more blurry, the ground has lost it's detail. Is there a setting for this, I've checked the readme file. I'm running a Gforce4600 Ti -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
Thanks militia but like I said I figured it out last night, either way thanks for the effort it’s always good to here things from different people in different ways. And thanks to you BoweryBaker, I like your method also because of how you can assign things to objects in the game. The only thing is I’m still not clear on how you assign a sound to objects such as houses and cars as I believe you were trying to explain? That would be cool for when the player comes up on or walks by something and the radio goose off. But again, I wasn’t sure where you meant to put the name? And what really sets it off do you have to touch the house or car, or if it being a car do you need to get in it and drive it? This is where you lost me. By the way, I’m not totally happy with the sound file just yet, but I’ve got a rough idea of what I’m going for. I will be happy to email the .ogg file to anyone interested to hear what I’ve got so far, but again there are parts I need to edit out and clean up. -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
Ok, this is crazy, Now it's working perfectly. But I didn’t add any thing in the On Activation field nor did I use your scrip, I used that Chris Editor thing. I have the trigger set to repeat and it is activated by the West, the condition set to this, the default Why is it working now? -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
Sorry Bowery but I'm missing something. I get the trigger part but then you say to put a name in the on activation field, but in the activation filed of what?  The trigger?  Or what object? A car or building? I’m getting an error when I add a name in the on-activation filed of the trigger that says sometimes like “Error expected Any Type Nothing†I mean I’ve got a mono .ogg file it’s in the Music folder C:\Program Files\Codemasters\OperationFlashpoint\Users\Michael \missions\TwoIsland.noe\Music I’m sorry I know your trying to help but you kind of have to talk to me as though I know noting about this stuff. Either way I appreciate the help. -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
That Description wizard is not working. The name doses show up in the list however there is no sound and I tested this .ogg file. I have (repeat) and activation by (West) The problem is, the wizard says to make sure the .ogg file is located in the Mission/Music folder or Sound folder if that’s what you’re using. Number one there is no folder that just says mission, all the mission folders end in (s) as in Missions. So now this brings up the question if I’m even putting the fle in the correct missions folder given there are 3 of them under the user sub menus. All I’m trying to do is insert a sound into the main .Music.pbo file and have it show up as an ambient add-in. to my knowledge the description text file is usually for complying missions right? See the defult ambient sounds that are in the triggers you can preview from the editor. Either way I still have not gotten the sound to play and the help menu in that scrip editor program is very limited. Doses anyone know what mission folder the .ogg sound file needs to be in exactly? Can someone post a path because I can’t see why these is getting sos complicated? These is gong to be one of them things I spend my whole week end working on and still getting nothing to work. All I want to do is make a bad ass sound file and I'll be glad to host it and shear with everyone if I can only get it to work. -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
I’ll give this a shot MilitiaSniper, Thanks! What I did last night was, I uncompressed the Music.pbo file located in the DTA folder and then I put my .ogg in there, then recompressed it with DePBO.exe ( I backed up the original Music.pbo by the way) Anyway it never showed up in the trigger under the FX music buttons. there is some type of file called STRINGTABLE.CSV located in the .bin folder that references the track names in the list in the trigger but this STRINGTABLE.CSV file is an exel file and I have no idea what to do with it. I’ll try Chris's OFP Script Editor; maybe I’m missing a step. If I get this to work I’m going to host it, these radio sounds are amazing and I can edited them in Logic Audio. I was actually playing the sound clip in win-Amp while playing OFP and it made the game seems so real. -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
Look, if someone could just explain how to convert a sound that is usable as an ambient sound effect usually located in a trigger I will make my own background repeating sound which can be inserted into the level in the Music category. I will be happy to shear it. I have a lot of experience in sound recording, however I’m not sure what is involved as far as getting custom sounds to show up in the Trigger/Effects menu? Can anyone assist? I really don’t see why I need to do all this fancy scripting stuff for what I’m trying to do. All I want to do it import a 5 min sound file that will play as music in the background Looped. However rather then music it will play my own custom war sounds which I can easily make with Logic Audio which is a recording program I use -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
@theavonlady Thanks but thouse are wave files at that link, I don't know what to do with them not to mention how to make them sounds come in and out at different points in time as stated above. Thanks BoweryBaker, I’ll try this: there is one thing however. I have a bunch of wave files; I’m not sure where they need to be put? Or do they need to be converted? I have the dharberts OFP Enhanced Audio Pack v1.1, this consists of all wave files which I don't know what to do with? also, I have the Dynamic range pack with comes with one .pbo file and I diden't see anything new in the editor even after I put that in the add ons folder. There wasn't even a readme file. -
Ambient Radio sound-This one is hard to find.
starstreams replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
Why would you move this to Mission editing? I'm looking for an add-on, I posted it in the add-on section. It seems it could go in both places. It's bee awhile since i've been here maby your right. anyway thanks for moving it then! -
I’m having trouble finding this: I’m looking for some kind of add on where like in real war, every so often you here the sounds of communications across the radio. Not one voice but many different voices talking across the radio. Do you know what I’m mean? Like in movies you always here about 5 different signals quietly coming across the radio with an almost scrambled sound like there is there is a lot of stuff going on in the back ground over the radio. But it needs to be very quiet like more of a back ground ambient sound. I’m looking for an add on where I can hear this radio come in and out every once in awhile during the game to give it a more real sound but I have not found any packs that have this?
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DXDLL 1.0 (not Geforce MX compatible)
starstreams replied to kegetys's topic in ADDONS & MODS: COMPLETE
hay, sorry about the 100 Kb and up images I lot linked. I usually check that stuff first, my bad. By the way, will the New OFP use this FX pack? they are stupid if they don't. This totaly added life to the water world! You guys rock! http://mgiese1.home.comcast.net/water.htm -
DXDLL 1.0 (not Geforce MX compatible)
starstreams replied to kegetys's topic in ADDONS & MODS: COMPLETE
Nice shot StrangeLove! Did you guys try playing with your FSAA settings? I noticed my screen would freak out when I turned it on but I was turning things on and off in the counsel and it fixed most of that. [mg]http://mgiese1.home.comcast.net/water_big/water_08.jpg[/img]>100kb [mg]http://mgiese1.home.comcast.net/water_big/water_07.jpg[/img]>100kb [mg]http://mgiese1.home.comcast.net/water_big/water_04.jpg[/img]>100kb [mg]http://mgiese1.home.comcast.net/water_big/water_02.jpg[/img]>100kb <span id='ME'><center>placebo slaps starstreams, don't hotlink images over 100kb</center></span> -
DXDLL 1.0 (not Geforce MX compatible)
starstreams replied to kegetys's topic in ADDONS & MODS: COMPLETE
Well, I took a few screen shots! http://mgiese1.home.comcast.net/water.htm I love this add on! -
DXDLL 1.0 (not Geforce MX compatible)
starstreams replied to kegetys's topic in ADDONS & MODS: COMPLETE
First off Nice job Kegetys! this adds a whole new dimension to the game, it looks so killer at night, I’m going to be taking screen shots for the next two weeks. There was one question I had: When I load  OFP it says it wants version 1.92 however when I search the net for this particular version I only find the server update, will the 1.94 beta version be ok to use? I mean I’m using 1.94 now and it seems to be working great, however I still get the message when loading OFP Resistance. By the way, Thanks! It’s nice to see someone breaking the boundaries and reaching new limits. This looks so cool when your out on the water driving the Mark-II during dusk. Nice work! -
Anyone know what model of AT gun this is? I took this shot today by the police station in my town. I would like to read up on it but I don't know what version of AT gun this is: http://forums.beyondunreal.com/attachment.php?attachmentid=75995 http://forums.beyondunreal.com/attachment.php?attachmentid=75996 http://forums.beyondunreal.com/attachment.php?attachmentid=75997 Thanks
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Edit-- dubble posted, sorry. Please remove this last post
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---- Whoever it was that said 155MM M1A2 was correct---- ;) Lastnight I want back and looked at the tags, here are the spects: -- 155mm Howitzer medium Circa 1955 mm M114A2 The Oliver corp
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Just curious, can AI players see you if you are hiding behind thick plants in default OFP maps? The reason I’m asking is: I down loaded Normandy and it don’t matter if I’m hiding in the tall grass weeds, I got killed by AI solders as well as tanks even when I was laying down flat on the ground in the weeds. I guess it’s not a big deal in a multiplayer game becouse real live people don't know where you are but as far as single player games the AI seems to know it just dosen't work, Anyway, I’m just wondering, is this the story with the default OFP maps also? ... plants don’t block? By the way, Normandy is a beautiful map and the idea of tall grass was brilliant but is there anyway to make this work? http://mgiese1.home.comcast.net/grass_fields/grass02.jpg http://mgiese1.home.comcast.net/grass_fields/grass03.jpg http://mgiese1.home.comcast.net/grass_fields/grass04.jpg
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Thanks everyone, it seems I've had a few other people say it was a 155mm M114 howitzer somewhere else. Thanks again!
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Links fixed, I fixed them right after I posted my first message but you guys got to the post before I could submit. sorry Let me know if they work now?
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Anyone know what model of AT gun this is? I took this shot today by the police station in my town. I would like to read up on it but I don't know what version of AT gun this is: http://forums.beyondunreal.com/attachment.php?attachmentid=75995 http://forums.beyondunreal.com/attachment.php?attachmentid=75996 http://forums.beyondunreal.com/attachment.php?attachmentid=75997 Thanks