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Everything posted by savedbygrace
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Hello Armaverse! OFPEC is open again for traffic. Please drop by for a visit. Thanks
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What's up old timer? Yes, OFP *ahem* Cold War Assault, is still alive for a few strong addicts. Some of us will never leave it alone. Check this thread out for ECP Check this thread out for FFUR/SLX AND WW2 Modpack 2.5 Enjoy!
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That did it. Thanks for your help pal.
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Has anyone had difficulty getting animations to play for certain islands? There is no longer a Resistance folder and so placing them in the normal addons folder seems to work for some but for others "Tonal" to be precise, does not seem to recognize the folder.
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The SetPos Command doesn't work for me, are there any alternatives?
savedbygrace replied to pappmensch's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is a new feature added to the unit dialog, in the bottom left hand section called "elevation". It removes the need for using the setpos command in the init. -
Arma 3 Editor - What's New?
savedbygrace replied to BBrown's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, it IS alpha mind you. They have already stated that anything is subject to modification, replacement or even removal and if the editor seems less friendly to use, they will adjust it where needed. With that said, I'm sure you already know that the editor interface itself has remained pretty consistent through the years and BI has only added small things or tweaked the appearance to stream line it and remove the bulk from the window. In Arma 2, they slimmed it even further and added the modules feature. They also added a visible asterisk to identify when data has been modified in the project so you don't lose progress by exiting without saving. Arma 3 so far, has tons of changes. Most noticeable is further streamlining of the interface. All F menu phrase topics were replaced with icons, that veterans will see as sensible but newcomers may view as confusing. For that purpose, they added another feature to allow folks to choose from Streamlined view or Traditional. Another noticeable feature is the added "elevation" field in the units dialog, which eliminates the need to type or copy/paste the most used command in the game, the "Setpos" command. Improved Intel dialog which allows you to now make adjustments for lightning, waves and wind, how freaking cool is that? They have also added a Debug console, A function console and a config viewer, to further ease the burden of scripting. A smooth 3d editor will certainly make it quicker, and less frustrating for many object users(as myself), but It's almost like therapy to do the work yourself. With the added coordinate and elevation calculations beneath the cursor on the map, I see no reason why they couldn't use the same feature in the editor to display building positions with elevations beneath the cursor to speed up the placement process. -
Is there an updated version of Sarahni Island that is bug free and usable?
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@ fmandl That particular mission is quite frustrating if you do not adjust your view distance to include the main hill during the entire station flight of the gunship. Headup quoted the best course of action and believe me, I've attempted this thing many different ways. Since you've played it several times, the terrain should be quite familiar to you, which is key to monitoring the approach of enemy to the hill. The first issue is to place that station marker(the pivot point of the 130) at the base of the hill so that you don't fly too far out from the primary objective, I didn't realize there was more than one ammo option and I fired with whatever the default start type is and it worked just fine. The second key is to find the right zoom distance to monitor movement as well as engage properly without losing sight of your targets.
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Hey folks, We have another survey up over at OFPEC, and was hoping that anyone who uses the site, even on a rare basis would take a moment to answer some questions and help us improve things further. Please take a few minutes to help us out? 2012 Survey Thanks
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Hello to whoever may still be drifting through these boards. I have a game crashing problem. It has nothing to do with the actual Description.ext file since the mission loads, previews and all displays/controls work properly. I suspect that it has something to do with me not closing the dialog(s) properly. Basically all of the backgrounds, buttons and image classes are in the same parent class. The parent class is assigned a control idd = 4000, Each subclass follows in sequence, idc = 4010. idc = 4020, etc. Is there a specific way to close dialogs out? Closing controls out before displaying others? EDIT: A search is what brought this thread to my attention. I suppose I should mention that the mission is in fact for CWA 1.99(OFP) EDIT EDIT: I have discovered that the problem is being caused by a wrongly converted image from the format of TGA to PAA with the pngtopac tool. I would never have guessed an image to do this, hence the reason I expended three days in confusion(normal confusion aside). So, to answer my own question, using the command "CloseDialog #" is the only way of closing a dialog.
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New Mission Editing Contest at Ofpec
savedbygrace replied to nominesine's topic in ARMA 2 & OA - GENERAL
The Invisible Killers Competition has been extended until August 10th. Details. -
Did you get that email Sickboy?
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Hey folks, OFPEC is kicking off its series of mission editing contests that will continue through the remainder of the year. Iron Front content is included. Check out the announcement for details.
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Hey folks, OFPEC is kicking off it's first contest in a series scheduled for the remainder of the year. For details, see the announcement.
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Iron Front - Liberation 1944, new WW2 game on A2:OA engine
savedbygrace replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
We got the Interview up at OFPEC for you guys to view. Thanks guys. -
Iron Front - Liberation 1944, new WW2 game on A2:OA engine
savedbygrace replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Love the bulky rushed welds on the armor plate, the pitted castings and detailed side mounted tools. I was almost expecting the tow rings on the front to pivot in their mounts. I wonder if they've change the German salute at all? -
Iron Front - Liberation 1944, new WW2 game on A2:OA engine
savedbygrace replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
If you have any questions regarding the Game, please visit the advertisement at OFPEC. Thanks. -
Hey Folks! We've began a new series at OFPEC entitled Community Spotlight where we visit the lives of random community members with questions that help us learn more about them. It's not much different from past interviews, but hopefully with greater community participation we can shape the series into an enjoyable monthly feature. If you have ideas that may help to improve the series or even community members that you would like to see spotlighted, feel free to post your feedback. This post will be updated as interviews are published. The Spotlighted January 2012 - Series Announcement February 2012 - SaOk March 2012 - Clayman April 2012 - Janat May 2012 - DWarden (???) May 2012 - Steffen Trombke June 2012 - Zipper5 July 2012 - Sickboy (coming soon)
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A special announcement on the OFPEC front page!
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Could anyone please explain how to make the CSLA 2 mod compatible with CWA?
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No Entry CONFIG.cpp/Cfgvehicles.
savedbygrace replied to savedbygrace's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the response NiKiller. I appreciate your intended efforts. However, I found the problem. For clarification, I had removed an addon from the editor and for some reason, the following code was left behind in the SQM file. class Item255 { position[]={0.000000,0.000000,0.000000}; id=0; side="WEST"; vehicle=""; skill=0.600000; }; I cleared it out and then adjusted the total of item entries located at the start of the vehicles class and that did the trick. Thanks again for the response pal. PROBLEM SOLVED -
I've been editing the same mission off and on for several years now and have swapped out two different sniper rifles on more than one occasion. On my latest version, I am now getting the error as declared in the thread title. From my searches, this is an addon file format type and has nothing to do with this mission. How can I narrow this error down to fix the problem?
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Mission Editing Competition 2011
savedbygrace replied to Zipper5's topic in ARMA 2 & OA - USER MISSIONS
Our apologies folks, The requested information has been added to the first post of the MEC thread in our forums. Mission downloads are available only by the author, either through our Missions Beta testing area or from other links. OFPEC will not provide downloads until after the entry has been reviewed by our staff and subsequently uploaded to our database. -
Arma 2:OA 1.60 Release Candidate
savedbygrace replied to maruk's topic in ARMA 2 & OA - BETA PATCH TESTING
Before the patch, I had a bunch of objects using the attachto command to prevent their bouncing on the carrier(the command didn't work as I thought it would) but it did keep them still and allow me to setposasl them as I needed them. Now, after the patch, the command seems to be working as it should BUT instead of seeing the command "attachto" in the init line of each object, it displays "this inflame true". -
They've gone as far as to improve physics for collision with vehicles and objects, It would be great to take it a step further and add it for vegetation so that the player could spot AI movement through the weeds as easily as AI spot the player. How many times have you paused to observe movement between weed textures and wish the darn bush would just move and give away their position? It would also add great position identification for low flying aircraft to spot tall grass and bushes shifted around by moving foot mobiles.

