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uiox

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Everything posted by uiox

  1. Agree with you I have 2 folders : the first with comref of BIS, second with scripts of Snypir, Kegetys, Bn880, Spinor, Dinger, Prospero, Karrillon, author of battlefield, Denoir, Zayfod, Todeater, benreeper, Sui, Doolitle, TJ, ColKlink, VektorBoson, etc.... List not close update each day. It's my read me. The problem of scripters, like musicians, you read a script, a basic script, pascal, C, C++, Fortran, Cobol or OFP. You ear what it does, and sometime it's marvellous (remember a part of code of Suma about something relates to sky) I say that coz your pseudo is poet, I was a poet. I was.
  2. uiox

    Ai thread

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jinef @ 12 May 2003,21:33)</td></tr><tr><td id="QUOTE">Half Life AI is still some of the best around today, that's quite cool. The trooper guys, if the AI in OFP moved that fast and well in an urban enviroment it would be so much better.<span id='postcolor'> lol
  3. uiox

    Vtol - using the keyboard

    Prospero + Karrillon = amazing guys It's a chef d'oeuvre.
  4. uiox

    Divideable teams/squads

    Good method, and easy. When you have human players, with MP mission. With your method I want AI assign Fire, or supply it's for specialization of AI, a fire AI is not like a recon/scout AI for SP mission. A recon team it's for recon, it report new target, not instantly fire at, but fire team fire and don't report (or report during fire), support fire, fire when support fire team has a lot of lost. When you assign, you give to AI a particular AI during fighting. We will have "duringgamejoin" with OFP2 and we need some rules with our "religious" coop game (I say that becoz OFP is the must of coop game) Imagine during a very hard mission, you leave cause connect shut down, come back and you can see the AI not desrtoy the plan of the team. Sweet AI good relace of myself, let me take your body, and fight again!
  5. uiox

    My first script

    Instead of objnull Test like this #Loop ~0.01 ? (count (weapon _man1) == 0) : _man1 setcaptive true If (alive player ) then {goto "loop"} exit (not end, not usefull at the end of script cause the script goes out when it reaches the last line, exit is used for forcing the end in a condition for example) and [_man1,_man2] setcaptive false can't work setcaptive works with objects, when you put [] it's an array. Welcome new scripter
  6. uiox

    The good ol' bullet cam

    U can download here, but it's, maybe, a draft work, sometime I play with my scripts, it's my method for waiting for OFP2... Will upload new version... My Webpage
  7. copy paste from readme It's a tool make with OFP for the drop command, with it you can make test on effect with the drop command. How to use it: 1) start the mission 2) do action "drop generator" 3) do action "drop manager" for openning the dialog. After you adjust the parameters with sliders and combo boxes for having what you want. When the effect is good, you copy (ctrl c) the drop command with all parameters exactly identical to the last change you have done. Last replace _The pos is here with your own position of the drop creation. In the dialog you have: - Sliders for change : daytime, overcast,rain and fog - Slider for manage the loop of creation of drop (0 to 1 second) - Combo with cl_basic,fire,water,fireD (white fire),halfLight (nice light effects), sun, and halo. - Combo for change spaceobject or billboard - Sliders for lifetime,weight, volume,sizestart,sizeEnd - Combo for select one of 4 colours (thefirst,second,3 and fourth) - 4 sliders for colours And last in bottom a text fieild with drop parameters update with values you select (the position not placing, only a sentence for easily placing the position of your particule) With this you can understand how drop effects works, and create new one very easily. For recreate it you have to build a loop with a minimum pause of 0.001 for not overload CPU and OFP engine, and a condition (if you want) for exit the loop. Like this _fireplaceOne = _this select 0 _PositionOfFire = getpos _fireplaceOne #Loop drop ["halfLight" , "" , "SpaceObject" , 120 , 120 , _PositionOfFire , [0,0,0] , 0 , 40 , 30 , 0 , [0.05,0.05] ,[[0.62,0.72,0.81,0.75],[0.62,0.72,0.81,0.75],[0.62,0.72,0.81,0.75],[0,0,0,0.1]] , [0] , 0 , 0 , "" , "" , ""] If (inflamed _fireplaceOne) then {goto "Loop"}
  8. drop ["halfLight" , "" , "SpaceObject" , 120 , 2.02261 , _The pos is here  , [0,0,0] , 0 , 40 , 30 , 0 , [0.1,0.250001] ,[[0.62,0.72,0.81,0.75],[0.62,0.72,0.81,0.75],[0.62,0.72,0.81,0.75],[0,0,0,0.1]] , [0] , 0 , 0 , "" , "" , ""] It's not a script it's a tool the line of parameters above is only copy paste from the edit field. Note if you put it on the ground you will have nice lights effects. For use it : 1) start the mission 2) do action "drop generator" 3) do action "drop manager" for openning the dialog. After you adjust the parameters with sliders and combo boxes for having what you want. When the effect is good, you copy (ctrl c) the drop command with all parameters exactly identical to the last change you have done. Last replace _The pos is here with your own position of the drop creation. You are right I will write a little tutorial, if you think it's a script and not tool you can't understand immediatly how to use it.
  9. I have script a drop tool : In a sample mission the player have one action : start drop When he starts the drop generator (a fire drop effect), he has a second action for call a dialog. In the dialog you have: - Sliders for change : daytime, overcast,rain and fog - Slider for manage the loop of creation of drop (0 to 1 second) - Combo with cl_basic,fire,water,fireD (white fire),halfLight (nice light effects), sun, and halo. - Combo for change spaceobject or billboard - Sliders for lifetime,weight, volume,sizestart,sizeEnd - Combo for select one of 4 colours (thefirst,second,3 and fourth) - 4 sliders for colours And last in bottom a text fieild with drop parameters update with values you select (the position not placing, only a sentence for easily placing the position of your particule) With this you can understand how drop effects works, and create new one very easily. Drop engine :download here In my home page you can download a flak script, its a simulation of flak with drop command, in it you can see how use the scirpt relate to particule. It's a little bit more advanced, but you can see the powerfull of this command. Amazing OFP!
  10. uiox

    Scripting

    Have the possibilty to create a variable with the ID of object. Call format ["upDateList%1 = [] ",self(object)] You can't build a global variable for each of object of a same addon. Or global variable relates to an object.
  11. uiox

    Divideable teams/squads

    Yes, and instead of colors: Recon Fire Cover Reserve/supply
  12. Comores & mercenary... Mercenary can create an other atmosphere in the game... And the Comores are 3 small islands and they exist...
  13. uiox

    Scripting

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Romolus @ 06 May 2003,00:37)</td></tr><tr><td id="QUOTE">Simplify MP scripting. It shouldn't depend where you use commands if they are working or not. The need for some commands to be executed where an object is local is making MP scripting verry complicated, especially with the actual system how and where actions and eventhandlers can be used.<span id='postcolor'> Simplify? In OFP1 you can't really script MP. Why? Cause with triggers and WP you can solve and script VERY GOOD MP MISSIONS. A lot of awesome MP missions are done without script. We want more, and BI ear, and understand what we want. BUT if you want more, Â you are in the scripter domain, so learn yourself. Ask to our masters how many hours for understanding a little part of OFP. It's a choice of BI, don't forget OFP is a game, not an operating system. First we buy, play with it, after we script (for a very little part of us). I'm a gamer, for me OFP is a very good game, if in OFP2 I will have pleasure of playing : win for BI. PS: MP scripting does not exist in OFP1, it's an invention of our scripting gurus. PS2; I agree with you if you say : create mp scripting
  14. uiox

    Heavy transport!

    yes a yellow dog in an Antonov, good idea. with sounds hall effect
  15. uiox

    Game physics

    Yes game physic : Some command for have the internal value relates to OFP physic, or in the comref (gravity, wind, rubbing, air density, etc..). Some commands for use the internal routines of OFP, why recreate if they exist? _Range = getRange ["Heat120", velocity, theta,height] All of this specially for addon scripter, addon with events (marvellous idea) are more powerfull and easy to script. This example is related to M109 command view, with the getrange the scripter can give to player precise informations.
  16. uiox

    Scripting

    And during a dialog can move the map or zoom in it, if we don't have during game dialogs, have during map dialogs, very usefull for design a C&H the island missions... About strings: Scripters have to debate about this. My point of view: Create a limitation of 256 characters, so we have string, not text. Don't care about minusc and majusc, (not case sensitive in English?) No idea for the moment for ascii characters... Commands: PosString _Pos = PosString ["ca","abcabc"] _pos == 3, return always first find Length _Length = length "OFP2 2004" _Lenght == 9 Substring _Result = SubString ["abcde",2,3] _result == "bcd"
  17. uiox

    Types of addevent handlers

    Getin & getout for AI (actually only for vehicle), very useful for manage addaction. Respawn : you reinstall easily the events Game events, Sunset, sunrise, rain, etc... Mission/game event : Briefing, debreifing, start, end Events with parameters : player addEventHandler ["Speed", > 50 ,{_this exec "exploseTruck.sqs"}], player addEventHandler ["height",==150,{_this exec "EjectSquad.sqs"}], player addEventHandler ["time",>=3600{_this exec "TimeOut.sqs"}], player addEventHandler ["Tick", 100, reset to 0,{_this exec "DisplayScore.sqs"}]
  18. 1) Fire on the ground 2) Corners, if you see you are dead, new movement? 3) Stairs 4) Trough the walls For ideas Flexibility for trees and some object (fence for ex), introduce this in addon. Link vehicle with rotation point, articulated vehicle. New movement : sliding, target is skiing or a bobsleigh addon. Mirror effect, on water or build a mirror addon for sniper and solve the problem of corner (i can dream), ice effects (transparency) Air sounds, if a plane has engine off you can ear aeorodynamic sound of the air, or you can ear an obus when it moves above you. Hall and reverb sounds. Differents walk sounds (a sniper is more silencious than a soldier) Halo effects (dust in sun rays in a house) Seasons and a spring with a lot of flowers (perfume is not usefull... for the moment) and sounds of insect.
  19. uiox

    Do we need female soldier?

    oh yes: New anim: Fuck in OFP, ok now I understand....
  20. uiox

    Do we need female soldier?

    if it your mother add 10 points sorry one more post
  21. uiox

    Do we need female soldier?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (uiox @ 01 May 2003,02:00)</td></tr><tr><td id="QUOTE">without 0 point<span id='postcolor'> Sorry one more post
  22. uiox

    Do we need female soldier?

    headshot male 2 point headshot female 3 point (only with a kid) without 0 point
  23. uiox

    More cheats

    It's not a cheat problem. Player can change. You can do invisible unit (or invincible) addonner. So the player change of addon. With this you can rebuild Unreal in OFP.... Unreal on an island 100 km2, why not? With OFP2 you can make : Unreal, quake, RTCW, but not close up walls... The boss addon... You are in, you are God, no cheat, only a trigger, just try to join it!
  24. uiox

    Scripting

    CaseOf CtrlInUse 100 {    (TypeOf (CharToReal (CtrlText 100))) != "Float": ctrlSetText [100,""] ; hint "Bad number"    CtrlText 100 == "uiox sucks" : endcase; closedialog 0    endcase   }
  25. uiox

    Wind

    "The Partisan" When they poured across the border I was cautioned to surrender, this I could not do; I took my gun and vanished. I have changed my name so often, I've lost my wife and children but I have many friends, and some of them are with me. An old woman gave us shelter, kept us hidden in the garret, then the soldiers came; she died without a whisper. There were three of us this morning I'm the only one this evening but I must go on; the frontiers are my prison. Oh, the wind, the wind is blowing, through the graves the wind is blowing, freedom soon will come; then we'll come from the shadows. Léonard Cohen
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