vektorboson
Member-
Content Count
1009 -
Joined
-
Last visited
-
Medals
Everything posted by vektorboson
-
I'm completely against Beckstein and Schily, but Linke as voice of reason for civil rights? Â You probably forgot, that the Linke still consists of former STASI-people? I don't see how they could improve our civil rights, after Dubya's adventures. I'm pretty pleased with the result, as it could bring more dynamics into our politics. It's a shame that FDP don't won't the traffic light coalition, and that black-yellow-green one is not a realistic option.
-
Hey Chriz, ignore all those "make high quality"-textures comments and high detailed stuff. I like them, and I'd like to see you going "open source" with them. Seems, everything today made is meant for the photography thread, but not for actually playing.
-
You guys probably don't know the "manual fire" in the action menu, don't you? Then all you need is to issue the target command fast enough, wait until the gunner points at the target and then you press fire yourself.
-
This is a very very nice move, Offtime! This is the way how the OFP-community should have worked from the beginning. Just a big thank you!
-
As I understand it, we will continue to use the already available tools. What's more important, that BIS releases full documentation of every file type of ArmA (wrp, p3d, pbo, bin, texture files) and what's to come. Thus people should be easily able to update the current tools, or to create better new tools.
-
Micro tut: the include variable value in the CPP
vektorboson replied to AtStWalker's topic in OFP : CONFIGS & SCRIPTING
Hehe, the include-directive is your friend, when it comes to mission and addon editing. You can change for example an addons config, without Re-PBO-ing the config. It is really lovely; I ask myself why no-one tried (or no one mentioned this) that the preprocessor-directives in the mission.sqm work, too. -
Micro tut: the include variable value in the CPP
vektorboson replied to AtStWalker's topic in OFP : CONFIGS & SCRIPTING
You can use the #include-command in the following files: - SQF-files which are loaded through preprocessFile - config.cpp (addon config) and also MOD-config (resource.cpp as well) - description.ext - mission.sqm (unbinarized): yes, here too. Using #include in the mission.sqm can help you create MP-missions, as you don't have to load up the mission editor, change and save as MP mission (and giving it a new name), but you can just change the included mission.sqm with a text-editor and you only have to stop the mission and choose the mission once again. Conclusion: Wherever BIS-config-style is used, you can use the Preprocessor (#include and #define). Btw.: The included file may have any file extension (it need not to be .h) -
How to move .p3d models to a different addon?
vektorboson replied to General Barron's topic in OFP : CONFIGS & SCRIPTING
Some additional advice from me: If you don't know anything about modelling in O2, then don't convert the ODOL-files to MLOD-files, since this will mess up the normals, it will mess up the Userdata for faces, (Tanks won't turn dark when damaged) and it will mess up the lighting (some faces will be fully lighted). Best'd be to replace the textures just with a HexEditor (or any other editor which understands binary files), like done here. Replacement in MLOD-files isn't trivial because the texture paths have a fixed length (32 characters! and every face keeps a copy of the texture path. -
Trigger external program from within OFP..?http://
vektorboson replied to DBR_ONIX's topic in OFP : MISSION EDITING & SCRIPTING
To extend functionality, my personal approach was/is to create an API, so you could create DLLs which were loaded by my version. Regarding external programs: You would have to do some kind of query, whether the external program has delivered the data/has terminated. But I think this shouldn't be too complicated with some kind of stub script that returns false/true. When I get around in the far future to finish my tool, I'll make my own thread. And I think that fwatch was released "officialy" it being on OFP.info. The question is, whether this approach of "hacking" OFP will still be possible with ArmAss, as I guess every modder will switch to ArmAss. So perhaps there isn't any sense in finishing it at all. -
Any dialog wizards hanging around?
vektorboson replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
If I remember correctly static multi-line text was not working in 3d dialogs. Only possibility is to use indeed a 2d multi-line text and it will be written on the right place on the laptop, but not perspective correct. If you are looking frontal at the laptop you won't see a difference. -
soldier is stuck in ground, custom config
vektorboson replied to 5133p39's topic in OFP : CONFIGS & SCRIPTING
Won't help you now, but for everyone who'll try his own custom config it is better to use the commented config from BIS instead decoding the config.bin. You can use the commented config (all files) in the bin-directory without the need to compile it into a config.bin-file (and you won't get the error with the handguns). -
What engine are you talking about? The ArmA-engine? How would you know which limitations that engine has? Did you already playtest it? Better support for hand-to-hand combat would be a welcome addition, it would rise the number of possible scenarios and new weapons/units.
-
Bombsight/camera/ccip script
vektorboson replied to chops's topic in OFP : MISSION EDITING & SCRIPTING
Wrong: Example: x = -1 sqrt( (-1)^2 ) = sqrt( 1 ) = 1 Therefore: sqrt(x^2) = |x| = abs(x) Therefore it'd be better to write _verticalspeed = abs(_verticalspeed) -
Because there is a difference between occlusion and frustum culling. Frustum culling is much faster, as it just checks bounding spheres, whereas occlusion culling has to take the geometry of the occluded and the occluding object. Someone also wrote, that the terrain does not cull objects away, therefore objects behind hills are always drawn. Someone perhaps correct me on this one.
-
Track textures are animated by changing the UV-mapping, and not through cycling frames. As I remember BIS included a lot of things that aren't used in OFP. Take the AP-mines for example. You find in data3d.pbo models for US and Soviet AP-mines, but they aren't used in OFP. Of the mini-Jetranger in O.pbo, textures are missing and it doesn't work at all. It's all about time, and BIS had to finish OFP, therefore they probably didn't include all features they planned.
-
Wrong. What you describe is frustum culling, not terrain streaming. Terrain streaming means, that only a small portion of the terrain is loaded in memory. As you advance the terrain is loaded ("streamed") dynamically into memory. Streaming means, that only small portions of terrain are loaded per frame, so that the game is not blocked while loading terrain. It doesn't save CPU, but memory, and XBox doesn't have a lot of memory.
-
Armed Assault - development suggestions to BIS
vektorboson replied to theavonlady's topic in ARMA 2 & OA - SUGGESTIONS
One of the few moments where I have to disagree with hardrock  Better Addon-Management: Yes! Mandatory "official" ID and taking away freedom: No! It could be a simple CfgPatches-Entry like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> addonVersion = 1.0; class required {  class item0{ addon="BIS_Resistance"; version="1.0"; };  class item1{ addon ......... }; }; You have to remember that AA has to be compatible with old content created for CWC and OFPR. -
Armed Assault - development suggestions to BIS
vektorboson replied to theavonlady's topic in ARMA 2 & OA - GENERAL
One of the few moments where I have to disagree with hardrock  Better Addon-Management: Yes! Mandatory "official" ID and taking away freedom: No! It could be a simple CfgPatches-Entry like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> addonVersion = 1.0; class required {  class item0{ addon="BIS_Resistance"; version="1.0"; };  class item1{ addon ......... }; }; You have to remember that AA has to be compatible with old content created for CWC and OFPR. -
Armed Assault - development suggestions to BIS
vektorboson replied to theavonlady's topic in ARMA - GENERAL
One of the few moments where I have to disagree with hardrock  Better Addon-Management: Yes! Mandatory "official" ID and taking away freedom: No! It could be a simple CfgPatches-Entry like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> addonVersion = 1.0; class required {  class item0{ addon="BIS_Resistance"; version="1.0"; };  class item1{ addon ......... }; }; You have to remember that AA has to be compatible with old content created for CWC and OFPR. -
OFP2 and "armed assault" - what's up?
vektorboson replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
I wonder if AA wil run on my Athlon750 and GF2MX I must not resist to not try... -
Trigger external program from within OFP..?http://
vektorboson replied to DBR_ONIX's topic in OFP : MISSION EDITING & SCRIPTING
What is the exact command, you type in? You should use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hint loadfile "\:version" The trailing backslash has to be there, otherwise it won't work! -
Trigger external program from within OFP..?http://
vektorboson replied to DBR_ONIX's topic in OFP : MISSION EDITING & SCRIPTING
You can get my latest version http://home.arcor.de/vektorboson/res/testdll.zip It has basically the same functionality as Kegetys, though some are different or missing. As I don't know how to get the Pipe working, I'll wait for Kegetys' version and incorporate his stuff into my version. Even if you'll use later Kegetys version, you can try some stuff now. -
Binarize anyone know how?
vektorboson replied to sgt_savage's topic in OFP : MISSION EDITING & SCRIPTING
that's because binarize is a command line tool (and bin.bat expects a command line argument). Just start the command line and change into binarize directory and type <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> bin myaddon where "myaddon" is the directory that contains your addon. You can find then a binarized version in the Opt-directory. But be aware that not all .paa or .pac files or copied; only textures referenced in the models are copied; you have to copy map/UI textures yourself. -
Trigger external program from within OFP..?http://
vektorboson replied to DBR_ONIX's topic in OFP : MISSION EDITING & SCRIPTING
Where are the keybindings saved, I guess in the player's userconfig? It would be possible to read the keybindings from that file, but it wouldn't help to create a getUnitStance-function, because... You check for the Go Prone, or for the Crouch-Key... the player goes prone, then he switches to his secondary weapon, et voila, your information about the player's stance is now wrong. Another one is the Heal-Action. You are in crouch position after being healed (you were before prone). So forget about the getUnitStance-function I implemented key-check and mouse-position functions into my version, too. But the mouse-position functions aren't really useful, as they don't show you the position of OFP-cursor (in a dialog or the map), but the Windows-cursor, which is different. So the only thing that would be useful IMHO is a mouse move function that returns the movement of the mouse (since the last check). -
You could just take the HTML-Ressource-Class from the resource.bin(resource.cpp) and include it in your dialog. Then you derive from that class, and adjust the text-property. I think it works even with CtrlSetText. The last thing I remember was, that it didn't look like in the Organizer in the map, but it was just straight text (with linebreaks). So formatting got lost; but it's a long time since I tested it.