vektorboson
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Everything posted by vektorboson
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Hi, please don't bitch about the screenshot quality I turned down all settings because this is my Debug- and Test-mission for the nighthawk. It's basically just to show what I am working on. You can rearm at those "ammo carriers" (what's the correct term for them?)
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Which island do you use? Nogova? The AI cannot handle the airport in the north, only the airport in the south. Otherwise describe more...
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You have to open the weapons bay manually atm. I think I'm gonna leave it that way; I know about the AI problem, but I'm gonna solve it another way I'm running OFP @ 1024x768x32, and no AA and Texture Sharpening or anything other. My PC isn't just powerfull enough to run it at better graphics, and I'm to lazy to change the settings for a few screenshots
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There is no RADAR system in OFP. I meant the radar screen in OFP, and you can't lock on. Ok?
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What do i need to make an addon?
vektorboson replied to -TU--33ker's topic in ADDONS & MODS: DISCUSSION
For animations: AEF Campaign (Dschulle's OFPAnim) -
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Attack at dawn: A covert ranger squad getting in position and using a laser designator to mark the target: A F-117A Nighthawk locked on the target and releases two GBU-27: The bombs reach their target, destroying a T-80, UAZ, two BRDMs and the Factory:
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Are they really modelling a new one, or do they just use a "tool" and modify BIS hind?
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Hi, that's because I was lazy and had little time. I actually started to write those extra stuff, but I don't know whether I'll finish it. Perhaps if many people really want it. But, look just at resource.cpp from BIS, perhaps you can learn from some controls there. greetings, Vektorboson
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Finding smallest value
vektorboson replied to Homer Johnston's topic in OFP : MISSION EDITING & SCRIPTING
EDIT: shame on me... Take the first numer of the array, and look if there is any smaller number <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _min = _myArray select 0 _i = 0 _c = count _myArray #loop ? (_myArray select _i) < _min: _min = _myArray select _i _i=_i+1 ?_i < _c: goto "loop" et voila, you got the smallest value (if there is one, that is smaller than 1000000!) -
Good ways to simulate a blackout
vektorboson replied to H++'s topic in OFP : MISSION EDITING & SCRIPTING
Use rather (object ID) switchlight "auto" than switchlight "on", since lights aren't all time on :-) -
Another Bug report: 1. OFP's M163 Vulcan are not firing at the havoc. I flew right before them, but they did not fire at me. They do recognize me, as I tried as driver in Vulcan, but they just don't fire. 2. The engine startup sometimes work, sometimes doesn't.
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This has nothing to do do with communism, or would you call research communism? It is still your intellectual property, but others can take your work and improve it, or take out what they need, and make something new original. And the fact that we are not getting paid for making scripts and addons, should make us release our work, so others can profit from it (learning a.s.o.) And giving credits to the original author is a must, but restricting anyone from taking their work and modifying (improving) it, is some type of crazy. Look at the license the air wolf mod included... really crazy. Why would an addon need a licence anyway. And remember that most of the greatest addon makers started as retexturers of original BIS models. Without crediting them. Okay, I got to far Offtopic and you agreed anyway on the "Open Source" movement in OFP But some people give me the heebie-jeebies with all that it's mine, and noone should copy it!
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Sorry, but I have to totally disagree... I like seeing modern Russian equipment, and I think there are many people who enjoy them, too, especially Russians. Well, taking your arguments, there is no need for a F22 Raptor or a RAH66 Comanche, but they were made, though they are not in use (at least officially). So let's stop this "I think there should be less INSERT_YOUR_TYPE addons but more INSERT_ANOTHER_TYPE addons." You should know better, since you are bombarded by requests.
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What has to be read, can be read. There is no sense in scrambling or whatever a PBO. OFP must be able to read it, therefore it can be read, therefore it is possible to descramble it. Therefore it makes no sense! PS: Don't hardcode the positions and equipment in the scripts/mission.sqm but generate them from scripts.
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They took the Ural from the first OFP-demo, where the models where in MLOD-format. There the wheels look a lot different than in our OFP. Would've someone released a ODOL-converter, they could've make a adequate Ural. Look at BAS Ural-trucks and UAZ, they look almost exactly like the OFP ones.
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How to know the ground texture?
vektorboson replied to Pierrot's topic in OFP : MISSION EDITING & SCRIPTING
If you want to know whether an unit is on land or in water then look at the CoC_Diver-scripts. If you want to know whether a plane/helicopter is over water or over land look either at my heli_dust-script (click www in my profile) or take DKM or BAS-rotor downwash script. I'm sure that you will find in some of them my _calcH-function that is used for this. -
How to know the ground texture?
vektorboson replied to Pierrot's topic in OFP : MISSION EDITING & SCRIPTING
No it wasn't. You can only say whether you're over water or over land. And over land you can take the height and say that above this height there is snow. That's all you can do with pure scripting. There would be one option, but it wouldn't be efficient: You could create a tool which reads coordinates and textures from a wrp-file and make a look-up-table for your dust. But this would be heavily slow, since you had to give all cells a dust-color and would have to look it up. So: No way. -
Changing sounds for dialog buttons
vektorboson replied to lonesoldier's topic in OFP : MISSION EDITING & SCRIPTING
Ok, then try following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundClick[] = {"sound\launch.ogg", 0.2, 1}; If this doesnt work, then try a leading backslash. And also consider converting your sound to wav and then try again (I know it sounds odd, but for me this sometimes works!) -
Changing sounds for dialog buttons
vektorboson replied to lonesoldier's topic in OFP : MISSION EDITING & SCRIPTING
Could you then please post the relevant parts of your description.ext? How is someone supposed to help if he just have to guess? I would say that you post your base-button-class and your sounds-classes. -
Changing sounds for dialog buttons
vektorboson replied to lonesoldier's topic in OFP : MISSION EDITING & SCRIPTING
you have to reference the sound file directly. In fact there stands: \sounds\ui\ui_ok.wss and not "ui\ui_ok" So just give the direct link to your sound. -
have you looked at the link? That's very nice, I liked the demo because of all those russian voices (it gives a lot of atmosphere to the mission). Looking forward to it, too!
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A idea to do with drop command
vektorboson replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
Have you looked into the demo-mission? Just take the scripts in the drop-folder, they should be simple enough to understand. -
Need help (condition)
vektorboson replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
Mines are Magazines and not weapons; The weapon for mines is "Put". -
Need help (condition)
vektorboson replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ("_x == ""Mine""" count (magazines player)) == 0