vektorboson
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Everything posted by vektorboson
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Well, I would suggest that you extract your whole data.pbo into your data-folder in your oxygen-directory. At the AEF-Campaign we had the same problems with using BIS alpha-transparent textures. After we've put them into a directory that was in the path of the binarize-utility, the transparency-problems disappeared.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ April 06 2003,02:17)</td></tr><tr><td id="QUOTE">Yes thats possible, but is it worth it, why not just park another helo that can be mounted, it will be more realistic that way.<span id='postcolor'> Well, in the BAS Kiowa Demo mission it was done with a cutscene where the Kiowa was armed with stingers
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Island with working airfield
vektorboson replied to Dark Knight's topic in ADDONS & MODS: DISCUSSION
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Munger @ April 04 2003,18:58)</td></tr><tr><td id="QUOTE">Can you tell us how to do this bigpoppa? Â <span id='postcolor'> Trial & error ? Almost everything I don't know about in OFP, is trial and error; I knew almost nothing of configs, so I began to work with them and altered some values and looked at their effects. This is part of config of Phoenix Island: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ilsPosition[]={9672,5569}; ilsDirection[]={0,0.080000,-1}; ilsTaxiIn[]={"9742","6259","9742","5609+8","9742-8","5609","9672+8","5609","9672","5609+8";"9672","5609+100"}; ilsTaxiOff[]={"9672","5569","9672","6760-8","9672+8","6760","9742-8","6760","9742","6760-8","9742","6259"}; <span id='postcolor'> All you have to do, is change some values and see their effects. So you get some ideas how to use the ILS-data. When I need to modify ILS-data, then I would do it like that (perhaps I'll need this sometime...) -
Island with working airfield
vektorboson replied to Dark Knight's topic in ADDONS & MODS: DISCUSSION
Well, at least you can alter the ILS-data in the config yourself... -
A question to bas addon studio
vektorboson replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
Hi Lee, if you have 1.91 (you should have :-) type this into the init line: hint typeOf this -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ April 01 2003,15:57)</td></tr><tr><td id="QUOTE">Downloading........................................ Why do I sense "april fools" in the air?<span id='postcolor'> Because there are no news on BAS homepage about released mh60?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (2stoned2kil| @ Mar. 30 2003,20:12)</td></tr><tr><td id="QUOTE">somebody , release some NEW news ... I already downloaded it yesterday evening  <span id='postcolor'> I find this news very interesting, since I am looking for the 1.3 demo for over one month!
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Hi all, this is our news from our homepage: Perhaps you are surprised that our modeller halllo fireball hasn't showed anything yet. The reason is, that we started one of our biggest challenge on the 20th of June 2002 (beginning of the modelling of the locomotive): A full working train! In fact it is different to other train projects. One thing is that we are able to place our rails everywhere, even uphill. The other thing is that the train moves like a real one and that the AI and the player can stear it. At the moment we are working on carriages, textures and some additional objects. Locomotive, idea: halllo_fireball Script: Dschulle, TakeOffTim Rails: Lester ...and the whole AEF-team Please visit our Homepage for bigger pictures...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ Mar. 23 2003,21:22)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Mar. 23 2003,19:43)</td></tr><tr><td id="QUOTE">So please BIS, don't make the mistakes of OFP 1, just support us from the beginning with the right tools! And please deliver us a SDK, so we can extend the possibilities of your future engine ourselves.<span id='postcolor'> So you would rather Opf2 get delayed 6-12 months so that mod tools can be included rather than getting Opf2 first and then waiting a while for the mod tools? Personally I know what I prefer and it's not the first option <span id='postcolor'> Well, it's modding that keeps me and others to this game; I have no problem if it takes one or two months until the modding tools are released; so there'll be a better chance that a mod will be completed before the majority left the community (I don't want to discuss the community thing). But, if it would be the same like with O2 light and even no released Visitor, then I would look at games that deliver the tools to create nice addons or mods. Just look at FarCry or especially Soeldner: Secret Wars. They want to release parts of the source, so people can expand the game. And why should OFP 2 be delayed if the tools would be released short after game release? I think that the developers have to create the modding tools first, as they have to create islands, models and stuff before they release the game, right?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ Mar. 23 2003,21:22)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Mar. 23 2003,19:43)</td></tr><tr><td id="QUOTE">So please BIS, don't make the mistakes of OFP 1, just support us from the beginning with the right tools! And please deliver us a SDK, so we can extend the possibilities of your future engine ourselves.<span id='postcolor'> So you would rather Opf2 get delayed 6-12 months so that mod tools can be included rather than getting Opf2 first and then waiting a while for the mod tools? Personally I know what I prefer and it's not the first option <span id='postcolor'> Well, it's modding that keeps me and others to this game; I have no problem if it takes one or two months until the modding tools are released; so there'll be a better chance that a mod will be completed before the majority left the community (I don't want to discuss the community thing). But, if it would be the same like with O2 light and even no released Visitor, then I would look at games that deliver the tools to create nice addons or mods. Just look at FarCry or especially Soeldner: Secret Wars. They want to release parts of the source, so people can expand the game. And why should OFP 2 be delayed if the tools would be released short after game release? I think that the developers have to create the modding tools first, as they have to create islands, models and stuff before they release the game, right?
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Well, I just hope, that BIS doesn't make the same mistakes as with OFP 1! But I won't buy OFP 2, until BIS releases together with the game: - a modelling tool (like our O2, but with extrude! - an island tool (like Visitor) I don't think that I or others will wait another time for 1-2 years for first high quality addons and islands. Well, at least there will be games, that already announced releasing documentation on file formats or tools, or parts of those tools are prebuilt in the game itself. And OFP 2 has to compete with those games! I don't want to sound too negative, but OFP was and is a great and unique game, and BIS supported it as long as possible, and I am grateful for that. For me it seems, that the first MODs (if they get finished) get finished 2 years after initial game release. That is too long. So please BIS, don't make the mistakes of OFP 1, just support us from the beginning with the right tools! And please deliver us a SDK, so we can extend the possibilities of your future engine ourselves.
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Well, I just hope, that BIS doesn't make the same mistakes as with OFP 1! But I won't buy OFP 2, until BIS releases together with the game: - a modelling tool (like our O2, but with extrude! - an island tool (like Visitor) I don't think that I or others will wait another time for 1-2 years for first high quality addons and islands. Well, at least there will be games, that already announced releasing documentation on file formats or tools, or parts of those tools are prebuilt in the game itself. And OFP 2 has to compete with those games! I don't want to sound too negative, but OFP was and is a great and unique game, and BIS supported it as long as possible, and I am grateful for that. For me it seems, that the first MODs (if they get finished) get finished 2 years after initial game release. That is too long. So please BIS, don't make the mistakes of OFP 1, just support us from the beginning with the right tools! And please deliver us a SDK, so we can extend the possibilities of your future engine ourselves.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KaRRiLLioN @ Mar. 23 2003,19:02)</td></tr><tr><td id="QUOTE">Question about the placement of the Addon files from the readme file. Â It says to put them into the Res Addons folder. Â Shouldn't they go into the Opflash Addons folder instead to avoid any problems?<span id='postcolor'> This should be only done when an addon has an unproper requiredAddons-Definition in CfgPatches. I don't know this for this addon. It is working without problems for me.
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Adding a light to a laser guided bomb (issues)
vektorboson replied to jostapo's topic in OFP : CONFIGS & SCRIPTING
As I remember the flare effect model is cl_flare, but it didn't work with drop for me. You should rather make your own flare with type=decal and lighting=shining in O2 vertex settings, and createVehicle your flare after your rocket has been shot (use the eventhandler fired). As per light creating; it seems as if we can make lights only with custom Fire objects. Another idea would be: You could createVehicle a rocket (with no model) that you setPos behind your LGB-type rocket; so your rocket makes all that dammage and the ballistic curve, and the second rocket makes the visual part! -
I hate it, when someone from BI is making a new website... After a few days it will disappear, then after half year it reappears a.s.o. But this time, they show us how much they hate us - a TV pattern... Â
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Stop-watch in a mission?
vektorboson replied to LightBringer's topic in OFP : MISSION EDITING & SCRIPTING
@Lightbringer Why don't you just trust TJ? He knows what he is doing and the suggestions he made you are very fine, regarding improving your own skills in scripting. As for your problem, why don't you try this exec "cp.sqs" so without the brackets? -
Testing for a matching position using a loop
vektorboson replied to terminus's topic in OFP : MISSION EDITING & SCRIPTING
Sorry, I found the bug: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop sb1 doMove getPos m1 ~0.1 ?sb1 distance m1 > 5 :goto "loop" <span id='postcolor'> Loop markers have always to be in inverted commas! -
Testing for a matching position using a loop
vektorboson replied to terminus's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Terminus @ Mar. 20 2003,10:45)</td></tr><tr><td id="QUOTE"><span id='postcolor'> Try this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop sb1 doMove getPos m1 ~0.1 ?sb1 distance m1 > 5 :goto loop <span id='postcolor'> And sometimes you have to use move instead of DoMove. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Cloney @ Mar. 17 2003,16:57)</td></tr><tr><td id="QUOTE">The side of OFP no one told you about... http://cloney.50megs.com/Mackin.JPG<span id='postcolor'> Isn't this porn? Mod, please ban tha man! PS: Is there any video available?
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User made street lights flickering annoyingly
vektorboson replied to KingN's topic in OFP : MISSION EDITING & SCRIPTING
Well, this lights use simulation="fire", and fires are flickering, if you want or not. The original streetlamps are defined under CfgNonAIVehicles and they may not be created with createVehicle, I'm sorry. You have to accept this flickering, and as it seems, BIS stops supporting OFP, so there won't be any possibility to change this. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RalphWiggum @ Mar. 16 2003,23:01)</td></tr><tr><td id="QUOTE">well, they are moving on to next engine. <span id='postcolor'> But that sounded to me different; he said that they are improving the Flashpoint engine, so the second generation engine would be rather a version 2.0 of Flashpoint (and not a complete rewrite! Hope they fix the limitations, because I just don't understand some of them. Just my thought.
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Wow I don't know what to say else!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (chris @ Mar. 16 2003,04:58)</td></tr><tr><td id="QUOTE">A question - What does it say on the skhval torpedo? I assume it's Russian..<span id='postcolor'> I think it's "And your mother, too!"
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Silent N Deadly @ Mar. 15 2003,23:15)</td></tr><tr><td id="QUOTE">Also do you fly up if it hits you? Any known realese dates? <span id='postcolor'> Yes, and some more things are flying up Release date will be when the AEF-campaign will be released; you'll not only get this tornado, but many many other goodies, like Phoenix Island a.s.o.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ Mar. 14 2003,16:02)</td></tr><tr><td id="QUOTE">I cant find the config entry for the streetlamps themselves.<span id='postcolor'> They are under CfgNonAIVehicles; I want to keep the original light cone, I want just a custom light cone for my streetlamps! I think that the light cones are hard coded, since there is nowhere in the config any reference to svetlo.p3d.