vektorboson
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Everything posted by vektorboson
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Texx @ Oct. 13 2002,22:59)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Oct. 13 2002,20)</td></tr><tr><td id="QUOTE">Hi Texx, - customizable command line shortcuts. That means that I can define a command for the command line incorporating path/filename of the current file as argument. <span id='postcolor'> "customizable command line shortcuts": What do you want to do with this feature? Don't know why you need to execute a commandline-tool with an x/sqs file? Or do you only need the absolute filepath, maybe in clipboard!?<span id='postcolor'> No, actually the case is that: You know perhaps my project Strategic Commando Force and as you see on the screenshots I am using lot of dialogs. Now my description.ext is very big and I cannot find the dialog I am looking for. To make a small change I have to go through 1000 lines of code, just to change x = 0.1; So I incorporated a C-Preprocessor (CPP from the GCC) and outsourced every dialog into a header-file. So now I find the dialog very fast and then I only have to do CTRL-F1 and my description.ext is automatically generated That is, why I need command line support. And therefore I also requested the other file support like ext,cpp,hpp, because PROTON lacks SQS-syntaxhighlighting and I could not create a scheme for myself!
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Hi Texx, your Editor is something that I was really looking for! I've got some suggestions: - In the file tree only sqs-files are shown, but I need more. There should be also stringtable.csv, any .cpp/.hpp and the description.ext. - It would be nice if you could invoke a "browse folder of this file"-icon. You click the icon and the explorer is opened in the file's directory - customizable command line shortcuts. That means that I can define a command for the command line incorporating path/filename of the current file as argument. Please take a look at Ulli Meybohms Page and test PROTON. Then you perhaps get some other ideas for your SQS-Editor. Nice work and keep on improving the editor!
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To "camdestroy" any object you have to use the deleteVehicle-command, but in case of the Object IDs: DON'T USE IT! I tried once deleteVehicle (object _id) and then OFP crashed. So if you wanna let "disappear" some island objects, use the setpos command.
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Problem with command "setovercast"
vektorboson replied to whisperFFW06's topic in OFP : MISSION EDITING & SCRIPTING
While working at SCF I ran into the same problem: my dynamic weather script didn't want to work; with my console I tried setOvercast and it worked and in my script it didn't work. Then I made the discovery: You can't use setFog and setOvercast at the same time. So you have to do: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _transitionTime setOverCast _overCast ~_transitionTime _fogTime setFog _fog <span id='postcolor'> Then it will work for sure! -
Creating p3d-models for dialogs
vektorboson replied to vektorboson's topic in OFP : OXYGEN BEGINNERS
OK, I got my model into my dialog (without any change to the config or the model itself) That is, I used my p3d as a CT_OBJECT_ZOOM (CT_OBJECT worked also) but as soon as I use my model as CT_OBJECT_CONTAINER it crashes me to the desktop. I have defined a selection "display" on my device (that is that black face on the model and please don't b*tch about the model, it shall be proof of concept) This is, were all the controls should be on, but with CT_OBJECT_ZOOM there are no controls, so I need CT_OBJECT_CONTAINER, but there OFP crashes. So I think, this must be a p3d-related problem, any suggestions are welcome! -
OK, I got my model into my dialog (without any change to the config or the model itself) That is, I used my p3d as a CT_OBJECT_ZOOM (CT_OBJECT worked also) but as soon as I use my model as CT_OBJECT_CONTAINER it crashes me to the desktop. I have defined a selection "display" on my device (that is that black face on the model and please don't b*tch about the model, it shall be proof of concept) This is, were all the controls should be on, but with CT_OBJECT_ZOOM there are no controls, so I need CT_OBJECT_CONTAINER, but there OFP crashes. So I think, this must be a p3d-related problem, any suggestions are welcome!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TYsiEK @ Oct. 09 2002,21:54)</td></tr><tr><td id="QUOTE">So why nobody have done some script for simulate VTOL ?<span id='postcolor'> Because nobody has done it, it doesn't mean it is impossible! But it will be easier to create a VTOL script with the new velocity/setVelocity-commands.
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@TySiEK I don't think that scripting VTOL is impossible. If you're a skilled scripter you can even make a VTOL script with the current commands. @dinger It wouldn't make sense introducing a scripting command velocity while there is already speed. In this case BIS would have implemented setSpeed and not setVelocity. I always thought that with velocity the vector is meant and speed is its amount.
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Yes, it is usable as a static object. Only when I try to use it in dialogs it crashes my OFP!
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Creating p3d-models for dialogs
vektorboson replied to vektorboson's topic in OFP : OXYGEN BEGINNERS
Yes, it is usable as a static object. Only when I try to use it in dialogs it crashes my OFP! -
Problem with command "distance"
vektorboson replied to uiox's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (uiox @ Oct. 09 2002,09:29)</td></tr><tr><td id="QUOTE"> It's not English Gameer77, it's EnglishOFP... So, le Français que je suis, has understand and solve his problem. <span id='postcolor'> I think that Gameer knows about the distance-problem -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Oct. 08 2002,13:28)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Oct. 08 2002,12:52)</td></tr><tr><td id="QUOTE">You can't use local variables with foreach! ... You have to do something like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"MyVehicle addMagazine _x" foreach _weapons<span id='postcolor'><span id='postcolor'> ... or you have to wait for 1.85 patch, where nested variable scopes are supported and you will therefore be able to use local variables even in forEach. The reason why your code does not work in 1.75 is because forEach has its own local variable scope (this is where variable _x is defined) and cannot see local variables of outer scopes.<span id='postcolor'> That's cute! Thanks BIS!
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Problem with command "distance"
vektorboson replied to uiox's topic in OFP : MISSION EDITING & SCRIPTING
I heard of a similar problem; that guy has used distance as a variable, and then he tried to use it as a function and since resistance there is an automatic variable/function detection to keep old missions playable that use variable names that are reserved for Resi functions. Perhaps you did in your code somewhere by accident distance = 50 or ?distance = 50: blabla And therefore used distance as a variable! -
I heard of a similar problem; that guy has used distance as a variable, and then he tried to use it as a function and since resistance there is an automatic variable/function detection to keep old missions playable that use variable names that are reserved for Resi functions. Perhaps you did in your code somewhere by accident distance = 50 or ?distance = 50: blabla And therefore used distance as a variable!
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You can't use local variables with foreach! This isn't allowed: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_vehicle addMagazine _x" foreach _weapons<span id='postcolor'> You have to do something like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"MyVehicle addMagazine _x" foreach _weapons<span id='postcolor'>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (nolips71 @ Oct. 07 2002,19:48)</td></tr><tr><td id="QUOTE">do they mean the mini as in this? <span id='postcolor'> this would be awesome! I just love the new scripting features! Btw, I'll release my new dialog tutorial version as soon as the patch is released!
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Realistic fires w/ black smoke & realistic sounds
vektorboson replied to syco's topic in OFP : MISSION EDITING & SCRIPTING
You can create fire effects yourself with the drop command. You have just to play around with parameters. And I don't think that the frame-rate drop is avoidable. The best solution is to use either small cloudlets or being in a distance. -
I think that you can modify the exisiting animations, and you can add some animations, that may be played with playmove/switchmove but you can't add any new features like lean right/left as this is something that is hardcoded into the engine. But as OFPinternals is advancing in hacking the ofp-formats, I ask myself if they actually are creating an engine! You can view OFP-islands with all the buildings, you can view all OFP-models, and now even animations. Perhaps they get sometime the idea to fully recreate OFP, but then with less limitations.
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I typed in my nickname "Vektorboson" and now guess what I am studying!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Sep. 30 2002,14:00)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ Sep. 30 2002,14:28)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Antichrist @ Sep. 30 2002,11:32)</td></tr><tr><td id="QUOTE">Just encrypt cpp so nobody else can change it<span id='postcolor'> If a user can decrypt it then another user can decrypt it, just face it, unless Bis give permission it aint gonna happen <span id='postcolor'> Or just grab the .wrp and make a new config for it, takes like 5 seconds <span id='postcolor'> But you'll still need the O.pbo because there are all new resistance buildings and Nogova without the buildings isn't just Nogova.
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I found once a nice Hammerfall-like track from "Denner". It's called "We will never die" My advice is, that you just try through the genres and find any track that suits your needs!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Sep. 29 2002,19:43)</td></tr><tr><td id="QUOTE">And BigPoppa, that site kinda confuses me. Eeek! PEACE<span id='postcolor'> Once you get through it, it is very easy. I think that it is much harder to find the pearls
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www.iuma.com or search for music with the open audio license; it's similar to open source licenses.
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New island: it's a stunt-island...
vektorboson replied to Shorty87's topic in ADDONS & MODS: COMPLETE
Anyone played stunts? With all those loopings and tubes and all those other stuff! -
Why do i only have one mag?...
vektorboson replied to spencer's topic in OFP : MISSION EDITING & SCRIPTING
@Frugo_PL It is historically incorrect if you call the soldiers nazis. Nazis were members of the NSDAP party, but not every German and German soldier was member of the NSDAP. But I think we can agree that it was one of the darkest times on earth. So, sorry for this Offtopic post