vektorboson
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Everything posted by vektorboson
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Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
To get back to topic: Version 1.1 of the console now available! New functionality "Show Variable": Shows content of a variable without typing yourself titleText[... Grab it at my homepage: Vektorboson's OFP Page -
OK, I aborted it before the 1 minute was ever! I had little money, so I thought that aborting it would be best solution! PS: He shall Email it to you (I don't know if you or him PN)
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The working mission nogova
vektorboson replied to bn880's topic in OFP : MISSION EDITING & SCRIPTING
OK, I aborted it before the 1 minute was ever! I had little money, so I thought that aborting it would be best solution! PS: He shall Email it to you (I don't know if you or him PN) -
Hi, while playing your mission, there occured one error to me! As I was driving too fast (again, hehe), I decided not to stop and the police taking me, but to drive my passengers to the next bus stop. After I opened the door and the cutscene occured, it never stopped. Perhaps there are some conflicts while being chased by police and delivering passengers! PS: I liked Gameer_77s mission a lot...
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The working mission nogova
vektorboson replied to bn880's topic in OFP : MISSION EDITING & SCRIPTING
Hi, while playing your mission, there occured one error to me! As I was driving too fast (again, hehe), I decided not to stop and the police taking me, but to drive my passengers to the next bus stop. After I opened the door and the cutscene occured, it never stopped. Perhaps there are some conflicts while being chased by police and delivering passengers! PS: I liked Gameer_77s mission a lot... -
Cutscene starting through activated trigger
vektorboson replied to Ex-RoNiN's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Aug. 23 2002,17:35)</td></tr><tr><td id="QUOTE">If I use this, then I put </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this&& vehicle player==player<span id='postcolor'>, correct?<span id='postcolor'> Yes, that should be right! -
Cutscene starting through activated trigger
vektorboson replied to Ex-RoNiN's topic in OFP : MISSION EDITING & SCRIPTING
I modified my first post, but you missed it The other solution is </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicle player == player<span id='postcolor'> If the player is in no vehicle, then the vehicle command returns the unit itself, in this case the player. This should work with any vehicle! -
Cutscene starting through activated trigger
vektorboson replied to Ex-RoNiN's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">not player in yourVehicle<span id='postcolor'> Add this to your condition! Another solution would be: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicle player == player<span id='postcolor'> That works with any vehicle. -
Full disclosure: sick of blue screens? get a mac!
vektorboson replied to SKULLS_Viper's topic in OFFTOPIC
I think you can run OFP with the lastest WineX-version, which is a derivate of Wine, and it has some Copy-Protection-Code implemented, so FADE should not be activated. About ease of use: Installing Linux may be difficult, but using Linux with a GUI like KDE (especially the 3.0x series) is very easy. Even my sister, who is 16, uses Linux for working and she says that using Linux is easier than Windows. Take it as you want. I would like to play OFP on Linux, as I could turn a lot of programs off and switch to a minimalist GUI, which doesn't eat all of my Resources. I could even play OFP online without being hacked! -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
Hi all, for all those, who want to make their own dialogs, here you are: Vektorboson's Dialog Tutorial It handles 2D-Controls only, but 3D-Controls are in work! -
Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
OK, new version available, grab it here: console.zip screenshot Now the command buffer is filled automatically, so the "Fill Buffer"-button got useless. -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
I think too, that there is a simplier way. Like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _oldsel = lbCurSel _idc @(lbCurSel _idc != _oldsel) <span id='postcolor'> But thanks for that idea, I didn't thought of yet... -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ Aug. 18 2002,237)</td></tr><tr><td id="QUOTE">Hey bigpoppa/vektorboson. Am i right? Â PEACE<span id='postcolor'> yes, that's right! :-) How did you know? To your CT_EDIT related problem; BIS would have to implement a stringToFloat-function, so it worked. I think you have to wait for the next patch, where BIS hopefully implemented CT_SLIDER and its functions, so you get the value! @Suma or BIS Could you implement some "Events" for dialogs? Something like an "OnChange"-Action for controls. I would like to do some automatic changes, when the player changes the combobox selection. bigpoppa aka vektorboson -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
If you want that the camera is destroyed, when the dialog is closed then make 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"> @(not ctrlVisible _your_idc) camDestroy _your_camera <span id='postcolor'> Here is: _your_idc is a number of one of the visible controls of your dialog _your_camera is the name of your camera -
I don't think that "exec" must be changed, but I would like to see a "function"-possibility implemented, that you could 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"> : myfunction _params = _this _a = _this select 0 _b = _this select 1 _result = _a + _b return _result <span id='postcolor'> It's just like programming a function in C/C++ or Pascal a.s.o. Then you could invoke this function into a script with 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"> include "myfunction.sqs" <span id='postcolor'> But I don't know if this would be hard to implement.
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In your missions you have to create an "exit.sqs" with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player saveStatus "playerstatus" <span id='postcolor'> And in your "init.sqs" of every mission you have to do a </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player loadStatus "playerstatus" <span id='postcolor'> If you want to enable the weaponpool in your campaign, then type in your campaign's "description.ext" following line: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> weaponPool = true; <span id='postcolor'> Just after "exitScore"
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Download console for ofp:r
vektorboson replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KiCk@$$y @ July 26 2002,16:49)</td></tr><tr><td id="QUOTE">It doesn't Activate FADE? Well, i'll try it anyway<span id='postcolor'> It's not an "patch" or something, it's just some scripts and a description.ext that you have to put in your mission folder. It's useful for debugging your missions; i.e. you have a Variable called "money", then you type into the console </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">titleText[format["%1", money], "PLAIN DOWN"]<span id='postcolor'> and it shows the content of your variable "money". Or you've got a Trigger with condition "bad_boy_dead == true", then just type into the console "bad_boy_dead = true" and the trigger will be activated! Or exchange your weapons with removeallweapons player, addWeapon "SomeWeapon" (actually that is cheating ) Or if a tank is getting on your nerves and you've got no AT-Weapons: "tank setdammage 1" You can do everything with it; and as soon as the nearestobject-command works again, this console is even more powerfull! -
I tried it at night and set some vulcans and 2 ADATS. I saw about 4 SAMs flying past me, then the vulcans shot me down...
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back to topic: I like the model and the textures! But I've got following problems: 1. If I place the MiG into the editor and make preview it takes a very long time. It happened not with other addons with this filesize. After loading it, OFP is running smooth. 2. If a MiG is destroyed, then I get a real slideshow! But in the Ingame Menu the Cursor is moving very smooth. Really weird. What I really like about the MiG: It stands a chance against the ADATS! Well it even has an advantage, as it can lock on it, long before the ADATS is able to lock on the MiG.
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Well another two editing-related bugs: If you change an object's position relative to its current position it is not properly moved. ie: _x = (getpos my_object) select 0 _y = ((getpos my_object) select 1) + 1 my_object setpos [_x, _y] Well if you compare the x-coordinate before and after you will notice that it changed, although I didn't change it! A similar bug with setDir: _dir = (getdir my_object) + 5 my_object setdir _dir It not only turns it 5 degrees, it also changes its  position! But if you add 45 degrees it is rotated properly around its axis and it doesn't change its position! This bugs relate only to objects, vehicles do not show this strange behaviour!
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Well, I found 2 bugs: - you cannot access mines through their names you set in the editor - a cutscene bug: ingame cutscenes don't work properly if you camSetTarget a position or a "non-3-dimensional" object like game logic and Helipads; intros are OK
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Hi all, this script is actually very old, but not very known. Those are showing some smoke trails your jets are leaving; the first one is for OFP 1.46 and not as nice as the second which is for OFP 1.75 Resistance only. Download this script at Vektorbosons OFP Page Look also for my other scripts at Scripts Page Greetings, bigpoppa aka vektorboson
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Nearestobject command...bis-pls change it back!
vektorboson replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
If this is something like a petition, I'll sign it! There was no real reason to change nearestObject! Now we can't access a lot of objects; and btw fix the mine-issue! I can't access mines from scripts! -
How to make a mission ending when all obj...
vektorboson replied to Eraser-pt's topic in OFP : MISSION EDITING & SCRIPTING
The first one is, that you can choose between different briefings. The second one is, that you can define in campaigns which mission is next to this one: i.e. End1 -> Mission 2 End2 -> Mission 3a End3 -> Mission 3b a.s.o. -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GranQ @ July 11 2002,03:59)</td></tr><tr><td id="QUOTE">2nd question, you guys know/think if i can change it while watching, lets say the on the one maruk did, if i had clicked jeep and then ok, is there anyway i could have stay in that menu and the pic for the jeep changed?<span id='postcolor'> In this case, just make your own button/active text and make action = "[] exec ""myscript.sqs""" In this script you do just a lbSetPicture; the Problem with the OK-Button is, that it is a predefined control and therefore its behaviour is predefined! Why does nobody from BIS answer this thread?