

vektorboson
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Everything posted by vektorboson
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Well, despite all the sabre rattling, it does not look like war. I cannot find the article from yesterday anymore, but according to US intelligence the DPRK did not mobilize their land troops. And that's pretty odd, considering that the DPRK threatens 'all-out war'. Of course things may change when the south has installed those propaganda loudspeakers. The DPRK 'only' expels all South Koreans (especially from the Kaesong-complex), stops all trade with ROK (which was already the punishment from ROK) and will not communicate with ROK until the next President is elected. To say that you won't talk to someone till the next president doesn't sound like war.
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So it's OK to kill virtual people with virtual guns because virtual war is 'less psycho' than a virtual disease killing virtual people through virtual liver failure? Sorry, this does not make any sense...
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Says the guy with "Ultra-nationalist party needs your help" in his signature... :D
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Excellent! Addon islands can be anywhere; we're not restricted to the atlantic (one can specify the GPS-coordinates of the terrain in the island's config). You're absolutely right that they make sense for those islands; unfortunately OFP does not simulate the electronic systems the Bear carries. It can be scripted (I'm experimenting with electronic warfare in OFP), but it also requires that all other addons/vehicles are included in the 'electronic simulation'. According to Wikipedia (and its references) a Tu-22M was used for Recce and was shot down; of course Russia could have used more stuff than is documented.
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The guys who tell you what you should do/shouldn't do, are gone (they're playing Arma2 now). Beside this, we have the already mentioned Tu-22, we have the B-52 and other seemingly 'useless' vehicles. It's all up to the imagination of the player/mission editor to make them useful. I have looked up your specific model and I understand the Tu-95MS16 could also double as a Tu-142? A good mission editor/campaign editor can make good use of such a plane, though that plane would be rather grounded. I can already think of a scenario (for a campaign mission), which would interpret your plane as a Tu-142 (especially given the fact we are bound to islands in the OFP engine): A SEAL team (or other countries' naval spec ops) is tasked to find the parking spot of the Bear and direct a sea-launched cruise missile attack on it. In case the Bear is destroyed, the own invasion force can land unhindered on the island. PS: Don't throw that Blender model away!
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To me it actually looks more like the child of the YF-23 and Su-27.
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I think it should be possible to override the values in O.pbo (or other addon configs) by just declaring the class with the changes and using the correct 'access'-code: class Kolo : Whatever { access = ReadAndCreate; // ReadAndCreate is a #define someChange = someValue; };
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James "Planck" McNicoll: 1952 - 2010 Rest in peace our friend.
vektorboson replied to hoz's topic in BOHEMIA INTERACTIVE - GENERAL
Rest in Peace :( -
I just have taken a look at the marker grenades in JAM, and they are red; further research shows, that red smoke should be used when designating a target for CAS. Some documents on this: http://jimmiehbutler.com/FAC%20Marking%2059.htm http://www.globalsecurity.org/military/library/policy/army/fm/3-50/Appc.htm It seems that at least up to the Vietnam war marker grenades were used. Anyway, I don't want to force that smoke on anyone; I actually want that the player needs to shoot a marker grenade instead of smoke magically popping up. Therefore I made some small changes to DAS; you need JAM3 for this mission to work. 1. After you have started the mission, switch to the M203 and reload the Marker Grenades. 2. Call up the radio, request one of the missions and now instead of clicking on the map, shoot a marker grenade on the target position. This needs some practice, but I virtually hit it on my first try. 3. Wait and have fun. http://home.arcor.de/vektorboson/tmp/DAS_vb.Eden.7z
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Script Wizards: Carrying units over to the next mission
vektorboson replied to wuschel's topic in OFP : MISSION EDITING & SCRIPTING
May I direct you to my 'weaponpool'-tutorial? Despite its name, it's not only about carrying weapons over between missions, but also about carrying over soldiers. And in case you're German speaking, it contains a German version. You can get it here: http://home.arcor.de/vektorboson/res/weaponpool.zip -
Script Wizards: Carrying units over to the next mission
vektorboson replied to wuschel's topic in OFP : MISSION EDITING & SCRIPTING
Can you clarify what exactly you want? Is it a single mission, with two phases as you say? Is it a campaign with two missions? Or are those two separate missions which should be linked? -
My opinion on this is, 1. that it should be white smoke, not red smoke. As I understand, red smoke is used for "hot" landing zones. White smoke is used for marking ground targets for CAS. 2. right now the smoke is spawned immediately after calling for CAS. Therefore it disappears before the aircraft is over the AO. This is of course unrealistic because the smoke should be there when the aircraft reaches the AO. If this is done right, then it increases immersion. And just a tip for a new tactic in MP: If you have one soldier with marker grenades, you can shoot a smoke on the enemy and he thinks an air strike is imminent. Thus you either disperse or suppress the enemy without wasting an air strike :D
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Trouble with "OR" (||)
vektorboson replied to Sexacutioner's topic in OFP : MISSION EDITING & SCRIPTING
The syntax is completely correct. I assume that attacker1 and attacker2 are two different units; then (player1 != attacker1) || (player != attacker2) will always return true, because the player is either attacker1, then he is not attacker2 (which yields true), or vice versa. But what you probably want is (player != attacker1) && (player != attacker2) (you want to use AND). -
I have taken a look, and there is nothing in your scripts that indicate there could be a conflict. It is OK that you changed the idc, but actually it shouldn't differ. Unless there are COC scripts constantly running that check for the presence of a certain idc. Now, there is much more information required: Did you run any mod like WGL? When exactly did the CTD happen? When you called the COC UA-dialog? When you called your DAS-dialog? The other question is: Is the CTD it reproducible? Or was it simply a one shot affair, which means it could just have been a random error?
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COC CE was never MP-compatible as far as I remember. As for missions, there is the excellent Dawn Raiders: http://forums.bistudio.com/showthread.php?t=92901 You're a Ranger company commander evacuating civilians; you have to seize an airport and fly the civies and yourself out. Then there are PMC campaigns and single missions which use COC CE: http://tactical.nekromantix.com/ofp/campaign.php I recommend the baltic campaign, though I haven't finished even the first mission yet :D
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I have made an update to my debug/scripting console; it is now much easier to install than it was before. You have two options: You can use the debug console in a mission, or you can install it as a Mod (thus having it available in all missions by just calling [] exec "console.sqs"). Please refer to the included documentation how to do option 2 (for modders it's extremly easy). Download it here: http://home.arcor.de/vektorboson/res/console_3.7z
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You need to texturize your roadway-LOD, too. Take a look at BIS-roads to see which textures they are using. If you want the roads to behave in a different way than the BIS-roads, then you texturize your roadway-LOD with your own texture and make a new entry in CfgSurfaces.
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Yeah, it's not your addon's fault, it's the fault of the others! :) Do you know of any sound mod, or sound collection (perhaps for JAM) were weapons have the same sound style as your addon? (I think RHS weapons come close to that style) Ok, I give up; it sounds like you have put a lot of thought into this. That's great to hear! Btw. just one more nice thing I noted: Most of addons that feature a M433 vest have the M203 reload automatically. I love the fact that you have to actually reload the M203, contrary to those addons.
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Now I'm getting too much credit for such a simple suggestion; anyway, I have adjusted for myself the FED of CoC UA to have the LCD-look, too. Though it is hard to get it look right. If this is the only thing holding the release back, I'd say release it away. Of course this bug needs to be dealt with, but releasing it, will widen the number of people who may take a look at it. I know I'm going to take a look at it, and perhaps I may by chance identify what leads to the problem. For example it's extremely important to use tags for class names and scripting variables. If you're going to release it with this specific bug, describe when that happens (if you can reproduce it!), that will help with searching.
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Very nice addon; I like the nitty-gritty sounds which sound realistic (vs. Hollywood-realistic). I also love the ironsights/optics; there is one problem though: Other weapons need to be adjusted to have the same lack of zoom when using iron sights/reflex, or to have the same reduced field of view for optics like the ACOG. Btw. I like the reduced FOV; the only addon I remember that has done it like this, was an early M4 pack from SJB. In the readme you have written there was something special with the recoil? I somehow think that the recoil is a bit weak (though firing on Full Auto is fun!), but in the end, it isn't possible to simulate recoil in OFP right. I have also a question: Are you going to make a later of version of this with merged textures? Thanks for this nice addon!
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This looks excellent!
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Add information box to custom weapon?
vektorboson replied to Wildebeest's topic in OFP : CONFIGS & SCRIPTING
I think what Faguss meant, is that you don't define but only declare the weapon classes. So the full classes are only in the addon PBO. Perhaps you have to play around with access-property (AFAIR there are four possible values: READ_WRITE, READ_CREATE, READ_ONLY and READ_ONLY_VERIFIED; those are of course defines, so you should look the values of those defines up). So you would want READ_WRITE or READ_CREATE as the access-property in the main-config for your weapon classes, and READ_ONLY in your addon PBO. -
No problem; but I've got one small suggestion: You should use a tag (in this case DAS) for all classes and defines. So instead of RscListbox use DAS_ListBox. The problem is (actually my fault) that many people use the defines and classnames of my tutorial. Therefore if someone wants to make their own dialog, there may clashes which can lead to CTDs. (But hopefully Sanctuary is going to include DAS directly in his resource.cpp; I have included COC UA in my personal resource.cpp, so I don't need any description.ext for my test missions.) AFAIR using a smoke marker is much more realistic than transmitting coordinates for CAS. In Falcon 4 for example, if you fly a CAS-mission, your target (or target area) is marked by smoke and you either drop cluster bombs on the smoke or you use Mavericks on vehicles that are near that smoke. In the heat of a battle it's also easier to just shoot a smoke grenade with good old M203, than to look for the exact coordinates of the enemy. Excellent; I'm sorry I never came about to extend that tutorial for 3D dialogs. I had a sample Palm organizer model (probably my first own p3d). May I suggest to use some kind of LCD-green (as on digital watches) as the background and black for text? It looks less gamey than the current OFP Laptop like colors. Anyway, very cool addon.
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campaign: take weapons to next mission
vektorboson replied to hit-man's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for uploading! -
Add information box to custom weapon?
vektorboson replied to Wildebeest's topic in OFP : CONFIGS & SCRIPTING
Ok, I just tested it, and this is how it worked for me: In dtaext/equip/w I copied w_carlgustavlauncher.paa and renamed it to w_testweapon.paa. I opened equipment.html and added the following before the carl gustav entry: <! Test Weapon – – – – – – – – – – – – – – – – – – – – – – – – – – – –> <h1 align="center"><a name="EQ_testweapon"></a>Test Weapon</h1> <h2 align="center"><a name="EQ_testweapon"></a>Anti-tank weapon</h2> <br><p align="center"><img src="@equip\w\w_testweapon.paa" width="140" height="70"></p> <br> <h4>This is a test weapon.</h4> <h4> <br><a href="#testweapon_page2">Parameters</a></h4> <address> <a href="#equipment"><img src="sipka_left.paa" border="0" width="20" height="20"></a> </address> <hr> <!– – – – – – – – – – – –> <h1 align="center">Test Weapon</h1> <h2 align="center"><a name="testweapon_page2"></a>Parameters</h2> <br><h3 align="center"><img src="@equip\w\w_testweapon.paa" width="140" height="70"></h3> <h4> <br> <b>Length:</b> 2 m <br><b>Weight:</b> 15.6 kg <br><b>Mount:</b> 0.4 kg </h4> <address> <a href="#EQ_testweapon"><img src="sipka_left.paa" border="0" width="20" height="20"></a> </address> <hr> Then I opened the main config.cpp (in this case WW4Mod1 config.cpp) and added the following class (I copied and edited CarlGustavLauncher): class TestWeapon:LAWLauncher { magazineType="6 * 256"; model="carlgustav84_proxy"; modelOptics="optika_CarlGustav"; canLock=1; valueWeapon=20; valueMagazine=10; ammo="CarlGustav"; displayName="Test Weapon"; displayNameMagazine="Test Weapon Rocket"; shortNameMagazine="Test Weapon Rkt."; uiPicture="isat"; }; Then go into Editor, take some soldier: this addWeapon "TestWeapon" Then check the fully functional info entry. If I should guess why it doesn't work for you guys: It probably works only for weapons that are defined in the main config.