vektorboson
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Everything posted by vektorboson
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New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
@denoir I know them already myself! I even managed to draw them on the laptop! But I can't type into the "edit" (textbox), and therefore I only need the correct resource declaration for either CT_EDIT or CT_3DEDIT! -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
Well, the same to me! And one problem: I can see the textbox but can't type in in the text box! Could you post the part where you define the textbox in your description.ext? -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
Two questions at you Kegetys, as Maruk doesn't answer or monitor this thread! There are lots of different control types; therefore I got two questions: Did you try to get a slider working? And did you try to get an edit field working? -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
I don't know much about MP-Editing, but in the Res-Campaign everywhere is a exit.sqs similar to init.sqs! I didn't check whether the exit.sqs is automatically called, but this would be a solution! -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
Well there is the command </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> closeDialog 0 <span id='postcolor'> which closes the Dialog! -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
Well, I don't understand it either. I think that this is the most revolutionary feature in OFP! You can set all controls that you see in the ingame-Menu and the start-menu! -
Good work! You can additionally save and load also the ammo and dammage of the tank or units (it saves the identities) with in the "exit.sqs" </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">xx = my_unit saveStatus "GLBmy_unit"<span id='postcolor'> and in the "init.sqs" </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">xx = my_unit loadStatus "GLBmy_unit"<span id='postcolor'> This is Resistance-only!
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New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
Hi Maruk! That new features are awesome! I found myself that we have checkboxes and all the other stuff, but does there exist another demomission beside this one? I would really like to test all that stuff like sliders and edit fields a.s.o.! I tried to incorporate them myself, but I failed to find out the properties. I.e. I got a 3DSTATIC in the description.ext without errors, but the desired text didn't appear on the laptop. I hope you get the reference as soon finished as possible, I have already one thousand ideas! -
Mines not accessible through scripts
vektorboson posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi all, I placed some mines in the editor around, build a pioneer-script which walks through all of them and deletes them with deletevehicle. Now I found, that you can't use the mines in scripts; neither getpos, nor setpos, nor any other command is working with them. It worked with 1.46 before! And plz, (although others said already about it) do something about this new "nearestObject"-Feature! -
Hi all, I placed some mines in the editor around, build a pioneer-script which walks through all of them and deletes them with deletevehicle. Now I found, that you can't use the mines in scripts; neither getpos, nor setpos, nor any other command is working with them. It worked with 1.46 before! And plz, (although others said already about it) do something about this new "nearestObject"-Feature!
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Just look at this one, there is the drop-command used: Particles.zip
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Scripting reference for 1.75?
vektorboson replied to kitoharna's topic in OFP : MISSION EDITING & SCRIPTING
Look under "new editing options in resistance", there maruk postet something interesting! Or just look at the sticky "Scripting Reference"! -
New editing options in resistance
vektorboson replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
What types of controls do we have to choose from? In the sample mission there is a listbox type demonstrated! Do we have Radiobuttons and checkboxes and sliders a.s.o? Also, we have the ability to use custom p3d-files for our dialogs as I saw in the description.ext! How is this being handled? -
Yes, I hope BIS fixes this new "feature" about nearestObject. This renders many Missions unpossible to play. How about making nearestobject take variable Parameters? One the old type, and one the new one?
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OK, here we go: setTerrainGrid number adjusts the Terrain realism (small numbers is high, big numbers is low realism. number setRain number adjusts the rain. First argument is transition time, second is "how much" rain. 0 = no rain, 1 = full rain. skill unit returns the skill of an unit unit setSkill number sets the skill of an unit dynamically somevar = an_object saveStatus "VARIABLE" saves the status of a object under VARIABLE somevar = an_object loadStatus "VARIABLE" restores the status, which was saved under VARIABLE deleteStatus "VARIABLE" I don't know what its effect is, I think just what it's called! clearMagazinePool clearWeaponPool I don't know how to use them, but they are there number = queryWeaponPool "Weaponname" number = queryMagazinePool "Magazinename" returns the number of Weapons or Magazines in the ammopool addWeaponPool ["weaponname", number] addMagazinePool ["magazinename", number] Adds the number of weapons or magazines to the ammopool pickWeaponPool a_vehicle I don't know, I think that it picks all ammo from a vehicle (truck, APC) and adds it to the pool. fillWeaponsFromPool an_unit rearms an unit from the pool an_array = weapons an_unit an_array = magazines an_unit returns an array of the weapons and magazines an unit is carrying. object id_number returns the object that has the id_number which is shown with "SHOW IDs" in the Mission Editor. You can now make setdammage and setpos a.s.o. an_object animate ["animation", number] I don't know what it does! Then this are the ones, that I don't know, they weren't even used in the Campaign or SP/MP-Missions, or they just did nothing to me: animationPhase buttonAction buttonSetAction createDialog deleteIdentity onBriefingNotes onBriefingPlan setObjectTexture And here is a list of all new animations, that were used in the Campaign: FXDismay: This is the animation that we know from the trailer, as a bomb exploded behind a man and he looked immediately back FXToKneel, FXFromKneel, FXShow1, FXShow2, FXShow3, FXShow4, FXInKneel, FXCivilHandMouth, FXCivilLookBack, FXCivilFoldArms, FXFromTable, FXSitRightHandDown, FXSitLeftHandDown, FXSitHandsOnTable, FXToTable, FXCivilLookaround2, FXCivilFoldOnesArms, FXCivilArmsAkimboR For all German speaking people look this thread at ofp-editing.de: resistance scripting commands
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I get the **** with this slow server! I excuse for my tripple-posting!
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You use the IDs with the new object command. It returns the object that has the ID which you see in the editor. There are plenty of new commands and new animations! What is most interesting ist the drop command, which is used for particle-systems! With this you can make real fire (as seen in a cutscene), not this lame "this inflame true" destroyed vehicles fire!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hidden @ June 30 2002,18:19)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ June 30 2002,01:30)</td></tr><tr><td id="QUOTE">Well look, OFP is now at version 1.75 and I think that this was not the final version! And even I hope that there won't be OFP 2 for long time. BIS should keep working on OFP and improve it and release new addons like they did before. Then they should release a package like Resistance (Independece Lost?) again and develop OFP further more!<span id='postcolor'> What are you talking about? The most recent patch is 1.46, and I would like to know how you get to read it like 1.76 ?<span id='postcolor'> If you had Resistance, you would know about it!
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Well look, OFP is now at version 1.75 and I think that this was not the final version! And even I hope that there won't be OFP 2 for long time. BIS should keep working on OFP and improve it and release new addons like they did before. Then they should release a package like Resistance (Independece Lost?) again and develop OFP further more!
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Actually it is possible to switch between a silenced and a non-silenced version of a gun! All you need is an addon which features a silenced gun, and an addon which features the same but non-silenced gun. Then you have to do some scripting and just remove the silenced weapon and add the non-silenced and vice-versa!
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You forgot one thing in "Keyboard": "Change Gun/Handgun"!!!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Armourdave @ Feb. 19 2002,16:35)</td></tr><tr><td id="QUOTE">An interesting development but not really a step in the right direction as far as I'm concerned. Emulating windoze is a silly idea at the best of times, running directx under that emulation just makes it worse. An openGL options would be far more favourable for windoze and Linux users.<span id='postcolor'> Well it's not really an Emulation but it's more a reimplentation of the Win and DirectX API. Direct3D calls are not emulated but wrapped to OpenGL! Of course a OpenGL and SDL (an API similar to DirectX) implementation of OFP would be nice! So I could get rid of Windows!
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How bout OFP IL or just IL?