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)=Obi=(

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Everything posted by )=Obi=(

  1. )=Obi=(

    Ofp two, ii or 2

    Actually, as this future may offer several theatre of operations, it might have several 'Flashpoints'. So can it be considered as one Operation ? Flashpoints are often the first contacts between two (or more) armies before a full conflict begins, the sparks before the fire .... Why not call it Flashpoint 2 - Sparks of WW III So you've got the '2', the name after OFP and the 'III' to disturb every one ?
  2. )=Obi=(

    Einstein had no illusion

    But who is this damn General Theory of relativity ? He must have had aristocrats ancestors to have such name !!? Is he so small we must use a gravity lens to see him ?
  3. )=Obi=(

    Allow fleeing and poplach

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PC. @ Jan. 17 2003,12:59)</td></tr><tr><td id="QUOTE">in Czech.. poplach = alarm presunout = move over (teleport?) konec = end<span id='postcolor'> Here's the light ! Thanks PC.
  4. XP1800+ (a little boosted ...) 512Mb DDR win ME gives me roughly 3900 (can't get the same result twice) with OFP 1.46 autodetect.
  5. wtf ? Are you, in some way, asking what action makes the player stand, sit or lie down ? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Valeriy @ Jan. 20 2003,23:34)</td></tr><tr><td id="QUOTE">if player sits (cost (stand)s, lies) , occurs an action. <span id='postcolor'> or if these actions can trigger other events ?
  6. )=Obi=(

    Morph?

    Saw a film with P. Swayze (was very young in it). Wasn't it called "The RED DAWN" ?
  7. Why not try to set things up in the init.sqs ?
  8. maybe a look around there would help.
  9. .... switch officer off .... Excuses, just joking, couldn't resist.
  10. )=Obi=(

    Noob trigger question

    a cursed one .
  11. )=Obi=(

    Firing upon civilians

    Uh ? Nobody ? Or is it a so dull question I should be slapped ?
  12. )=Obi=(

    Waypoints

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ Jan. 14 2003,15:49)</td></tr><tr><td id="QUOTE">Guard: The guard waypoint i'm always using, when i'm sure that it's only the player's group present to be the attacked one. Or if it's the first battle location in my mission, and nothing more did already happen somewhere else. To make sure it's only the one group i want to become attacked, i'm using deleteVehicle for the remaining units, which shouldn't become attacked. Or if you still want to use such current useless units later in your mission -> set them to captive true and let any enemy unit detect them to be in that state. This way no other enemy unit with a guard waypoint would go for the captives anymore. (...) ~S~ CD<span id='postcolor'> Well thanks for the answer . Could you explain that part a little more 'cause i don't get the point, please.
  13. .... Sitting Ducks .... Try putting wire .... they surely won't go through.
  14. )=Obi=(

    Firing upon civilians

    ok, that's for bein' everyone's ennemy . -10000 . How do you make an oiginally neutral citizen become friendly/ennemy to one side without affecting other citizens ?
  15. )=Obi=(

    Noob trigger question

    Small town, he ? You could have one come in the church and ring the bell
  16. Wow, isn't there a modeler interested in 'doing' Mona for OFP ?
  17. )=Obi=(

    Noob trigger question

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 13 2003,20:26)</td></tr><tr><td id="QUOTE">When one soldier detects, is there a way to change the behavior of remaining soldiers in the mission from SAFE to make them fully aggressive?<span id='postcolor'> Every ennemy unit goes on combat mode when it detects a unit of yours. By using that kind of trigger, you can set whatever unit you want to go on combat(aware or else) mode as soon as one unit (make it blue, light blue ) detects one (or more) other unit. Maybe you want the whole population to run at you when one sees you ?
  18. )=Obi=(

    Waypoints

    Yep ! These are all good questions around that behaviour thing. I've searched a formal explanation of these 'theoretical' behaviours without success. Did I (we) miss a part of somethin' or is it really 'fuzzy logic' and every modder has to wander in the realms of testing before coming out with the right one ? I pray the gods of AI for an little answer that would saves us time (and insults to these idiots AI that .... ) .
  19. I took the habit to specify situation awareness on every waypoints except those definitely in the fighting zone (ennemy base or else...) . I think awareness defined in a wp is assigned to the unit only once when the unit get to the wp the first time. So if ennemy coes up and makes it change (i.e. to combat), awareness will not come 'back' to safe or aware (unless unit reaches another wp ) . Although, this is only how I figure it goes. .
  20. I've observed that sometimes, by changing their situation awareness to Safe or combat, drivers do not have the same behaviour between the waypoints and once the waypoint are reached.
  21. )=Obi=(

    Firing upon civilians

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Jan. 13 2003,01:54)</td></tr><tr><td id="QUOTE">.... A rating under 0 for a unit means that all other units will fire on it.<span id='postcolor'> By 'all', you mean ennemy or really all ? If you have armed units rated so will they shoot at each other too ?
  22. )=Obi=(

    Conquest

    All this surely smelled good but it also seems to be a huge task. Maybe they're working hard and don't have time to update the site nor give news ..... Just hoping project has not been dropped. It's always sad to see such great quantity of work bein' wasted. IMHO it has just been slowed a little. Sometimes people just have other things to do . <span style='font-size:9pt;line-height:100%'>Yes,</span><span style='font-size:8pt;line-height:100%'><span style='color:grey'>darling, i'm coming ...</span> </span>
  23. )=Obi=(

    True artillery

    Just a word as i remember .... Drag factor is a direct function the speed (MV) as far as the structure does not modify (or melt). The higher MV the more drag. There's something like V^3 in the formula (AFAIR) . I just thought you might want to keep the MV constant to keep it simpler ... So either you include the full equation (and have to include lift and other joyfull things ) either you try to keep it to a more stable coefficient in which case I think you should try to keep the MV constant and work with angle for distance. Although, IRL, there are different loads (as Wick said) for different distances and/or payloads. I also wanted to say that it's already an impressive job you've done here and it's already fully usable.
  24. )=Obi=(

    Best add-ons list

    Check this one :Us & UK Special Forces Deltas Rangers Seals MRF and UK SAS plus some weapons. Still in beta but promising
  25. )=Obi=(

    Silenced weapon toggle

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Dec. 29 2002,15:02)</td></tr><tr><td id="QUOTE">I've got the RPG to fire LAWs.<span id='postcolor'> How did you managed that ? You did it , or just happened ..?
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