.granQ.
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Everything posted by .granQ.
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can anyone make some simpel guide how you binarize.. heard alot about you need a special version of binarize.. and need to throw in some config as well?
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First thanks to dkm for their suspension script that gave me this idea. First you just keep on driving.. and then you see the pretty Angelina on the sidewalk, how to impress a girl that has everything a girl can ever ask for.. Of course, a wheelie can get you any girl quicker then you can say "sfp is the greatest and i need to check their homepage" ;) Addon maker and wanna know how the magic work. Okey, start with following dkm's tutorial. Do exactly as it says but 3 parts. In landcontact, only make the front contact to the selection (sus_f). In config you probaly wanna increase the angle some. angle0= 0; angle1= -0.523597; That should make around 30 degress. Instead of the eventhandler that checks the engine. Make a user action so you can choose when you want to trigger it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class UserActions { class Wheelie { displayName="Wheelie"; position="pos driver"; radius=5.500000; condition="player == driver this && this animationPhase ""suspension"" < 0.5;"; statement="[this,player] exec ""\your_addon\script\coolbike.sqs"";"; }; }; Of course changes the path to your addon And this is how the coolbike.sqs looks like. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bike = _this select 0 _bike animate ["suspension", 1] ~4 _this select 0 animate ["suspension", 0] This addon isn't out yet (will come with sfp4.0 but guess there may be others that want this). And since i am never first with anything I am sorry if i bring out old news. I don't keep track with the commuinty so much. ohh and for the homepage, please visit us at http://swepack.game-host.org/
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well it works and is "done" so what should that be?
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any setup in config when you binarize it?
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stu what you really need to do is make the green stuff on the tiberium to "shining" so it gets a glow effect on the nights, like in TS.
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how about include this in addons? like for our Swedish Forces 4.0.. and good work.
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Project: class based respawn a`la bf1942
.granQ. replied to Morpheus1024's topic in OFP : MISSION EDITING & SCRIPTING
looking kinda for same thing, for me biggest problem so far is making the respawn dialog (since i never made any dialog). just started on my mission and thinking making it like a counter strike merge with battle field but with ofp "gameplay" -
I like c&c (mostly red alert since i love it and my story line for linking everything is, red alert "the alternativ wwii". kane takes over the russian stuff, the allies sees the need for a GDI group and kane has his Nod, this is when TD starts, and TS contine.. then EA (electronic arts) comes in and ruin everything with RA2 that had great gameplay but really shouldn't be anything with c&c.. also don't like the fact of a red alert mod, td whatever if they are more focus on "m16, desert units, m1a1" i mean it gets more a of desert storm "feeling" somehow. and then i wasn't sure if i should make like blue and red soldiers (like you see it in red alert) or make like you see them in the cutscenes.. http://img.photobucket.com/albums....mod.jpg did some building as a sideproject one day (mostly made some small config and the ones that was already made) would like to help, but can't really now (too busy), but if you want the service depot (tricky model i know ;) ) you can have it, or the radar dome what ever..
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Short description: Make Ai and players "fear" incoming fire and react more true. This created increasing the soldiers "breathing" when under fire or other negative events we want to make the human less accurate. Like in ofp1 if you run for 5 min and then stop it is harder to aim. We want same effect if you comes under enemy fire. Long description: Me, shar, and RM has discussed this part some now. This discussion started very simple and growed to very complexed "how the ai should handle the reactions on the battlefield" but i will start were we started. The "problem" is simple, you have a machine gun, you fire covering fire at a great distance at the enemy around 400 meters away. You spray the bullets since you can't really see the enemy, you just know they are around, or that you should suppress that area for your assualt squad mates. On the enemy side what will happen? In real life, people would go primary for cover, if they will drilled maybe they would fire them into cover, that means, fire some bullets towards the area from the incoming fire comes from and try to move into cover. In ofp, same goes for ai and human. First reaction, lay down then fire, if human most probaly he knows he has some time to get off the first killing bullet if he just keeps head cool. And this is the problem, a machinegun should spray covering fire... supporting troops. Not make the enemy more aware of you and get the first deadly shoots. How to solve it? Well, the easy part would be just to script ai behaviour. Like in ofp1 if you fire at the ai, it "notice" the increased threat and most of the time it would lay down. This isn't good enough, for two big reason. 1) the ai stays in the open 2) the ai doesn't feel the fear and could very easy fire back with deadly accurcy. Also, this is often goes same for humans, since a human player often have better chance against a machinegun at long distance. So how do we want to solve it. Our idea is very simple, as you noticed that after you run in ofp it is harder to aim, you hear your breathing, and you weapon isn't as steady as when you have rested for a while. This would create a reason for human players to actually move into cover since it would be harder to kill someone under fire. This effect could be upgraded with many things, making it as complexed you want, but complexed things all "coders" hate, keep it simple is the key ;) but of course the "breathing" should increase alot if you comes under fire from a bmp1.. and be like nothing if somone fires with pistol. This might be a very long post.. but thanks for reading.
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it most probaly is very good for me.. Will put ktotte on it asap (too lazy to code now, 3 more days then i am off to thailand for almost 2 months ;)
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When i added the house thru the config the ladder worked but need it to work even if i placed on the wrp, and it won't work, the "comments" in geo lod like: class house, dammage building is the same as one of the view towers with ladder. Still doesn't work. Also got a door for another house, named everything like domek_zluty or whats the name is (yellow house in res that has working door) and I don't get any "action" for open, close.
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i don't see the official buildings in the config?
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in config it is easy to get it to work, problem is i need to get it to work if you put it in your "world" file. So not added thru a config
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still doesn't work ftp://granq.homeip.net/house.zip door that doesn't work in this one..
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Just wanna inform you about this, swedish army is using diffrent COTS games (civillian of the shelf) to test if it could be used for training, already tank commanders are using Steel Beasts and now they want to use operation flashpoint for platoon leaders. They used a early version of our sfp 4.0 release that was made avaible only for them. But this is not only a thread made to show that the army uses our stuff, no I actually have something else I wanna show you. They use real photos taken from airplanes for their island and.. well check this picture and you will see how cool it looks. http://www.defencegaming.org/downloads/kvarn/OFP_UAV.jpg Also for more screens, info check their homepage: http://www.defencegaming.org/ Our homepage is at: http://swepack.game-host.org/ For mods.. I am not sure if this should be general, addons discussing or off-topic..
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belive me i searched.. anyone knows if there anything special if you binarize the houses, like cfgmodels viewtower?
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thanks, the "jumping needle" was very annoying, guess it will be a animation then.
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Working on a cockpit and wonders if its true that it works max to 304? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class IndicatorAltRadar { // max for this indicator is 1000 feet (i.e. 304m) // note: this is actualy Baro altitude (name is wrong) selection = "alt"; axis = "osa_alt"; angle = -360; min = 0; max = 304; }; Want to have angle -270 and then max should be 900 meters, is it impossible or just me thats stupid?
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Okey the idea is simple. I put like some guys as playable, those are playing a "coop". Another guy gets to be the "game host", and have two console's, one that will run on all machines, and one that will run on server only. He can now make diffrent event, for instance. In server console: "bomb" camcreate getpos car and it goes boom, then.. In clients console: hint "New objective. Just got a bomb threat. Clear the area before the president comes" If this could be made I could have very nice mp games that is never decided what will happen. Of course the "game host" could cheat and use "soldier1 setdammage 1" but it is for play with people I know, and mostly for me. Also will require that the gamehost knows the commands and stuff, but think this could be fun. Just need help with the console part, any ideas at all?
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yepp that what i was thinking. you know like those old roleplaying games where one is sitting there "you see a big door".. "we open it".. "you see 200000 millions of dead knights attack you.. you dead hehe" =) but that didn't help so much.
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Release of bronco attc p3d model (no textures!!!)
.granQ. replied to TakanoFukada's topic in ADDONS & MODS: DISCUSSION
seems to be shorter, and some other stuff so not the same. -
actually the army is doing "nothing". It is our group that makes the addons, but we ain't making any bv206 so guess that doesn't matter really.
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actually it is very big island, (50x50 km) and only a very small part is covered with photos (so far) the area is a military training field and since the terrian height data comes from one goverment funded area, the work for the island comes from the FMV (the one that buys, modify and do stuff for the armed forces, all from computer games to tanks) and the end user is the army. The problem is really the "hush hush". Didn't know how much we could show but since they posted this screens on their page I guess thats OK. And they wanted me to sign som stuff to have the island on my computer so a public release i doubt, but how knows. Sweden has many laws that says goverment can't hide so much stuff from us, even if the army has some laws that makes them able to hide some stuff =) ohh, and belive me, the island may look worse then nogova on ground but the feeling is extreme much better, and once in air it feels so real EDIT: Yes. Next question ;) Infact some teammembers (me, shar and ugga) went to the army school to help them out and we been in close contact with them, and then of course there is some others using it more "unofficialy". And unlike many other ofp teams that has "military adviser", many in our team is current or ex "soldiers" =) Shar marine, me was on a brigade HQ platoon, ugga will join the army next year as a engineer and the list goes on..
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is the "sign" prepared for "setobjecttexture", or that maybe doesn't work on buildings.
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too bad thought it worked for the p3d in geolod.. still nice idea.