Bullz_eye_on_my_back
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Everything posted by Bullz_eye_on_my_back
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Hi everyone! I released a set of addons that I've had for quite some time but never had the chance or help to finish! Not only do these help remedy the need for atmospheric scenery for WW2 missions, but they also are very functional. I released them on OFP.info's web site and here is the news. If anyone would like to set up mirrors or host them you've got my permission- I can email them to you. Â IF all is recieved well- more variations will be soon on the way with added features that I'm close to finishing Ofp.inof page news: Bullz_eye_on_my_back sent us this Barrage Balloon pack which was used in WWII, to protect against dive bombers and plane straffings along infantry lines. It's not only for an atmospheric feel, but also it is very functional! Nice work! It's what I would call a "Barrage Balloon System"- 3 different models acting as one!!! (Balloons, ropes, and winches) The Balloons have custom explosions and custom animations for the winches. If placed strategically, they will take down planes! It will bring a whole new fear to the skies in WW2 plane missions . The wonderful textures were created and applied by Sebastian Muller- Special thanks to him because without his work this would have never been released. Several other models and custom animations are either finished or near completion and waiting for textures. The embedded scripts were created to help reduce the time needed for placement in mission making. Just place the balloon in the editor and the internal scripts will line everything up. You can raise/lower the balloons manually or order the AI to do so. Also, in the readme file it will show the mission makers how to move the balloons up and down via external scripts in the mission! It is rather simple. You choose if you want the balloons to go up and then pass on the array to the chosen exec link: Â [balloon name, height,animation phase] exec "..." Â I hope everyone likes them! The pack includes 1 USA Barrage Balloon 1 German Barrage Balloon (Sperrballon) 2 Winches (The German winch displays the actions in the German language for authenticity) - don't worry it's not hard to follow ;) 1 Rope/cable 1 example mission to show how to use embedded scripts for mission makers They have been tested several times and possibly might have a bug, but nothing was found during final testing. If you find anything please post it! Â ENJOY!! OFP.info's link to balloons
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lol I made a wheel chair as well.... but I don't think it ever got released.... plus it bounced around if you got off the road lol....
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Interview on friday by Electronic sports
Bullz_eye_on_my_back replied to Espectro (DayZ)'s topic in ARMA - GENERAL
Ahhhhhhh!!!!! It's finally coming to light!!!! I can't wait until it comes out! They did implement some of the things we were begging for....sad to see it all can't be in there...which we must all understand. We're demanding, and always want more and more! It would take years to get all the things we want into the game. As for not being able to walk around in vehicles and shoot from them (which would be awsome! we may not be able to walk around, but nothing is stoping us from making several "turreted" spots in the vehicles for us passangers to try to pick off the enemy on the move! Yes, I know it's not the same, but we're getting closer and closer!! Thanks BIS!!! I liked the interview, but I wish the main host was actually a ofp game user like the special guest! Did i hear that the iron sights will be adjustable, or am I crazy?? I need to go listen to the whole thing without people distracting me.... -
AEF-Campaign: Train Addon FINISHED
Bullz_eye_on_my_back replied to kavoven's topic in ADDONS & MODS: COMPLETE
Wonderful work guys!!!! I'm about to start downloading, but I must say thanks for all your hard work!!! Let a new chapter of OFP start again!!! Very nice to see that you're still at it Dschulle -
Scripting Dialog Sequences
Bullz_eye_on_my_back replied to Winters's topic in OFP : MISSION EDITING & SCRIPTING
Hmmm interesting.. It works like a charm for me... maybe it has to do with how the picture is classified in the description file?? All in all I'm glad you have it working -
Scripting Dialog Sequences
Bullz_eye_on_my_back replied to Winters's topic in OFP : MISSION EDITING & SCRIPTING
I think i've used that technique too, just seemed easier for me to use false, or true ...so i wouldn't have to search for the file or change the file path later. But yes you can use the pause in your scripts, everything works exactly the same within the dialog scripts as it does in just normal ones... just set up a sequence of displaying the image or something.... if you didn't mind using the ctrlshow sequence you could set up a loop...such as for example... set up the picture ID's in order of appearance in your resource file pic 1 --> 100 pic 2 --> 101 pic 3 -->102 and so on.... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _idc=100 #loop ctrlshow[_idc, true] ~3 ctrlshow[_idc, false] _idc = _idc +1 ?(_idc< (your number)): goto "loop" this could save in having to write sequences of the file path ...either way works p.s. thanks for all of the tutorials also vektor, I learned a great deal from them!! -
Scripting Dialog Sequences
Bullz_eye_on_my_back replied to Winters's topic in OFP : MISSION EDITING & SCRIPTING
Actually winters it's not too hard to do at all.... it's been a while since i've played with the scripting so I could be a lil rusty with my answer but I know it is possible.... define the picture within the dialog...and take note of the ID number that you assign it Then I think the line to remove the picture is this.... CtrlShow[<ID NUMBER>, false] (or you could use true to show the picture) There's no need to create separate dialogs ever (well in normal cases), all you have to do is hide and show the controls or pictures with the ctrlshow[....] code syntax You can also take it another step further and actually check to see whether a control or picture is being shown... ?!(ctrlvisible <id number>): I hope this helps Sorry for the bad explination... I've only had 3 hours sleep for the past few days and I'm sick -
Clock works in nogova
Bullz_eye_on_my_back replied to colonel_klink's topic in OFP : CONFIGS & SCRIPTING
well for what its worth ...if anyone wants to know a good way to have a clock by scripts I can post up the much more efficient config and script to make it work ..its million times better than the previous post i put up....still haven't checked out the bis clock though -
Kegetys' cockpit radar and another suggestion
Bullz_eye_on_my_back replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
the GPS part wouldnt be much of a problem at all....there's a few simple formulas to get that, and all you would have to do is make a script to select a set of animations or set object textures for the given location..... i need to see the radar -
I believe you could make the mule into a vehicle and change the tracks that are placed on the ground and you can make animations based on the velocity in a script....you would probably have a lot of hidden selections though I'm loving it mig...keep up the good work....how about some snakes to go along with everything??
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ohhhh I soooo can't wait!!!!! Great work guys!!!!
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Problem with an altitude script
Bullz_eye_on_my_back replied to Balatouf's topic in OFP : MISSION EDITING & SCRIPTING
hmmm...I don't really deal with triggers or anything since i'm mainly just a scripter for addons, but might be a couple things... 1. is the great1=true trigger...is it set to repeatedly?? 2. once the great1=true trigger is set off..does a script change great1=false? it might set it off once, and then great1=true is always true and thus could keep the other triggers from triggering again or it just repeatedly triggers itself because great1 will always be true after the first time.... hope i helped some...as to my ignorance in triggers -
Ahhh looking really great guys!!!! I can't wait to see this, nor any other applications that will stem from this! Very innovative and wonderful guys.... Hehe I can't wait to see some large cannons placed on top of carts.....small rail systems to deliver ammunition .... on and on....
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Multi Gun Positions
Bullz_eye_on_my_back replied to colonel_klink's topic in ADDONS & MODS: DISCUSSION
there's techniques for getting all the angles and pitches that you want I believe.... possibly even the direction a cars wheels are turned (haven't tested that yet) but the rest is possible... -
Sounds pretty interesting to me...I hope there's some new animals coming with it!!! hehe can the big game come after ya and bite ya to??
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sorry skew ...didn't mean to sound rude or anything, its just that I'm in WW2EC also, helping out there...and I never heard anything about the alliance until I saw this thread and the OFP.info news thread... thats the only reason why I took it as an assumption If ya go wayyyy back on some of the comments on ofp.info you'd def see where I said I wished all the teams would cooridinate stuff to keep from duplications as well as create better addons so i'm all for that type of stuff ...on a moderate level
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ummm not all mod teams aren't joining for the fact of thinking they are better than anyone.... some are just some addon makers that work together, just doing it for fun ... no pressure...at what ever pace you want to go.... plus i'd think the organization and keeping it all going would be a nightmare...especially with people in dif time zones and across the world... oh well...don't make assumptions that alter your opinions of people... have ya ever thought of the fact that maybe these mods that came together to make an alliance didn't ask the "other" mods to join.... there could be an assumption of that this alliance thought they were too good for the other 4? all in all....i'm sure its best to stay away from any assumptions... this is the first I've even heard of an alliance myself... and some that you have mentioned that aren't in it....actually have 3 or 4 mods joined under the same name...just gives a false impression that they don't work with anyone else
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Sweet...I've always thought something like this would be a good thing... to minimize all the duplication of weapons and vehicles, make things compatible- plus the more experts together the better.... only thing is.... communication and organization... that has to be nailed down from the very beginning... any relaxing in that area and it will be down hill and chaotic... So I hope it works out and ...with this more people can learn more tricks and skills hopefully...
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Well this is the best place that I can find for this request.... it kind of intails a needed function for islands..... I've created object addons that would use an initialization script from the config file, the only kicker is.... if an island maker uses these objects the scripts will not run when the island is used, instead a mission maker would have to come up with a way run this script.... Simple solution if you have a couple objects on the map, but what if it was a fence or plant object that is used hundreds of times through out the map... then its almost impossible to select all of the addons and run the script... so I guess what I'm requesting is that anything that is used within an island, that has an initialized script configured ...please make it where it will run this script without the need of external scripts added to the mission even if anything give the option to the island maker to run the initialized scripts thanks! oh and umm...if anyone knows of a way to do this... please let me know ... i could be over looking something again
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ww2 2cm flak 30 mit Sd.Ah.51
Bullz_eye_on_my_back replied to AtStWalker's topic in ADDONS & MODS: DISCUSSION
does this guy ever sleeeeppp!! great work again! keep up the great work! -
meeeeee neither!!!!!!! can we say ... bunker positions with railcars to deliever ammunition and things!!! this is going to rock!!! oh and by the way....any news on how its going???
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I can't say much myself.... I'd seen that it was possible a long time ago....but just actually recently used it but make sure and use Alt when selecting in the model window... because if you use the cntrl key, you will select some unwanted faces (i learned the hard way on that one)
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doing the shift+e doesn't take long at all..... have you tried the technique of opening up the texture path window??? all you have to do is hit ctrl and click [or double click] the texture name (i think ctrl is the button for it) but anways when you do that.....it selects all of the faces that that texture is applied to ....then hold down Alt and click within one of the windows... then use the shift+e function... it takes a matter of a few seconds
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i'm sure this has been asked for... but just making sure it wasn't over looked.... 1. being able to pass arguments from action commands.... also what player/ai used the action command... 2. A command to determine which units are AI or not... might be a command already in the scripts that i have over looked...if so sorry
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ahh noooo not a delay!!!! ...j/k I just can't wait to see it released! We've all been waiting for this for avery very long time!! So ummmm... make sure and copy your information to a cd or something...just to make sure you don't loose all the data!!! crazy hard drives