Blanco
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Everything posted by Blanco
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Believe me, lots of bugs can be fixed. There's a topic with a list on ofpec with bugged commands. That last 1.96 patch was also quite unexpected...
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Not Arma related huh? Maybe a very last patch for Resistance?
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What do they mean by that? Slide with a tank down the hill? That's strange... how do we crawl fast then?
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Nice screens. Looks like the grass is still not affected by shadow ... hope they will fix it, cos it looks weird. Sound like a new command
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All vids work fine but quality is poor. The waves look nicely done, tho Btw, do you see a watersplash when you fire a shell in the water?
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http://s2.gimehost.com/ (up to 250Mb, supports split-archives & NO download limits! http://www.ezshare.de/ I've downloaded your vids, but I can't see a thing What compression are you using? ...hm Indeo Interactive... ok, I found the right codec : http://www.codec-download.com/modules....&lid=51 Yeah, I saw this it in the pressdemo video when that M113 hits a small tree
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Some sounds were a bit dull imo, take the unchanged pk sound for example. I don't like that bodyhit sound neither
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Yeah , he's was shooting his own people, fired shells at infantry and he even tried to kill a corpse From what I saw in the vid : - Some gunsounds could be better. - No crouching anymore when picking up a weapon? - It looks like the demo lags when zoomed in. - I saw a jumping tank that concerns me a bit. (6:33-6:40) Other than that... Great work! Especially the animations are awesome!
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Ok, the grass is rendered in a radius of approx 50m around the player to avoid lag issues. Maybe this can be adjusted in video options? I dunno... I wonder... How is a sniper supposed to hide at long range if the grassrender ends, will you see him lying in the open field?
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...or within the distance of a (lying) person visible for the naked eye. Indeed, that's the whole point. AFAIK grass was a feature in OFP Elite... How did they solve this in OFP:E? Maxqubit ?
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Well, I hope you are right, that would be great.
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Hmmm...take a look at this pic http://armedassault.eu/photogallery.php?photo=169 Imagine the guy on the far left is lying down in the grass, how much would you see when he's wearing woodland camo?
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Why is there so much difference between those water screens? http://ofp.gamepark.cz/news/pics3/armedassaulIGNN1.jpg and http://ofp.gamepark.cz/news/pics3/ArmA_hires_02.jpg I guess the first pic an old one?
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Those last screens blew me away, the grass is so much better, it blends really nice with the enviroment. I really like the flames in this pic . I never saw such good flames in OFP, are the effects reworked?
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I agree when you're talkin' about unscripted AI.
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Not sure about this, but i think he was killing his own mates in that scene... Also, what's was the level of difficulty?
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I hope for no more bugged commands Animate, setobjecttexture, combatmode and scripted waypoints to name a few. Please fix them.
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Good job on the animations, better then I expected. But, I don't like the moving trees. I never saw a tree sway that much in normal conditions, it doesn't look like there's a storm huh? I mean...have you seen the thickness of that trunk of that palmtree, how many wind does it need to sway that much? Only the leaves should move... Also, the trees are not swaying in the wind imo, AFAIK see they sway in a random direction. Well, ok... that's niggling. I like the idea of swaying trees when a chopper's nearby, tho
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- An UNDO button in the editor! - Inaccessible regions like cliffs, it's stupid you can still climb these in OFP without any gear. - Much much much much much much much much much more cover - Camera.sqs with more control and with a record option - Transition effects in cutscenes, maybe via commands so we can create our own effects
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I had an Vic20, the good old C64 and a Amiga 500 (screw Atari ) I've made music with my Amiga with a program called Soundtracker, 4 sound channels and you could only use samples. Later there was Octalizer with 8 channels, don't ask me how they did that, cos the Amiga had only 4 channels. I had more than 3000 games (really), I few titles I remember... - Wings - Wings of fury - Who dare wins - Kickoff 2 final whistle - Speedbal I & II - F29 Retaliator - California games I & II - Armourgeddon - Carrier command - Knights of the sky - Bomber - Defender of the crown - IK+ (international karate plus) - Panza Kickboxing - Budokan - Maniac Mansion - Leisure suit Larry - Codename Iceman - Last Ninja 1 & 2 - Shadow of the beast I & II - Salamander - Cannon Fodder I & II - North & South - Hard Drivin' II - Hostages - Kikstart II - Populous ...
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You can force the player to crawl by adding damage points when he tries to stand up. But how can you check a crawling unit? You can combine these three usefull commands... - The canstand command - A "dammaged" eventhandler to check the players injuries, - speed command So when - the player is hit in the legs (the eventhandler "dammaged") and... - He can't stand anymore (canstand command) and... - his speed is lower then 8.2km/h (running speed AFAIK) and... - he's not in a vehicle (the vehicle command)... He must be crawling! Ok, In scripting language...It's been a while I did this, but hell I give it a try... Not tested and written out of the hand, here we go... Run the script in the init of the player : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this AddEventHandler ["dammaged", {_this exec "checkhit.sqs"}] this is the EH script "checkhit.sqs"... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _who = _this select 0 _where = _this select 1 ? _where == "nohy" || !canstand _who: [_who] exec "adddam.sqs";player removeeventhandler ["dammaged",0] exit A second script to check the player's speed and add damage points when he tries to stand up. adddam.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _you = _this select 0 _Maxspd = 8.2 #checkloop ?!alive _you : exit ?((_you == vehicle you) && (speed _you > _maxspd)): _You setdammage (getdammage _you + 0.3) ~2 goto "checkloop" *Edit* : sorry I misunderstood your question...I'm too tired /old for this Use Mandoble's method, looks like a nice script, does it work on a running unit as well?
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Here's another way to do it... you can't really make a unit vehicle invincible, but you can make his attacker harmless. You can simulate blanks by deleting the bullets when they leave the barrel of a gun... The enemy will still fire upon your vehicle, but they won't hit a thing. You will still see the muzzle flash tho.. I've wrote a script a few years ago to switch from lifeammo to blanks (and back) whenever you want via a dynamic bolean. I've used it in an cutscene showing a heavy firefight where the actor must stay alive at all cost and it worked perfect. It uses 2 params : 1) the name of the group 2) A (unique) index number assigned to that group. example : [attackgrp, 1] exec "blanks.sqs" The index number is needed to create a dynamic bolean. The bolean is blanks_on, to make it dynamic I add the unique index number to the bolean. So when i put blanks_on1 = true in a trigger or script, the group assigned to that number will fire blanks, in this example attackgrp. To switch back to lifeammo simply set the same bolean to false, blanks_on1 = false You can add as many groups as you want, but every group needs his unique index number. The script : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Blanks.sqs by Blanco 05/08/2004 _grp = _this select 0 _index = _this select 1 _c = count units _grp #START @Call format ["Blanks_on%1",_index] ?"alive _x" count units _grp <= 0 : exit _i = 0 #Loop1 _unit = units _grp select _i ?alive _unit : _unit addeventhandler["fired", {deletevehicle (nearestobject[_this select 0, _this select 4])}] _i = _i + 1 ?_i < _c : goto "loop1" @Call format ["!Blanks_on%1",_index] ?"alive _x" count units _grp <= 0 : exit _c = count units _grp _i = 0 #Loop2 _unit = units _grp select _i ?alive _unit : _unit removealleventhandlers "fired" _i = _i + 1 ?_i < _c : goto "loop2" goto "START"
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'lo, I've been playing the tank mission called "first strike" from the resistance, for the fourth time with succes but the mission won't end. The good thing is that I became an expert in first strike, but I really wanna play the next mission now... I destroyed all tanks, even with 0 casualty, the damn thing wont end. I'v searched almost the whole island for disengaged crewman, I'v found a few, killed them but the mission simply won't end. I tried to use a cheat I've found : hold (left) shift + minus (numeric keyboard) , release and type endmission. It never worked... Where do I have to type this? during the mission, in some kind of menu??