Blanco
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Everything posted by Blanco
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Armed Assault - development suggestions to BIS
Blanco replied to theavonlady's topic in ARMA 2 & OA - SUGGESTIONS
I just want a collision detection fix, that really bothers me in OFP1. -
Need the name of a fence??
Blanco replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
I tried that Tyger, it returns... nothing...no *pling*... nada Strange. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint format ["%1",typeof (object 159585)] I also tried it with the small guardhouse on the entrance and it returned dum04, so my line of code was not wrong. I remember a similar post from someone who wanted the name of a bush and the same problem occured. -
I'm not a starwars fan at all. It doesn't mean that I don't appreciate your work. Very nice work, i like the textures. Â You did the textures in less then one hour?
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FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Lol, I was thinking the same thing. The Hyk winter troops are obvious, but are there any Russian winter troops & vehicles with the same quality? -
Instead of deleting the target, why don't you move it around with setpos? Ok, AFAIK GB's script (for grenadiers) Â does the same thing with the difference that the invisble target stays on a certain height, so the shooter fires the target while it's floating in the air. The further the unit has to fire, the higher the target will be spawned in front of the "shooter". Well not exactly, it's more difficult then that, I'm not good in that kind of math and formulas. Â But I think the same thing is possible with your script, but I dunno how. Â I tried your script in a testmission. I ordered my men to fire at a building, a bit like the famous Full Metal Jacket scene with the female VC sniper... I clicked on the map (on the building) but nobody fired, because the invisible target ("man" type) was spawned in the building and my men were not able to see it...
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It' really good, easy to use and it works pretty well. Two Q's. 1/ What happens when you click a position which is out of range of the "shooter"? Does he move closer so he's able to hit it? 2/ Is it possble to use this with mortars? Indirect fire like GB's script.
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Sounds good, gonna try it in a moment
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One word... WOW Keep it up!
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I reworked Vektorbosons satellitescript a year ago modsatellite 1.2 (also addonless) - Hostile/Non-Hostile indicatior  (only for vehicles) via a female computervoice (Mary is the name ) - user controlled via a click on the map. - Preparation time (1sec per 100m) - Vertical slider in stead of a horizontal - Nightvision support even when the user doesn't have one in his inventory - Custom lettertypes and sounds. I was also working on a  complete new monitor with a flickering tracking led, but I've never finished it.
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Swatdog, check your pm. Â I've tested this thing a million times in SP, so I wonder what you did wrong. PS : It's normal he goes prone at the start.
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Actually, I don't like to many commands, I would like to see Ai act more autonomous when they don't recieve orders from you. I really like the concept of BIA & FSW, give them a firesector, suppress the enemy and try to flank. But still give the commander the option to select a single unit and order him to target a specific target. But first your teammates have to use cover, I really hope they will do this in OFP2, otherwise I don't think I will buy it. BIA has scripted hostiles, no freedom,the console feeling,...,in fact there are a lot of things I don't like, but the simple interface is something worth to start with. just my 2 cents
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Disable AI ability to eject from aircraft
Blanco replied to madmedic's topic in OFP : MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "_x setdammage 1" foreach crew plane1" That should kill all the men inside of plane1, also the cargo. -
FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Nice new features but I'm afraid this will screw up addonfree missions... What if a trigger's executed when all enemies are dead in a certain area and they surrender? You will have to kill them anyway to complete the objective. And that's against the Geneva Convention relative to the treatment of prisoners of war (see them care... ) -
Lol, we are saying this about lots of addons, but this is really the addon I've been waiting for since day #1 Â Great job, motho38! Can't wait to place a lighter version of this baby in one of those cool mapfact watchtowers
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Praise to OFP's script engine!
Blanco replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Most things are brilliant, some things were forgotten... Like an undo button I still remember my early days in the editor, I was so happy when I found the usage of the cycle waypoint and the switch trigger That's a great idea (was also mine), i just ran in such a hazard when my mission was 90% completed. My mission had lots of scripted waypoints, then I realised the status was not saved... -
FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Please don't touch the recoil values... vote = vote + 1 -
As long as the unit can see over or through the obstacle (window), there should'nt be any problems with editor placed objects. Some obstacles must to be destroyed first (like a sandbag) On the other hand, I think the rail of a mapfact watchtower is a bit too high. The unit can't see over when crouched. (not tested tho) I can modify the script so you can choose between crouch, stand or prone...
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How to kill only infantry units
Blanco replied to Jack Hammersmith's topic in OFP : MISSION EDITING & SCRIPTING
Wow Vektorboson is back! Â -
With the script the AI will crouch-stand, when he got hit in the legs or run out of ammo, the script exit and the unit will move into a random position within a radius of 100m. This prevents he will go prone and clip with walls or other obstacles. The unit will watch in the direction you put him on the map, but he will pick and face the "mostknown" target in the field. So he will not be focussed and watch one direction only. When the target is closer than 50m, the unit will pick the closest target (but he allready has to know he's around somewhere, so you can still sneak upon him, but you have to be really quite)) So basically : - He chooses longrange targets depending on Knowsabout - He chooses shortrange targets depending on distance. It's quite effective Try the demo, it's really hard to defeat them.
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new LSR units radio operator
Blanco replied to Commando84's topic in OFP : MISSION EDITING & SCRIPTING
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Sounds really good, I love Tonal but I wish I had a better PC to play on it. I just have to wait a few months...
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Sounds really good, I love Tonal but I wish I had a better PC to play on it.
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Holy shi...ps that cargoship is big!
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euh, I"m the only one? It works fine here when I start via a shortcut...
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FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I always thought that everything was invisble through the windows of that pub.(also on the second floor) But when you are standing the behind that window, the enemy will see you.