Blanco
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Everything posted by Blanco
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it's not mine. It's from Student Pilot & Strango
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Hmmm...I just spot this on ofpec : http://www.ofpec.com/yabbse....d=23005
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I can't say it enough, this is so good. They don't just look awsome, it also fits perfectly with the gameplay. (instinctive usage) Hats off. You guys must be paid for this.
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bin2cpp from Amalfi http://www.ofpec.com/editors/resource_view.php?id=665 Is that the right program? and to pack : cpp2bin also from Amalfi http://www.ofpec.com/editors/resource_view.php?id=333 Someone had the same problem (read the comments) Btw, the animreplacements are awesome
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I tried to implement this into the FlashFXUR config (low CPU), I replaced the CfgMovesMC class as Pappy Boyington said. Then I've downloaded cpp2bin1.2 and I tried to make a bin, but I got an error : error on property destroyfriendly - CfgExperience I 'm a total noob in this Then I unpack the flashFXUR config bin, change nothing,make a bin and I got exact the same error??? Â
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FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Really? Can you shoot the weapon out of someone 's hands? -
Any news? I hope this project is not dropped Â
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FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
True, but objects ID's are different on the modified island with or without a custom mod (with his own configs or not) So it will fail when you play an old mission where object ID's are crucial. -
Not an easy question to answer. Â I should go for the FLASHFX UR mod, a selection of the best addons & effects through the years in one mod. Almost every BIS unit is replaced with a top notch addon equivalent. http://www.flashpoint1985.com/cgi-bin....t=44830 Welcome back , btw
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FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
It seems to happen on Everon, Malden & Kolgujev. I tried one of my own addon-free testmissions where I setpos a car on ID from a road.  When I run the mission now with or without the mod the car is setposed somewhere else. My first thought was ; I must be drunk when I've made this...these things can happen... Then I tried another mission on Everon and the object ID was wrong again... Ok, I tried this 2 days ago and it worked perfect and I remember that I was sober that day  Than the ultimate test, I tried a scriptdemo from Thobson, the joinup script That script uses an object ID where the squad gather at a fountain in Chapoi, Malden , mapgrid Ef72. Two days ago, the ID from the fountain was 50041, after installing the mod the ID changed to 20851. You are replacing islands with the hi-res versions, is it possible that the ID's are different on the default BIS islands? And are the islands replaced even when you don't run with the mod? ***edit*** I've found another bug and wow that's a weird one I was playing one of my own addonfree missions and after a townbattle my squad gather for M113 extraction. When I board the M113 with the rest of the squad, the M113 won't move because the leader was missed in action but still alive. So I press 5-5 (where are you?) to locate him. He was 101m away from me , but the didn't move any closer. So I jump out to take a look and I've found my squadleader dead as meat on the ground. But...the poor guy was still moving his head (in a death animation) and able to speak Now that was weird *edit* I just had the same bug with the player. I can drop and take my weapon and magazines and I don't hear any sounds, (only radio) Just for the record, an onplayerkilled script was running in that mission and when this bug occured, the script was not executed, so I suppose the unit was not recognised as a casualty by the game. Something wrong with the lifebar or bloodscript perhaps? Maybe important to know, I'm using the lowCPU config. -
FlashFx Units Replacement pack 5.0!
Blanco replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I've found some problems with addon free missions, because the object ID's on the map were different. -
You can't disable it, and you are right it's very anoying. But why don't you use : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player globalchat format["Meters From Last Point: %1",_travel] Much quieter and there is the Mileage calculator by Pablom123
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Offcourse, you have to put something in it. Override it with you own cutscene and don't forget to end the script (after you delete the camera) with the enableEndDialog command! It's not an OFP restriction, iactually it's a feature BIS gave us from day one. It really works, it has been done in lots of missions : To name two - Unimpossible mission by Macguba - Operation Lojack by toadlife
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Learn about the event based scripts There are some scripts in the game which are launched when some event occured onplayerkilled.sqs - launched when the player is killed. This script replaces the default death sequence. Make sure you place the command "enableEndDialog" somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear. The script has 2 arguments: _this select 0 = who died _this select 1 = who killed them Second argument can be null in some cases (death from falling or camcreated artillery, for example). Other eventbased scripts are : init.sqs - launched when mission is started (before briefing screen) - no arguments initIntro.sqs - launched when intro is started (since 1.50) - no arguments exit.sqs - launched when mission is finished (before debriefing screen, since 1.50) - argument: end # - number of game end onFlare.sqs - launched when illuminating shell is lit(since 1.45) - arguments: [[r, g, b], gunner] - r, g, b is light color Source : ofpec
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Indeed, it's enemy in sight, I did not much to make it look like OFP I agree about the colors, but not about the light. The lighting engine in OFP is very poor imo.
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Hehe, I would like this :
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Bug report : The animations clip when the leader boards a vehicle. Solution : add a condition in all the switchmove lines <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?_leader == vehicle _leader : _leader switchmove "animname" ...or you have to make sitting signal animations... (not needed imo)
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There was also a bug with the close script, you are closing actions who haven't been open yet. I had an error with _leader removeaction M44 I'm searching, but I have not found it yet
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Not in the config but wrong path in the FORMATION script : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> M41 = _leader AddAction ["RETURN TO FORMATION","\handsignals\RTF.sqs"] M42 = _leader AddAction ["COLUMN","\handsignals\COLUMN.sqs"] M43 = _leader AddAction ["LINE","\handsignals\LINE.sqs"] M44 = _leader AddAction ["WEDGE","\handsignals\WEDGE.sqs"] Should be : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> M41 = _leader AddAction ["RETURN TO FORMATION","\HVAM1.5\RTF.sqs"] M42 = _leader AddAction ["COLUMN","\HVAM1.5\COLUMN.sqs"] M43 = _leader AddAction ["LINE","\hHVAM1.5\LINE.sqs"] M44 = _leader AddAction ["WEDGE","\HVAM1.5\WEDGE.sqs"]
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Yes, it does. Works perfect and I already implented the script in your addon to test (for personal use)
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Rommel, Wow, this is great man. Â I love it! Would it be possible to select some of your men and give the orders only to them? I think you can do this only combined with onmapsingleclick, but maybe you guys know an alternative way? Suggestion : - Include the Rush & retreat script in the ENGAGEMENT submenu (also by General Barron) - Maybe the Set perimeter script by Grendel. (typo in first line, has to be _pgroup instead of pgroup) - Â Fire at lead (by me) **edit** I've checked the scripts and imo the advance script could be done better this way : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _leader=_this select 0 _squad=_this select 1 _leader SwitchMove "hs_move" ~3 _cposx = getpos _leader select 0 _cposy = getpos _leader select 0 _dir = getdir _leader _dis = 150 {_x SetBehaviour "COMBAT"} ForEach Units _squad "_x domove [(_cposx) + _dis * (sin _dir), _cposy + _dis * (cos _dir)]" ForEach Units _squad _leader Action ["WEAPONINHAND"] _leader SwitchMove "Crouch" This way the group will advance in the direction the leader's currently watching. But they will still pile up at one spot.
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Hmmm, nothing is really easy in OFP... It could look easy at first sight but when you start writing you always run into a problem you've never expected. But that's challenge, no?  I tried this a few months ago but I've never finished it. First the script has to know how many cargospaces there are. You could do this via a database but I think I've found anther way,but  I don't know it's fullproof [nameof vehicle] exec "countcargo.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; countcargo by Blanco 23-12-2004 _veh = _this select 0 _spaces = 0 _logs = [] #loop _log = "logic" createvehicle (getpos _veh) _logs = _logs + [_log] _log moveincargo _veh ~0.1 if (_log in _veh) then {_spaces = _spaces + 1;goto "loop"} else {goto "nospacesleft"} #nospacesleft hint format ["This vehicle has %1 cargospaces",_spaces] ~1 "deletevehicle _x" foreach _logs exit It's a start huh?
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- Revised CAT afghanistan Island - Freya - Mungari by Scorpion
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Well, sanctuary, your anims are awsome and while your here, I want to ask something on a kickass animator. The fixedpos script uses the ICPanims because these allow AI to turn and shoot while they are in the animation. ICPanims are the only anims I've found till now that have that interesting feature. Also, they fall down normally when they got shot, in other words they don't got stuck in the animation. Unfortunaly, they can't reload their weapon, I made a script for this but it still doesn't allow them to use a secondary weapon or handgun. So I wonder if it was possible to make a animation that can : - Shoot - Turn - Die normaly - Reload - and maybe...use a secondary weapon, nades, handgun... That would be cool, because the same script could be done with much less scripting.
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I 've never tried my script with the Sanctuary's anims, but it's possible there's a problem. I'll take a look. Only the first preview you said? Hmmm, I remember I had the same problem during my tests when I tried to run the script in the init of a unit instead of a waypoint. The unit need at least one MOVE waypoint with safe behavior. .. and don't try it in MP, It won't work, unfortunately   Nope, I just tried the two testmissions (Last man standing and Le port) and the AI react exactly the same as they do with the BIS anims. It looks a bit different, but it doesn't create conflicts. Are you using the script with a mod like FlashFXUR? If so, there was a problem with addons with EH scripts but I solved it. http://www.ofpec.com/yabbse....tart=30 Read the last post.