Blanco
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Everything posted by Blanco
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@Scorpion ,the reallights are in the ammo menu I think.
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Ok, but what's the name in the editor? I'm not a mapmaker maker, i wanna put one in a mission
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I totally agree, reallights are much better then the original. I tried the 3WX 3rd party objects pack but I can't find the streetlamp with reduced light in the editor, only a broken one.
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Those ICP anims are not only great for OFP photography , but also for missions. AI is not able to shoot and turn with every animation in the pack , but it works with most of the  crouching, standing and prone anims. It's a pity they can't reload but thats solveable in a script. Also the guard anims are very cool and usefull in missions I had lots of fun with it. I make them start in a safe behaviour and I run and easy script on them. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 @behaviour _unit != "SAFE" _unit switchmove "standtocombat" exit When you run this script in a unit that use the ICPstand1 anim for example, the animation will stop when he spots the enemy. And that occurs pretty smooth. To stop a unit with the ICPAim1, which is a crouching animation ,you can pop him up with a switchmove "crouchtocombat" command. I see lots of possibilties...
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lol, more than a thousand views in only 3 hours...
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Unbelieveable! Is this true?
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Amazing sky, Llauma Everything on the island looks sharper when I use you sky, or is it just my imagination? Colours are not so "gloomish" anymore... G8 job !
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It's a pity that such a talented missionmaker leave the community... this mission is without a doubt the cute-iest & funiest mission in OFP history. Exellent work! Â Xezon you're a kickass scripter! I wish I could make these things... Some of the pinguinvoices remind me of the good old worms... jipi!
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Are there any 1th person screens from VBS1?
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There are other ways to enhance your mission without having a big filesize at the end. - Try AI_control script from Bremmer. It has an inbuilt dynamic voice engine that uses the default BIS voices. Also an old mission from SUI has a dynamic voice engine - Custom lettertypes - Scrolltext (look at the COC tomahawk intro, it's cool) Other than that I don't use complete songs, but short music parts from the movies,(mostly strings) and I play them in a random sequence depending on the player's situation eg : I got 8 music files for idle situation, 8 for tension and 8 for combat situations Other games with dynamic music use the same system, look at Farcry, MOHAA,... Right now, I'm doing tests to create an animated briefing, with scrolltext, slideshows... It looks hi-tech
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I dunno nothing about functions, but I know how to use them. Some Questions about functions. Are functions faster (CPU friendlier) then scripts with tight loops? Why is that? thx
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neat script, this give me some ideas... Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 _wmax = _this select 1 _unit SetBehaviour "SAFE" ? !(_unit hasweapon "binocular") : _unit addweapon "binocular" #A ?!alive _unit : exit ? behaviour _unit != "SAFE" : goto "alarmed" _ww = random _wmax ~ _ww _wd = random 360 [units _unit, _wd] call WatchDirection ? behaviour _unit == "SAFE" : _unit selectweapon "binocular" goto "A" #alarmed hint "alaaaaaarm!!!" ;;... whatever you need... ... exit Not for AI gunners... This way the lookout uses his binocular everytime he watches a new direction Not tested yet, but it should work. ** edited** thx Zig
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Theres a very good jump script on www.ofpec.com in the beta script board. The only thing it needs a jump animation.
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I didn't know I was working on a soccer mission...?! Patton asked me advice about that mission on the telenet forum, I've never played it.
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Yes, he got permision from Deadmeat to use the BAS objects. I've just recieved a new version and it has working runwaylights btw This is island is not from the G8 mod, Hornet ment GREAT island, lol.
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Scorpion just told me the upgraded AGS Industry pack will be used in the final version
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Group link ii ver. 1.54 released
Blanco replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Great script man. The original Mg script causes lag in Mp, because it needs a very fast loop (~0.05) and every single shot is scripted. It was a very good idea to use the invisible targets, it's CPU friendly and you got almost the same result as in the original MG script I'd suggest you createvehicle the invisible target in the script, so people don't have to place them manually for each static machinegun.(user friendlier imo). You can remove a parameter. -
Yes and mapfact is busy with Barracks 2.0 too. Here are some new screens : BANDAR GURU TEMPLE MUNGARI BRIDGE NYAMAROPA SUNGO BASE TICA BASE ZAKA PORT
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familiar people here :-) I've tested all the bridges and they are fully functional for vehicles, but not for troops. I dunno there a custom island where AI troops are able to cross bridges...
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Euh... Hornet dude... AFAIK you need the - BAS_O.pbo - Mapfact barracks - AGS harbour & Industry objects Anyway, it's a great island!
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Those links work for me.
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Group link ii ver. 1.54 released
Blanco replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
great! Is that MG salves manmg2 you are talking about Keycat? Could you solve the issues? -
_unlockit is a bolean, but you can only set him to true in the lockscript itself because it's a local variable. (_unlockit) I'd suggest you change that in a global variable, this allows you to unlock the door with a unlockit = true in a trigger,waypoint or another script. Â
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You can't remove the action, but you lock it lol, ok try this then : [15421] exec "lockdoor.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> lockdoor.sqs _ID = _this select 0 _unlockit = false object _ID animate ["dvere",0] #loop ?_unlockit : exit ?object _ID animationphase "dvere" > 0.01 : object _ID animate ["dvere",0] ~0.01 goto "loop"
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Should be something like this : ?object 15452 animationphase "dvere" > 0.01 : hint "door's open" or ?object 15452 animationphase "dvere" < 0.9 : hint "door's closing"