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baddo
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Posts posted by baddo
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Hi
ZIP: Official command reference for Operation Flashpoint: Resistance version 1.85.
Online: Official command reference for Operation Flashpoint: Resistance version 1.85.
Find more resources from http://www.flashpoint1985.com/
Unfortunately the official command reference is quite browser-specific (in fact it is written in a non-standard compliant way), I hope that's corrected in future versions of this downloadable official command reference, it is very annoying not to be able to use an official command reference because of not using some particular browser.
Baddo
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Oh yes
Seems like I somehow missed the gamelogic in your script while reading through it, and I didn't realize it is the solution.
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Maybe build up a lookup table for different islands; depending on date&time, where is sea level. Lots of work no doubt about that, might need quite big arrays depending on how much the tide varies between dates. Also how could you get the current date into your script? Does date affect tide or just time of day? I recall date too affects tide but I could be wrong.
Maybe some easier solution can be found.
Edit: Hey can you put some object floating into the water and check its height position, couldn't that be used? Boat? An invisible, small boat? Or better to use existing OFP boat, create it into corner of map, get its position, work out the difference to actual sea level for that boat type.
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Don't assume
I have not done this in practice but I think you could come up with a solution where you use nearestObject instead of nearestBuilding to do your checks. There is a problem of not knowing the size of the existing objects; how can you know how far you must move your new object so it doesn't collide with the existing object? Some compromise must be done for that.
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I was asking if anyone knows a method to get the viewdistance, not set.
Thanks anyway
At this time I wrote my script so that there is setViewDistance in the start so I get the value from there, but I'd like to know if it is possible to avoid doing that because I'd rather not touch the viewdistance setting, just ask what it happens to be.
One more function for BIS to add into the scripting language.
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Hi,
please check if function groupInVehicle can help you.
I have a feeling that this problem could also be solved just with waypoints and triggers but I can't launch OFP now to test anything.
I'll copy & paste the function here in case OFPEC has disasters:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// ******************************************************************************************
// groupInVehicle.sqf
// There are two possible ways how to use this function:
// #1: You pass only group to the function. In this case, the function returns true if all
// group members are in any vehicle, false if at least 1 member is not in any vehicle.
// Â Â The vehicle isn't necessarily the same vehicle for all.
// #2: You pass group and vehicle to the function. In this case, all group members
// need to be in the vehicle passed to the function for true to be returned,
// otherwise the function returns false.
// USAGE:
// init: groupInVehicle = preprocessFile "groupInVehicle.sqf"
// calling #1: [<group>] call groupInVehicle
// calling #2: [<group>, <vehicle>] call groupInVehicle
// returns: <boolean>
// example #1:
// if ( [grpWest1] call groupInVehicle ) then { hint "All are in vehicles!" }
// example #2:
// if ( [grpWest1, truck] call groupInVehicle ) then { hint "All are in truck!" }
// Credits: bardosy, bedges, THobson (inspired by their forum posts)
// Baddo 2005
// You can contact me through www.ofpec.com
// ******************************************************************************************
private "_grpInVehicle";
_grpInVehicle = true;
if ( count _this > 1 ) then
{
if ( {vehicle _x != _this select 1} count units (_this select 0) > 0 Â ) then
{
_grpInVehicle = false;
};
}
else
{
if ( {_x == vehicle _x} count units (_this select 0) > 0 ) then
{
_grpInVehicle = false;
};
};
_grpInVehicle
Baddo.
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Is getting current viewdistance setting possible via scripting in OFP:R version 1.96?
A way around this is to use setViewDistance and then the value is known, at least as long as the player doesn't change it from options menu.
Does anyone know any methods to find out current viewdistance setting?
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If it were possible, any PC which has  multi-core would be able to play hundreds of sounds simultaneously even though it has low-end sound card.Sorry but here is something I don't really understand - if a soundcard can play only x number of sounds simultaneously, like x = 16, then how does a multi-core processor change that? The sounds must still go through the soundcard which has the limitation right?
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Well not much info about coding side itself other than DirectPlay sucked but still, very interesting article thank you for the link.
Must've been quite an enormous relief to at last get OFP out of the door!
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I do remember testing the nearestBuilding command a good time ago and what I remember for sure was that it didn't detect many buildings at all. The buildings which were not detected in that test were buildings which didn't have the indexed positions (the ones you can access with buildingPos). In comparison, all buildings in that test which had indexed positions were detected by nearestBuilding.
Based on this information, using nearestBuilding to check if an ammo crate is near a building will fail very often because the building is simply not detected at all by nearestBuilding.
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Ifc22.dll and ijl15.dll are apparently libraries made by others in OFP:R. Is3dfx.dll I cannot say when looking at it... googling doesn't help much either.
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There is code in OFP:R developed by other companies than BIS. I'm not talking about a 3D engine or about a physics engine, I'm saying there is libraries used which form important parts of the product and which are not necessarily mentioned anywhere in documentation. Many libraries only require that you must not claim the code was written by you (no need to mention in documentation of your product). About 3D engine and physics engine for example, I think it cannot be said for sure based on the interviews and what is written into these forums if those engines were actually written from scratch by BIS or did they use something made by others as a basis. That's what I meant when I questioned what KyleSarnik said. You must go directly to the programmers and ask them what did they use to know for sure.
Stop here this is offtopic
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I used nearestbuilding but it doesn't quite workHi,
If I recall correctly what I tested a good time ago, nearestBuilding only returns buildings which have indexed positions in them. So I think it's not good to count on it in this case. Edit: Hmm I fail to understand what you were trying to achieve with the nearestBuilding command in your script?
Baddo.
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It would absolutely rock if the buildings could literally be shot into little pieces but that would have to be very hard on the computer to make it look good and to maintain decent performance. On a small scale no problem but on ArmA's scale it will cause problems no doubt about that. Technically possible but practically I guess we are still some good distance away from seeing such things in games like ArmA.
They didn't use any 3rd party engines if that's what you mean.You must have talked directly to BIS developers to get that information. Edit: To clarify what I mean, for sure not all of the code used was developed by BIS. Framework might be their product but how about subsections, how can you tell?
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Is this a bug or an ...em "only shooting target":if BRDMs are moving to positions all of the (own)team shoot at the vehicle with guns, rifles like rambo. Seen in Campaign/Single Player.
before some launches M136 AT4 he is shot down from BRDM
Hi,
in ArmA demo the BRDM's can quite easily be taken out by shooting at them with machine guns, especially if you put your whole team fire at the same BRDM at the same time. So it is OK for AI controlled soldiers to shoot at them. I bet the same goes for the full version as well. No need for AT weapons. A BRDM is only lightly armoured vehicle. If you do not want AI soldiers start attacking, then you must utilize "Hold fire" command and give them targets as you wish.
Baddo.
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Weapon sounds in the demo sound very good in my opinion. Definitely an improvement over Operation Flashpoint. Sounds have a major part in creating the right atmosphere in this type of game.
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"My Documents" as a default is exactly the right choice, should've been already in OFP that way. All user-specific data should go there unless you want to change it to something else. It's about folder permissions and about multiple users sharing the same computer.
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A proposal concerning custom titles, publicly visible post count and the "group" level.
Get rid of them completely.
Implement a rating system where registered users can give either positive or negative points to other users depending on how they see fit. The points should be given per-post and with a limit of one vote from one user towards each post by other users.
Then you only receive a "higher status" in the forums from how others rated your actions in the forums, not by the quantity of posts you made and not by arbitrarily chosen custom titles. The publicly visible "group" level could be left for moderators and BIS staff, their "moderator" or "BIS staff" status must be shown, in addition to their rating.
Do this if you want to raise the quality of your forums.
Additionally, delete the "Joined date" field so that it is only in the profile view.
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If a game has a configuration file easily editable by users is not dependant on the used graphics implementation, I really wonder why people start to compare OpenGL to Direct3D based on if a game has a configuration file or not...? It really is upto the programmers of the game how do they choose to do it.
Please stop that kind of talk it's just silly
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Hi,
I've been playing ArmA demo on a 1.4 GHz processor, 768 MB RAM, Nvidia 6600 GT 128 MB VRAM graphics card on 4xAGP bus and the demo actually is playable. It really is about what you expect to get in terms of visual quality. I am satisfied with even lower graphics detail if I can play it somehow - I am not one of those who absolutely must have a new computer every two years. It's not a money issue here, I could fill the house with new computers but what is the point, do you really want to use your money into computers? I don't and hey I consider myself a computer freak of some kind. I am sure you have better uses for your money too. An old computer will, at least according to my experiences with the demo, be able to run ArmA if you accept low graphics quality. The loading times are not what I consider long.
Baddo.
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Quote[/b] ]freedom of actionyes that made me laugh, too!
It's clear that it is a bit provocatice to shoot down a satellite even if it is your own. They, by doing that, demonstrated their ability to do such thing, which naturally scares the hell out of some people, it seems that mostly in the USA. I am not worried at all but hey I don't have satellites in the orbit or do I?
This is a very big problem, kind of an endless loop. Some country builds up army, calling it self-defence. Others get scared "they can use all those weapons against us!" then they go and build up their armies too, and call it self-defence. I honestly believe that the USA could put a stop to this kind of behaviour if they wanted to do it. But they don't want it because they are just too scared of being attacked. Might be a self-ignited threat they are defending themselfs from.
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Hi,
this single-threaded discussion is quite interesting, lots of heated emotions, scheduling of tasks, factual and infactual information. Just what we need on a cold Saturday evening of January.
What we have, based on what BIS developer has said and what we know otherwise:
1) Armed Assault is a single-threaded application.
2) A single-threaded application can only run on a single core of a processor at any one time. It cannot suddenly split in half to utilize more processor cores if it was not designed to do so.
3) Operating systems which support multi-core processors can and will distribute processes/threads between cores to balance load. This is where we get the biggest benefit (other than better processor architecture design) from using a multi-core processor with Armed Assault, even when we know 1) is true.
4) Armed Assault has nothing to do with other processes/threads being made to run on other cores by the operating system.
5) Multi-threaded programming is much much more complicated than single-threaded programming. If in doubt, take a look at a book about the subject. You can, for example, create a multi-threaded application which runs slower than the similar application as a single-threaded application on a multi-core processor by just not doing a good enough job.
6) From previous point it is a natural consequence that turning a single-threaded application into a multi-threaded application just doesn't happen automagically. Expecting Armed Assault turning into a multi-threaded application through patches is not a realistic expectation.
As paying customers we have, of course, the right to demand support for modern hardware like multi-core processors from Bohemia Interactive Studio products. I have absolutely no doubt that Bohemia Interactive Studio developers wouldn't be developing multi-threaded solutions for their game engine, that's the only way they can keep up with the development of hardware and customer expectations.
What comes to my mind as a first thing to put into another thread would be a resource manager. All resource file loading could be done on other core than where the main application is running on. But that is upto the people at Bohemia Interactive Studio if they will make such things happen in a patch for Armed Assault or in a next game title.
Thanks for reading,
Baddo.
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Hi
sluggCDN, I understand what you are after and I support you. Most of the responses you have received in this thread this far have been exactly what you can expect on these forums, unfortunately.
Talking about what features the mods already included for the ancient OFP is a totally worthless and counter-productive reply to what sluggCDN has proposed.
Talking about your eyes bleeding, go see a doctor please, we are not interested.
Talking about addon makers adding the proposed features into the game is... well are you serious? Think about it. You buy a game, not a game engine stripped to the bones right? For me it's not an option to wait for hobbyists to add features and content into a game. Features and content must be in the game when I buy it. If something gets added after paying, then good, but I am not expecting, or even worse, demanding it.
I had a longer reply but Mandrake5 basically said in a nicer form what I had to say so I'll leave most of my ranting out.
Happy weekend everyone, don't be so crumpy and blunt we love the same games don't we?
Cheers all,
Baddo.
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BTW, when editing the setting values, does a higher number denote higher capability?Yes.
Are the bot's hacking?
in ARMA - TROUBLESHOOTING
Posted
Hi,
if you want to tune down the skill of enemy AI soldiers or tune up the skill of friendly AI soldiers then read The Demo Co-Op Whats your casualty rate?, there is a tip in the second post which can help you.
I have played the demo with no other players in the session, leading a group of AI soldiers in the coop mission. Adjusting the values mentioned in the other thread will definitely have an impact on the gameplay. I don't know how it behaves if there is more than one player in the session and if all of them have different values for the AI skill. Maybe the host computer decideds the values, but that's just a guess.
Best Regards,
Baddo