Cantata
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I notice the sound problems with EAX as well. In fact, when I turn EAX on, I can here everything on a given map, no matter where on the map it is, as if I were standing right next to it. You name it, fountains, people walking, boats, planes, helicopters, ANYTHING on a map ANYWHERE. I found this out by placing many objects at the far corners of the Malden map, and then started the mission. I couln't tell what was going on at any given time simply becasue I could never discern which sounds came from nearby and which were, literally, miles away. By the same token, I have never heard the sound so good, either. But it's worhtless as is. EAX is off. HW Acceleration I still run, without all the troubles, or so it seems. I really haven't tried it without HW Acceleration, so I shall have to do so. Only other question I have is this: Does the network code seem to have slowed the game down some in MP? It seems like the game ran faster under 1.40 than it does under 1.42, but maybe that's just me. BTW: I have a Turtle Beach - Santa Cruz sound card running on a PIII 650 w/256MB SDRAM and a GeForce2 /w64MB. Otherwise, this game is the greatest thing since sliced bread! A depth and scope unmatched in computer gaming anywhere at this time. Marvelous work BIS and CM, simply marvelous.
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Wouldn't that be an .SQS file, as in a script? Include a text file in the directory of your mission named boobytrap.sqs (or something similar) with the above script as it's contents (copy/paste). In the "on activation" field of a trigger you can type: exec "boobytrap.sqs" That will activate the script and set the boobytrap. LoL!
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Need help with paratroops
Cantata replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
To be honest, no. Â I have been fooling around with the editor for quite some time now, and after much headache and frustration, I find that scripts do what you want, when you want, how you want. Â I can't get half the stuff to work using the editor, but it works every time using a script. Ultimately, I think the editor was added after the scripting. Â It was designed to be accessible and easy to use, but the implementation needs some polish. Â Everything you do in the editor is actually turned into a script when you save your work. Â Look into any .SQM file and you'll see what I mean. Perhaps the thing to do is to make your mission as close to what you want as you can get it with the editor, and then go back and tweak the .SQM file to fix bugs or things that aren't working. Â It could take some time to get comfortable with scripting, but it would be time well spent, IMHO. As a last resort, you could find one of the script gurus out there, make friends, and get them to help you with your scripting needs. Â :-) The commands work great, but it would seeme the editor just doesn't get the translation from editor to script exactly right. Â That or I need way more practice, heh heh. -
Need help with paratroops
Cantata replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
Definition of the script file: This script may look difficult, but it really isn't that hard to understand. You'll only have to edit 2 words if you copy/paste: _aunits = units L1 In this line, where it has the L1 you put in the name of the infantry squad's leader. This line will create an array (some sort of table) with all the unit ID numbers of the squad's members in it (the mission automatically gives all units such a number. You can locate it in the mission.sqm file if you wish). This array will be used later on. (_aunits select _i) action ["EJECT",helo1] In this line, all you have to edit is the word helo1. Instead of that you can put the name of the helicopter name you used. This command line will first select a unit ID# from the array _aunits and then order this unit to eject the helicopter. The value of _i will increment by 1 every time the script has given its orders to a unit. For those of you who would like to fully understand the rest of the lines too, check the below definitions: _i = 0 -- This will set the local variable (local variables are only used in the script itself and not any other part of the mission) _i to 0, which is its initial value. _Max = count _aunits -- This will count the amount of unit ID#s in the array _aunits. This is done because the script then knows how many units there are in the squad and thus how many times it will have to loop the eject command. It will give the amount the variable name _Max. #Here -- This creates a 'marker' in the script which can be referred to using the goto command. For those of you familiar with web design, it's like a named anchor. unassignvehicle (_aunits select _i) -- This unassigns the unit from the vehicle, meaning the helicopter can be used by other soldiers again. While a vehicle is assigned to a unit, no one else can use it. _i=_i+1 -- This increases the value of _i by 1 everytime the script passes this point (performs a loop) ~1 -- Like we explained before, this command will delay the script for 1 second before carrying on. ?_Max>_i:goto "Here" -- This will make the script go back to the #Here marker as long as the script has not ordered all units to eject yet (thus as long as _Max is not bigger than the amount of units in the squad _i) exit -- This will exit the script. (Edited by Cantata at 12:58 pm on Dec. 19, 2001) -
Editing - Questions and Observations
Cantata replied to Cantata's topic in OFP : MISSION EDITING & SCRIPTING
Well, I may have found a solution to the "engine off" problem. For the Bradley's under my control we add this to the init field for each unit: afv1 disableAI "Move" afv2 disableAI "Move" afv3 disableAI "Move" According to the official command reference, this allows for more precise control of the AI units movement. I have not found time to test this, but it just might do the trick. The hard way to make it work is to have the driver of each AFV dismount so the engine stops, allowing the infantry to board. For dismounting, all crew members must dismount before the infantry will do so. There has to be a better way to do this stuff. Perhaps BIS will be able to address some of thiese issues in forthcoming updates. -
Editing - Questions and Observations
Cantata replied to Cantata's topic in OFP : MISSION EDITING & SCRIPTING
Thanks Planeshifter, I'll give that a try. I'm still fighting the objective problem. Making Objectives trigger and flip to the proper indicator is a royal pain. It shouldn't be so hard. I guess I should just get on the scripting bandwagon instead of doing everything through the editor, eh? However, I do like the editor and find it realtively easy to use for most things. Ah well. BTW: I resolved issue #2 (see above) by simply deleting all waypoints and adding the helos to each infantry team. Now the Infantry commander can order the helos around as part of his team. Additionally, I had to add a line to each units initilization field, as follows: this assignAsCargo helo1 Otherwise, this part of the mission works as planned now, and my play testers actually prefer to have the helos under their command. Nice... NOTE: It seems that the AI refuses to board a vehicle under your control while the engine is running. This is not always the case, for instance, helos landing for a pickup can remain in a low hover and AI will board, but if helo is on the ground and the enigne starts up before AI boards, they will refuse until the enigne AND rotors stop moving. I have also seen this behavior with the AI and Bradley AFV's. I have three teams of infantry that load up on three Bradleys. However, they will refuse until the AFV's turn their engines off. Anyone got a solution for this? I have tried this in the Bradley's initilization field: this action ["engineOff", afv1 this] That didn't work. I end up ordering each AFV to a particular spot, wherupon they stop and turn off engines thereafter. The infantry loads up and away we go. The next issue is gettting everyone to disembark. I have to order ALL my crew members to dismount before the infantry teams can disembark. What a pain!! All help has been and will be appreciated! -
Need help with paratroops
Cantata replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
First you'll have to create an infantry group, either by using the group tool (F2) or by placing your units and using the group tool to group them. Once you have created your group, give the leader a name in the Name field. Â You will also have to give the group a group name so it can be identified later on. To do this go into the group leader's properties and in the Initialization field type: grp = group this Where it says grp, you can place the name of your choice. Â * Creating the helicopter to use for the transportation To create the helicopter you will need to press F1 first, to select the Units tool. Then double-click somewhere on the map, which will open up the Units window. In the Side drop down menu, choose West, since we will be using a NATO UH60-MG helicopter. After this select Air from the Class drop down menu. Next we'll go to the Units drop down menu and select the UH60-MG. You also need give the helicopter a name. Â Use helo1. You have now created a UH60-MG named helo1. Â * Commanding the infantry group to start out in the UH60-MG The easiest way to command the infantry squad to board the UH60-MG is to type the command for it in their Initialization field: this moveincargo helo1 helo1 is the name of the designated vehicle, the UH60-MG in this case. Note: since the squad's leader already has a command in his Init, you will have to use a special sign ( and a space to add a second independent command. The command line now runs like this: grp = group this; this moveincargo helo1 Next, create a script file (.sqs) which will order the units to eject. To do this, you must first create a Wordpad file with any name, ending with the file extension .sqs. Â Put the following in the text file: _aunits = units L1 _i = 0 _Max = count _aunits #Here (_aunits select _i) action ["EJECT",helo1] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_Max>_i:goto "Here" exit -- Now create the necessary waypoints for the UH60-MG, and execute the script file: First you need to click on the UH60-MG and hit F4 to select the Waypoint tool. Next double click somewhere on the map where you want your first WP to be. I will use 3 waypoints; 1) telling the UH60-MG to move to a spot and fly a bit higher 2) one to move to a spot and execute the script file you made and a third WP that will tell the UH60-MG to move away from the area. Once you have created your first WP, double click somewhere else on the map where you want your units to start their paratrooping. In this WP's properties, make the WP Type Move. Now in the second WP's properties, in the On Activation field, type this: player exec "script_name.sqs" This will make the player unit execute the script we created earlier. Â You can use any unit name here, but using player here is the best option since he is the last one to die (the script will be of no use to you when you are dead). Where it says script_name.sqs, you can put the name of the script you made. Note: The minimum height for a parachute operation is around 75-80 meter, but there is a great risk of injury when you perform a jump that low. So try sticking around 110-125 meters high. To command the helicopter to fly higher than its standard flight height, type this in its Initialization field, or a WP's On Activation field (we chose to put in the first WP). helo1 flyinheight 120 Where it says helo1 you can put the name of your helicopter. And where it says 120, put the height (in meters) you want the helicopter to fly at. That's it, you have now created your very first helicopter parachute jump! This is exceprted from a tutorial written by: Yermom (Ryan Long), Sith (Bart van Paassen) and D'n'A (Joris-Jan van 't Land) Thanks guys!! Â Good luck HindHunter. -
I believe this should help. You can use the following command in a trigger "CONDITION" field to make objects into objectives: NOT (alive vehicle1) AND NOT (alive vehicle2) This checks to see if units named vehicel1 and vehicle2 are dead, if they are, then the trigger is activated. You can add the following to the "ACTIVATION" field of the same trigger: "1" objStatus "DONE" This will make "Obj_1" toggle to complete in the briefing, indicated by a green checkmark. Using the information above, you could include only one vehicle, or as many vehicles as you want. As for combining objects/objectives on the map with a briefing, I would suggest you go to www.ofpeditingcenter.com and hit their download link. You are looking for the Mission Assistant, which will help you make great briefings with markers and the whole bit. Good luck!
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Editing - Questions and Observations
Cantata replied to Cantata's topic in OFP : MISSION EDITING & SCRIPTING
Ok, I figured out #3, I had the waypoint set as "UNLOAD" instead of "TRANSPORT UNLOAD". So, I wonder what "UNLOAD" is used for? As for #2, I think I will just make each helo a member of the team leaders group so he can command them the entire time. This will solve the problem with the helos landing and will give each commander the ability to use a Pavehawk for ground support if neccessary. I do wish I could figure out why this problem occurs, though. Otherwise, I have made the modifications suggested to my "Objective" triggers and they appear to be working better. I noticed that I had started numbering the trigers at 1, but the objectives started at 0. I corrected that, too. Rob, thanks for the tip. I knew how to group (F2), but when I did, since they were "in formation", they wanted to space themselves apart and would not appear in the correct place when the mission began. That is solved at this point, too. Thanks for all the imput! -
Editing - Questions and Observations
Cantata replied to Cantata's topic in OFP : MISSION EDITING & SCRIPTING
Excellent, thank you for the reply Damage! #1 and #4 should help me out quite a bit. As for #3, the second player gives the dismount order to his team, they respond with a hearty "ROGER!" and proceed to just sit there. As soon as the pilot and gunner die, he can control his team as normal. I may try using the command UNASSIGN, or possibly the LOCK command to get this straightened out. I figure on #2 working better once I can group the helo's together instead of trying to make them operate independently. That seems to be part of the problem. -
In bad need of a command reference
Cantata replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
How about going to the home page for Flashpoint, as in www.flashpoint1985.com and look in the right-hand colum. It says right there, in big letters, that you can now download the OFFICIAL COMMAND REFERENCE from BIS. Of course, the other suggestions are good, too. -
I have been using the OFP editor for several weeks now and I am gettting better all the time. Thanks to all the people making tutorials out there, much appreciated. However, I am having difficulties with an MP mission in several areas. Some of these problems include: 1)When grouping units, they tend to start very far from one another when you enter the mission, but they will sit side-by-side if they are not grouped. This has caused no end of trouble for me. Why does it do this? 2)When trying to get two seperate teams to board two seperate helicopters, one team can board but the other cannot. In fact, unless the team leader on the machine acting as the game server tells his team to board, neither helicopter will even land. This happens sporadically, and can be different each time I try. It is even successful on occasion. 3)When these helicopters do carry the two teams to their destination and land, my team and I can disembark, and the second player can dismount but his team will not dismount. If you kill the pilot and gunner in the helicopter, his team will then dismount. What the...? 4)When working with objectives, I want them to flip from active to done or failed using a trigger, but this deosn't seem to work as stated. For instance, I set up a trigger as follows: Rectangle - w=500, h=100 West - Present Condition - Alpha in humv1 or Alpha in humv2 On Activation - "3" objStatus "DONE" I am checking to see that team Alpha is riding in a couple of HumVee's at a certain point in the mission. If they are, then mark Obj_3 as DONE. Troouble is, the stupid trigger turns on and marks the objective complete as soon as the mission begins! Why? This objective should not be completed until much further along in the mission. If anyone is a mission guru and you would like to see the mission as it now stands, please email me at tgarner@uark.edu and I will send you a zip of the mission. This will NOT be a PBO. Thanks everyone!
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Ok, back to report on some changes I made and their effects. I deleted the game from all of my computers (home LAN) and then reinstalled U.S. version 1.20 from scratch on all machines. I then installed the 1.30 uber-patch on all machines and guess what? Most of my previous problems are gone, especially those concerning multiplay and crashing. It still happems now and then, but with far less frequently than before. There is much improvement in the net code. The helo landing problem still happens occasionally, but it too seems to happen much less frequently. Otherwise, I think 1.30 is a huge improvement and I'm glad to have it! Thanks BIS and Codemasters!! Cantata
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I need Kegetys Snowy Terrain
Cantata replied to Cantata's topic in OFP : MISSION EDITING & SCRIPTING
You can send it to cantata@arkansasusa.com. I don't have access to an FTP or web server right now, sorry. If you can give me 30min., I'll be back online with my ICQ enabled (at work now). Thanks for any help you can offer! -
I need Kegetys Snowy Terrain addon and the vehicle texture add-on designed to go with it. Can anyone help me out with these two downloads? Â Since the OFP Edditing Center had to take the Addon Depot down, I cannot find these files anywhere? Please give a URL or something so I can DL these files. Thanks everyone! (Edited by Cantata at 6:27 pm on Nov. 20, 2001)