Chaos
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Everything posted by Chaos
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Hello, we will fix this issues next times. So long you must wait. Here i found the music addon: download it here
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Our site was rebulit. Now you can find all Missions under "downloads" button. Some new ArmA missions will be tested and released in next times.
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I find it is not ready. The released Version 1.00 was "alpha-status". Now, after the both patches is it maybe "first-beta". Biggest issues are the stupid AI and the bad performance. But when BIS will fix these problems so can the game be a very good sequel for OFP.
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I my opinion is improvement of the AI the most important and awaited change. If the AI don´t will walk over the bridges, have problems with driving along the steets and walking in the buildings - and this issue can´t be fixed - made this game not more interesting for me.
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Can you guys tell me what you think about this? http://www.ofpmdb.de/phpkit/content/images/Arma200920064.jpg The ironsight looks wrong to me, the ironsights are too far away from the eye and it looks like he would aim holding the rifle far from him instead of putting it against his shoulder to aim. No one aims like that in rl, i just hope that isnt final... If it is im strongly against it and i hope that BIS will fix it.
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Maybe you find this voting interesting. English: http://www.ofpmdb.net/include....c627ee8 this same questions in German: http://www.ofpmdb.de/phpkit....&vid=67
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Yeah, this view looks realistic. Very well doing.
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In a eventhandler you cna only use the "_this" but i would like to hand over more parameters. Like a normal script start, like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[parameter1,parameter2,parameter3 etc.] exec "script.sqs" Unfortunatly that doesn´t work with a global array because these parameters differ each time and i want the script to be used by many units that are even created by script later (some even randomly). This is my idea: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit addEventHandler ["hit",{[_this,option1,option2,option3] exec "script.sqs"}] I must give to the scirpt a local options - but when i starts in the scirpt the hint-message and i read "scalar bool array..." By that it seems impossible to make a hundred arrays so that every AI uses their own. So i can´t use a global variables and global arrays for my script. Knows anybody other way to solve this problem ?
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Don´t confound the optical sights with the Ironsights. Well, the OFP Ironsights are painted and not 3D. But these one (AK47/74) in ArmA is too small. Its looks as the soldier will aim with before himself stretched arms. So don´t aim anybody - only realistic way to aim with a rifle is to take it in your shoulder and to aim over the grain / bilges. In ArmA is this sight too small and so is only true result of this - the player will aim with stretched arms. In the OFP are the Ironsights in 2D but the perspective looks 100x better than in ArmA. Look on the Lasers M4 or RHS AK-74 ironsights. These are better than the original OFP ironsights but the perspective is the same. Everybody who has a rifle in his hands can confirm this.
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Maybe its not very prettily but i think is good enough. This perspective is more realistic: http://img148.imageshack.us/img148/5545/image1wi9.jpg What thinks about it?
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Not possible!
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hi, look here: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop _bob = "FML_HP3_slow_Zombie10" createunit [getpos die1,jas,"BOBs=this"] ~.5 _bob addEventHandler ["hit",{_this exec "script.sqs"}] goTo "loop"
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Very simple: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> BoBs addEventHandler ["hit",{_this exec "script.sqs"}]
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I have big problems with Eventhandlers in OFP. They are´nt flexible enough - the same problem we can find in "addaction" command. We can´t set more than the "_this" parameters. But when you will made a script for mass execution with different parameters for ever group or unit you must have this possiblity. I can´t set thousands of global arrays and fill then with millions of global variables for even unit on the map. Maybe someone don´t understand my issue but only what we need is to comparte the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [parameter1,parameter2,parameter3,parameter4 etc.] exec "script.sqs" Eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> unit addEventHandler ["hit",{_this exec "script.sqs"}] but so you can´t use it with more options for dozents of groups! Example for better result: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> unit addEventHandler ["killed",{[option1,option2,option3,option4 etc.] exec "script.sqs"}] or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [unit,option1,option2] addAction [action1,"script.sqs"] But you can´t set more than one parameter... I hope BIS can fix this problem in ArmA.
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Use the "invicible targets" hanging on the Blackhawk. For best use "invicible target"-Armour or light armoured.
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Thx Someone tells me about problems with animation "phase1" - sinking the body in the ground. But i can´t confirm it. I can´t confirm too problems with MP - can anybody tell me more about these bugs ?
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Hello, anybody. today we have released on the www.ofpmdb.net my newest script. This script will help you to remove on elegant kind the bodies of fallen AIs. This can help you to rafter the performance in missions with many AIs. This script you can find here
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Yess, the bodies will sink in the earth. But here you have many phases of decay. First you can set distance from the player to begin animations, animation phases delay, distance from player to delete the body immediately after phase one. Phases 1. The body is lying. After the delay time is up and the players distance is largerly enough its will move under the earth 2. from the underground comes the "deadbody" object (body under the cloth) and lying on the same place - OR - if the maximaldistance of player is largerly enough the animationphases are completed 3. The "deadbody" moves under the earth and the "grave" object will come to the surface 4. after some times the grave will moves under the ground and will be deleted. The animations are completed. After the phase 1 (when the dead soldiers body is deleted) you can create new unit (if this was not possible before phase 1) For better view on the phases you can looks on the attached picture.
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Hmm... nobody interested for it ? Now i am added a demomission - "Picket" - in pbo format to the archive.
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I tested the mission with different detail settings (ground details). In all versions my team was laying on the right place. If you don´t manipulate the mission time or you don´t use addons which doing this i can´t help you. <span style='font-size:15pt;line-height:100%'><span style='color:orange'>Well, i have conducted a small, but fine update.</span></span> This new version has the fixed CRDS-P v.2.0 addon version included. You can now hear all custom sounds and the size of the mission DL was reduced. Get the last Mamba here.
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Three new screens and interview you can spot exclusiv on the The OPERATION FLASHPOINT MISSION DATABASE
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NOW you can find the second part of the interview and some new screens exclusive on the OFPMDB.net
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This answer was not explained. Sry. Maybe we have more about it after Sudden Death (our MEN on GC2006 = our SPY ) completed his interviews with IDEA Games.
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Yes, its meant destroyable buildings