Chris Death
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Everything posted by Chris Death
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To be honest - you don't need guys from CTI for that one Just send a PM to a moderator to move this thread into misson editing section. A hint - you're searching for CreateUnit command. ~S~ CD
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Klavan, atm i can just say that this works for solid stuff like spheres or in your case a deformed sphere (heap). I for myself found it out on a sphere on rooftop of my arabic buildings (ya know this round stuff on roof they havin up there also called doomroof me thinks. I think it will not work on objects with gaps or holes inside. If you want i'm gonna take some time to prepare those objects of mine fitting to construction site (and the cons-site itself too) so that it can be released in a pack with yours but i can't give you an exact date since my time is really limited these days. ~S~ CD
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Hey Klavan, i've had a look at it -after long time i started ofp again (i know it's not fair not having used it but i couldn't get motivated enough anymore to do so). Really good looking stuff, some minor things i noticed though: the pallets with the white bricks: You should play around lil bit with putting the textures onto the cube so that it looks more realistic as now you can see some mismatches on the corners - the bricks atm don't look fit perfectly together (i think ya know what i mean). The wheelbarrel should have round grips and not rectangle ones - maybe make them with 8 faces instead of 4 (longside) and then smooth edges. The shovel: You should also make one layed down on the floor so that it can be placed on concrete floor also. The heaps are not enterable - i mean you cannot walk onto them - just make the geo-lod by copying the res-lod and then select component-convex-hull - i was stunning myself when i found it it works fine (even tho others say that geo lod shouldn't be that way) And make a roadway lod by copying the geo-lod and deleting the downside (rw-lod doesn't need it). btw - i have similar ones like you using the same sand texture: Just not good screenshots of them but nevermind ~S~ CD
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Well you shouldn't forget the fact that every single addon maker for OFP is doing this in his free time for free. Sometimes ppl having BIG ideas but not enough time left at the end to finalize it (also sometimes the last know how is missing to make it bug free). But others want to play with those unfinished toys already, just to be able placing it in editor and make some screenshots to become famous in OFP general topic Sometimes addon makers give up due to several reasons, but want at least give the comunity what they have already done. Another 'sometimes' they getting stuck in engine limitations - great ideas ending in impossibility 'cause it just doesn't work like it should - no way to solve - no clue why - it should work but it doesn't. I could tell you 1000 more reasons (if i only knew some ) j/k Most important imho is: nobody gets paid for that work thus nobody can complain anything - if one don't like an addon - don't dl/use it - or like being mentioned above - give the addon maker a helping hand but do it the right way - not just improve and release (maybe he has already planned to do that). ~S~ CD
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And since there's a limitation in posting images - here are some more pics of the construction site: ~S~ CD
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Excellent job Klavan  But watching this makes me little bit sad  Not for ego, not for proud, but for not having released yet this: Ya know - this is part of my Arabic objects pack on which i had to stop work due to r/l business  But i'm considering now about releasing the construction yard part seperately (and off course finalising it before) so that you guys have something to place all those sweet objects from Klavan. ~S~ CD
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hmm - to me it doesn't look like Saddam's buildings are taken from BF2 - maybe some ideas of how they could look like, but i don't see any building which i've seen in BF2 yet. ~S~ CD
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Free textures on the web resource thread
Chris Death replied to DBR_ONIX's topic in OFP : O2 MODELLING
Some more Dave Guerra Noctua graphics grsites Amazing textures Mayang's This one's not free though but they are so damn good textures over there Absolute Textures hey Ben - ya know what - rename the title and lets make this a: 'free textures on the web resource thread - if mods don't disagree ~S~ CD -
@Pazuzu - did you try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setCaptive true in Shilka's init field yet? @Rico - If it's about ofp, then any formation of those 5 Shilka's would have been deadly (not the star-formation only). ~S~ CD
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How can I check, if player destroy a bridge?
Chris Death replied to bardosy's topic in OFP : MISSION EDITING & SCRIPTING
Well, in editor you should see a button: ID's If you click onto this one and zoom in closer you will see a lot of numbers appearing. These are the object ID's. In a trigger's condition field you could now say: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getdammage object xxxx > 0.9 and this trigger should become active, once that object has been blown. Note that a bridge usually consists of more than one object, so that you would have to combine the condition to more than one object. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getdammage object xxxx > 0.9 OR getdammage object xxxx > 0.9 OR getdammage object xxxx > 0.9 btw - xxx represents the id, you can see in editor for that object. ~S~ CD -
So you must have been modelling lots of buildings yet - didn't you? Well, speaking about cubes with textures you might be right, but speaking about well planned and done buildings it's same difficult like everything else. Also you might forget that creating buildings has not been that perfectionized like everything else (soldiers/vehicles/weapons) yet, so that there are still lots of troubles left when trying to get them work like supposed to. Believe me there's not only one time happening that you have to delete half of the building because of some extra vertices or faces you found while creating your building, just to find out it would've been better to do it from scratch again I'd also guess that it'll be balanced out - some enterable, some not. Hey - in real life also not all buildings are open for the public - some are just closed and baricaded. ~S~ CD
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Get player out of helo in cam
Chris Death replied to garnett21a's topic in OFP : MISSION EDITING & SCRIPTING
@ColonelSanderLite Hardrock's suggestion is fine - your's will lead into trouble for more than one reason, if you only use this single command. When being member of a group but not leader (leader = ai) he'll order you back into vehicle. When not knowing about scripting or passing variables onto scripts the receiver of your command will not know where to put or will put it into wrong place or even when put it into right place it maybe wouldn't work ~S~ CD -
no - really? Â Â Sorry couldn't resist What about the airports - where do you think tourists will have to land - in comunistic north and then by taxi to south or will both nations feature their own? ~S~ CD
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Well since William said once that it's damn hot (and he means really hot) over there i'd guess they're all on the beach What i'm wondering about is; why he's fully equiped? Is there maybe already some danger in sight, or is it just some kind of protection against the sun? Also i'm very interested if there are 2 seperate airports over there and if ILS leads to the choosen one - or do they just share one? ~S~ CD
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alreaday done, in the ofp info forum. (and you don't know all about the FFUR "mod") well, it was not a personal attack, but just a question. some week ago, a team claimed itself to be a MOD and in fact took addons to modify them without permission. i'm a ww2ec member, and this team stole some ours addons (and IOE addons too) and sorry but your post is useless too. back on topic: well good job Sorry but your post was nuffin' but a personal attack. No matter who and how some week ago 'a team' claimed itself to be something - what again this phrase has to do inside this thread here (or didn't you mean that in some relation to yugo mod [ask yourself best]). If you're a member of the ww2ec mod then you should know yourself best what your post was. Why you ask wether he has permission or not - go and check yourself if you're interested in that - nobody else (like i already said) did complain about he has been robbed by yugo mod. About wether my post being useless or not - well, it wasn't useless but it was non-constructive, but being based upon your 'QUESTION' - so it was at least a 'REACTION'. Again: who say that a mod is not a couple of 'not self made' addons being put together into a whole thing. Who needs tons of addons being made new by a mod itself if they already exist by somebody else. Best example what the result is are mods like who take ages to release something because of not working together with others who work on same stuff. Anywayz - let your accusations there where they take (took) place, but let others in peace with that and even don't bring that matter into as an excusion of your post - as this makes it even more helpless than useless - 'if i cannot save my own i'll start attack others too' Sorry Maximg for going off topic here - ya know i like what you've produced here (my sebian girl still don't like ofp though ) - kewl that you've added that navy stuff. btw - what if you add some coop missions or sp missions to make yugo mod attractive to non-cti players too maybe even include some locations of your actual cti's so that ppl can play single scenarios like being cut out of the cti into a small story beside the scene (just an idea). That way non cti players could come on taste and work on towards the big pieces (cti's). And maybe the one or other would than even say that this is becomming more and more a mod ~S~ CD
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yep i agree with you. For me a mod isn't a pack of addons made by different people. Maxim, do you have all the necessary authorizations? errm D@nte, as there's noone complaining about stolen addons or misuse of 3rd party stuff, i kind'a see your question lil bit non-constructive = off topic. Also i haven't seen written somewhere yet that a mod has to consist of stuff being made only by the mod's releaser. Also: Maxim has already explained what YUGO mod is about (a cti built up on 3rd party addons and not only vanilla BIS stuff). Did Maxim release anything that YOU made without asking YOU for permission? Did Maxim release anything that somebody who YOU know without given permission? If not then what unconstructive questions you're posting here? I'd like to see your type of comment in TB's FFUR thread (or in any other total conversion mod's thread). I really hope that Game 2 will dig out some motivations for ppl rather than posting useless coments because of boredom. my 2 cents ~S~ CD
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Dedicated server, init.sqs and publicVariable
Chris Death replied to mr.peanut's topic in OFP : MISSION EDITING & SCRIPTING
All of the variables being made public were defined in my init.sqs. However, when I called the above script from my init.sqs it never worked. Â The time and weather were always the same. It worked on my own computer as a non-ded server but not on a ded server. Â When I called the code from a trigger that fired as soon as the mission began, it worked most of the time. Â The dedicated server can be a bit network laggy, often causing sync problems for triggers etc. Â This has made me paranoid about executing the publicVariable command from the init.sqs, especially when passing randomised mission parameters. Just a guess; did you initialize the variables: x1, x2 and x3 or did you only define them in the server only line? ?(answer == yes): Â ~S~ CD -
Dedicated server, init.sqs and publicVariable
Chris Death replied to mr.peanut's topic in OFP : MISSION EDITING & SCRIPTING
:edit - i should better read twice before replying soz - been a hard day yesterday - look for CrashDome's reply ~S~ CD -
Any group member not present
Chris Death replied to Benny Moore's topic in OFP : MISSION EDITING & SCRIPTING
Nah Hardrock, as long as a condition would require a boolean to become true, it's not necessary to initialize the boolean. It's false until it becomes true - error messie's comming up in case of raping a boolean by using it as numeric or vice versa. But while replying i remember that Benny starts with condition: not A/B - in that case sure it'd be better to initialize it, as a condition waiting for something to be false that doesn't exist (not initialized but should be true) can be a mismatch. But however - the boolean not to initialize answer was more meant in general and for typical use of a boolean: condition wait for boolean - boolean come true - condition is met. Benny Moore - your way of using the boolean from the other side would waste resources by setting a boolean to true before it's needed - it may sound minimal for now, but once you're going for more complex stuff this could come in a matter. Try it the other way around and make them true after event and let the condition wait for existence of boolean (=true). ~S~ CD -
Any group member not present
Chris Death replied to Benny Moore's topic in OFP : MISSION EDITING & SCRIPTING
Well, by your settings of the triggers it would be like that: Trigger 1 - whole group present - A=true this means that A=true, once the whole group is inside the trigger area - A will not become false afterwards. If your group is from beginning inside the trigger area, A will be true from beginning and remain true. Trigger 2 - whole group present - B=true same goes here as above for Trigger 1 Trigger 3 - not A AND not B this trigger should end the mission - right? OK, by your setup for Trigger 3 i can see that Trigger 1 or Trigger 2 (at least one of them) should be true right from beginning of the mission - else the mission would end straight from start. btw - Hardrock - booleans don't need to be initialized as they are not true by default if not initialized, until they become true - numeric variables need to be initialized, but booleans not. back to you Benny Moore: If your intension was that A or B become false once the whole group leaves the trigger's area, then you need to do this by ondeactivation field of the trigger: A=false (or B=false). ~S~ CD -
Usually AI-driven vehicles tend to come up with a 'negative' when trying to send them onto houses or buildings. Maybe it's just a question of what class you choose for your object. For now i can only speak about 'house' or 'building' that they will not enter by vehicle. Might be worth a try when using 'road' or maybe even better: 'fuelstation' ~S~ CD
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hmm - if you now add your address, i'm quite sure that lots of ppl will have nothing better to do than put everything they have to do beside and come to visit you to teach you scripting Nah really mate - try to read through the forums or have a look into the FAQ thread on top of page 1 in mission editing section and start editing - also you should watch out for the comref (also near top of page 1). Then there's lots of tutorials about editing and scripting already available and start making a mission. Now if you encounter problems while doing it - try first the useful search button and if you are sure that problem didn't exist and has been solved before, post your own thread with good title and a well explained description of your problem and the editing comunity will not be scared from help you outta your misery. ~S~ CD
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No, not the entire face - only a single point to be named. And yes try that a face doesn't serve more than one point - tho not really sure about it, but i never encountered problems by doing it that way. Important then again is: use only one set of pathlod for a p3d - if you highlight 'select object' the entire pathlod should become selected when selecting a face or point. IMHO the roadway and the pathlod aren't really related to eachother in direct way - just that the pathlod should not be placed, where the roadway or geo-lod wouldn't let you to be. In case of human players it wouldn't matter but in case of AI this will lead to AI walking through floor or walls if ya know what i mean    The non used points or even faces don't matter at all - once AI is walking inside the pathlod, it shouldn't leave that elsewhere than at the IN points - ok sometimes they tend to fall down from walls or stairs but we all know - AI's are not the smartest guys without our helping hands  Also here's a simple_sample made with photoshop, how a working pathlod could look like: All faces are connected into one object The blue dots are the vertices - and there are IN and POS points. No face serve multiple usage of IN or POS points. You can also use triangles but you should take care that AI can still walk on a face and not on a single point (while i'm not entirely sure about that last one) ~S~ CD
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Hi Gnat, maybe AI get irritated by multi use of your faces with lots of positions. Try to seperate the positions by using each face for single positions or in-points. Also on a sidenote: all faces must look into the same direction (up). ~S~ CD
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Detect if unit is in vehicle
Chris Death replied to combat-agent's topic in OFP : MISSION EDITING & SCRIPTING
Off course it's working too but then you gonna have to ask for each vehicle seperately while <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicle _unit != _unit will return wether the unit is inside any vehicle or not. ~S~ CD