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Chris Death

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Everything posted by Chris Death

  1. Chris Death

    Frustrated? Don't flame, come ova'here!

    Nah PC, it's not that i didn't got response over there - ppl bravery tried to help me out - it's just that i already tried out everything i was told before on my own - ya know like: 'must have mass' - 'compent convex hull' - 'geometric components in geo lod' - etc. And about the ofp flaw with guys being able to walk thru walls: lol - it's not been only one - i would have been happy if there were only one who did not It's been like: 'storm the bastie' for them. @Wildo: I didn't mean that it's not good to have a team and different opinions upon this - i meant it's one of the reasons why releases can take longer than expected. 24/7: Yeah i've also formerly been mission maker (especially multiplayer ones) and i see no difference in trying to release a working mission or addon - the only difference is: that when making a mission and having to change something what not work, it doesn't require to: quit ofp - open o2 - change - save - pbo the new addon (maybe change config before) - put the newer addon into ofp - and finally restart ofp If you must do this process over and over again, then you'll get big pain on your neck (believe me ) - and if an addon maker has to do this for about a week, it can easily happen that he gets pissed off for a while and put that project beside (we talk about delay of release here ) until he gets new motivation for some pain in the neck And the last thing one needs when he has reached this point is other ppl pushing for an earlier release. ~S~ CD
  2. Chris Death

    Frustrated? Don't flame, come ova'here!

    Here's an example from my own experience; A few weeks ago i started working on some simple middle eastern style'd walls, featuring stairs entrances etc - everything being able to walk upon it (players and ai). OK, all was done by two days of work (note that two days of work never means 48 hours but almost all free time available to sit in front of pc). Well, everything looked fine - it's been almost finished, but then i noticed that AI doesn't care about walls - they started just to walk/run straight through, like there was never a wall. I posted this problem (including screenies of what and how) on some forums, but not yet could anybody give me any advice (at least not one advice which i didn't already try) to solve this problem. I've been working my (body part to seat on) off, just with changing things pbo'ing starting ofp again and again everytime i made something new, just to find out: AI still doesn't care about it. This already led me to the conclusion that this project will die before it's really being born, until i made one new object, put it into same addon pbo and suddenly everything works fine Now i didn't change anything on the not working stuff (only added another thingy to it), but AI doesn't feel invited by the walls to rush through anymore Does this mean i should release it now? In my opinion: no, because i still didn't find the source of the problem yet - and unless i find it out, i will not release anything from it, as i cannot say that this doesn't happen under some specific circumstances again. And the last thing i'd like to receive is: criticsm for something that looks good but is totally useless, as it does not what it should. I can't imagine that any addon/modmaker is trying to keep his work as long as possible back on his harddisk, instead of getting praised onto highest heaven of the comunity for opening new levels of gaming quality by releasing the missing link of the chain. Well at least i feel like that and i see no reason why anybody else who make addons/mods should think different in this case. Then there's another problem which can delay the progress; I'm working actually on my own, so i should always know how far i am with my addon, but as soon as two or more ppl start work together on something, there comes one more factor into play: personal availability Right now you meet your mate on web to discuss the one or other thing which should/could be made here or there, but then you just can't find the right time to meet together for a few weeks - A is not available for this week, B is not for the other one - real life hops in exactly in that time, when you think that all can be done today, or like i've seen for many ppl that oxygen just gave up working (check out o2 troubleshooting forum here), or harddisks go fubar and bring you back to day zero where all of your work started. The last one is the worst one, as you almost cannot make everything from scratch like it was before, or some new bugs occur which were not there before and shouldn't have any reason to come up. At last i want say: Don't blame ppl for posting screenshots/teasers of their work, as nobody does this with the intension to steal regular addon users or simple players their sleep. This is done to get feedback in first case, like if this looks ok and useable for the comunity in anyway or if there could be changed something here or there (some of the changes to be made afterwards may require lots of more work than doing it from scratch). Patience should be on top here, as like i already said: noone is trying to keep things back for no reason ~S~ CD
  3. Chris Death

    HELP ON config

    hmm - why you then don't post your question in the right corner of the forum? Maybe in BREATHE: Addon config & scripting or at least in: Addons & Mods: discussion ~S~ CD
  4. Chris Death

    Respawning into other units

    Well, first off: wrong forum section (mission editing & scripting) The only way to change your unit is group respawn, where you respawn into the next member of the your group. ~S~ CD
  5. Chris Death

    AI walk through geolod

    Yep, as i mentioned already in first post, what else i already tried, i also tried it over mass; 20000 / 100000 / 800000 Nothing die help. ~S~ CD
  6. Chris Death

    AI walk through geolod

    The geolod is 16 meters x-axis (left/right) Should be small enough to fit into the 64m limit. @RockofSL: I did that also already - i'm gonna send them to you, that you can have a look into it. There's really nothing anymore that i could find that it's wrong. Thx for your offer. ~S~ CD
  7. Chris Death

    AI walk through geolod

    umm - Binarize brought no error message at all @Silent'nDeadly: the size of the geolod has no relation to the resolution lods. Only where it should be relevant is when kollisionlods and roadway- or pathlod come together. But the "how it looks like" part and the "what is solid" part have nothing to do with eachother. And 5 components should be less enough for that geolod. A few ppl already told that there is nothing what can be done in that case - ofp ai doesn't like physical barriers too much I must admit that i've also already seen ai walk through solid objects before, but in case of my wall this turns into a terrible effect, as they treat my wall like there is none. They even dodn't look for a way around - they just walk or run through the wall, wherever they are. hmm - maybe i should rather make a t-rex addon and put that one inside the fortress - i'd like to see if ai then still run through the wall without care ~S~ CD
  8. Chris Death

    AI walk through geolod

    Yes ST, i did that - and it didn't help either The only idea which i have left is: I will try to binarize it, and maybe binarize' error messages could give me a hint, where the problem comes from. @Planck - i'm not that genious at config scripting yet, so i don't know if this is a big problem (chd_objects/chd_oriental) I will try change this and see what can be. I think i read somewhere that for static objects no cfgmodels section is needed - also i've see this in other configs also. Thx for your input guys ~S~ CD
  9. Chris Death

    AI walk through geolod

    hmm - i can't look at the p3d file at the mo, cause i'm at work. But if you mean that you made everything in smaller pieces, i also tried this one already. I've made a geolod where everything was only 0.5 meter thick, and in the middle there was nothing - only the important sections were used in this one. This was then more looking like an open box than a block (if you mean that). No success Also i gave it a try to look at BIS castle wall (from the castle on nogova). The geolod looks there like that: it rages 4.5 meter under the earth, and the properties are set for everything to "normal" I've tried to make my whole addon like they made the wall, but that didn't either help - AI still run through (like in french revolt: storm the bastie) Also i've setup my addon in config.cpp, like BIS did: defined as house No success  I've also tried to remove the main stairs so that only real wall components were left. No success  Maybe i have to make the whole wall from scratch, and see if something was screwed up, that cannot be corrigated afterwards. And for the stairs to steep - they walk through from whatever side they want - the stairs is the only place, where they don't walk through from infront of them, as there is the roadwaylod, and there they act like they should - they walk upstairs  But as i said, i've also tried it without stairs and that didn't help either. As for the pic in o2 and it's quality - soz but i tried to prepare it for posting it here, so i lowered the quality, but it still was over 100kb - i'll replace it tomorrow with a better quality one. ~S~ CD
  10. :edit - i found the error at the definition of base class chd_walls i wrote class chd_walls: Wall {}; but there should only be: class chd_walls: Wall Topic solved ~S~ CD I get the following message, when i start ofp, using the config below: 'chd_oriental\config.cpp/CfgVehicles.': '{' encountered instead of '=' Now i know what the message wants to tell me, and i've checked this config over and over again, but i cannot find the wrong piece. Â I'm getting already pain on my neck from searching OK, you know how this is, if you cannot find the forrest because of so many trees there, and that's why i post here: Can maybe somebody else see what's wrong here? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/* Â Oriental Buildings by Chris Death */ // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type access #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied // type scope #define private 0 #define protected 1 #define public 2 // type destrType #define DESTRUCTNO 0 #define DESTRUCTBUILDING 1 #define DESTRUCTENGINE 2 #define DESTRUCTTREE 3 #define DESTRUCTTENT 4 #define DESTRUCTMAN 5 #define DESTRUCTDEFAULT 6 class CfgPatches { class chd_objects { units[] = {chd_wall01,chd_wall02,chd_wall03,chd_wall04,chd_wall05,chd_wall06,chd_walltst,chd_fortres s1,chd_rough01,chd_rough02}; worlds[] = {}; requiredVersion = 1.85; requiredAddons[] = {"BIS_Resistance"}; }; }; class CfgVehicles { Â Â class All {}; Â Â class Static: All {}; Â Â class Building: Static {}; Â Â class NonStrategic: Building {}; Â Â class Wall: NonStrategic {}; Â Â class Rock: NonStrategic {}; // ******************** CHD Walls *********************************** Â Â class chd_walls: Wall {}; { vehicleClass="chd_walls"; armor=50000; destrType=DESTRUCTNO; scope = 0; }; class chd_wall01: chd_walls { model="\chd_oriental\chd_wall01"; armor=5000; scope=2; Â Â Â Â mapSize=16; displayName="Wall with stairs"; Â }; class chd_wall02: chd_walls { model="\chd_oriental\chd_wall02"; armor=5000; scope=2; Â Â Â Â mapSize=16; displayName="Wall"; Â }; class chd_wall03: chd_walls { model="\chd_oriental\chd_wall03"; armor=5000; scope=2; Â Â Â Â mapSize=16; displayName="Wall entrance"; Â }; class chd_wall04: chd_walls { model="\chd_oriental\chd_wall04"; armor=5000; scope=2; Â Â Â Â mapSize=16; displayName="Wall corner"; Â }; class chd_wall05: chd_walls { model="\chd_oriental\chd_wall05"; armor=5000; scope=2; Â Â Â Â mapSize=16; displayName="Wall gap"; Â }; class chd_wall06: chd_walls { model="\chd_oriental\chd_wall06"; armor=5000; scope=2; Â Â Â Â mapSize=16; displayName="Wall big entrance"; Â }; class chd_walltst: chd_walls { model="\chd_oriental\chd_walltst"; armor=5000; scope=2; Â Â Â Â mapSize=16; displayName="Wall stairs test"; Â }; class chd_fortress1: chd_walls { model="\chd_oriental\chd_fortress1"; scope=2; Â Â Â Â mapSize=64; displayName="fortress1"; Â class Eventhandlers { init="(_this select 0) exec {\chd_oriental\fortress.sqs}"; }; }; class chd_rough01: Rock { model="\chd_oriental\chd_rough01"; armor=2000; scope=2; Â Â Â Â mapSize=3; displayName="rough 1"; Â }; class chd_rough02: Rock { model="\chd_oriental\chd_rough02"; armor=2000; scope=2; Â Â Â Â mapSize=3; displayName="rough 2"; Â }; }; ~S~ CD
  11. Chris Death

    arabic objects

    I never said there was nothing there I just said the scripts where activated when the player gets within view distance. When you talk about single geolod's, do mean anything other than a six sided, enclosed object will not be considered solid by the AI? hmm - a 5 sided will also do it's job, but however. All components of the geolod are geometric, which means it should work. Also none of them is thinner than 0.5 meter, which also means it should work. OK, by the scripts you meant that upon player's distance there would come up those additional barrier objects (or?) but i would rather like to find a real solution to my collision problem than a workaround. Workarounds may help out in one situation, but can create much more confusion for the next one (my opinion). ~S~ CD
  12. Chris Death

    arabic objects

    You can run scripts from wrp-edit placed objects, but it requires any player to be within the missions, view distance of the object, before the script runs. The overheads of running such scripts are trivial. Actualy it could solve your problem with the geolods, at a push. The scripts could place additional objects that act as solid walls to the AI. lol - u mean a wall around the wall nah - if these additional objects could fix it, why not the real objects themselves? I could then leave out the main objects and just make the additional objects. OK; maybe you meant just additional objects only featuring collision lods without any visible stuff, but this would then just be a) a work-around and b) enlarge filesize and c) mess up some misisons maybe. Imagine somebody sets up a mission with a prison, but the player isn't near, so there are no objects which would hinder guys from stop there - or some units would maybe be inside the fortress, which shouldn't be inside, but before was nothing there. So this method by useraction sections ain't really a perfect one, but like i said above: wrp-editors will always make their own stuff how and where they want it to be, but for mission-editors it's quite harder to place things exactly to where they should be. but thx for your idea ~S~ CD
  13. Chris Death

    arabic objects

    Ah yeah the 3WX mod - ey i was also member of this, until it died  Last thing i heard of my team was that the site was hacked, and sine there .. nothing. Well, also i had a long break upon some r/l troubles and a broken harddisk with all my stuff on it  And on this broken harddisk there were lots over lots of that me stuff for 3WX, which you mentioned above. But just for info: this problem with ai running through isn't a standard (ouch i forgot this or that) problem. I've really tried everything possible yet, and i might need some 3rd hand on it, unless i maybe accidently do something totally wrong, which in the end will make it work  Like i said above - i've already made a thread in o2 forum section (*hint* last link on bottom of my signature). And for the visuality, i hope that i already answered to your first post, like you expected, and i left nothing out. ~S~ CD
  14. Chris Death

    arabic objects

    Off course you're right Acecombat, and i have already had something more complex in planning... ...but - as long as my problems aren't solved, it doesn't make too much sense, concentrating on the how it looks like, as AI seems not to care how it looks like - they are just running through them For info: i want add following later: round corners: (might be a tower with connecting wall pieces left and down) some arabic ceiling: (like shown in your pics on top of the walls - this will also hinder units from falling down) some more varying textures + like you said, something arabic on it (or blood - dirt - some smaller cuts like broken) interactive gates: iron and wooden btw - if they could be in portugal or spain, then they wouldn't be so far from arabic ones, as those nations are a little bit influenced by arabians - but seriously, i know what ya meant And for the pics: thx, i also got two books about arabic buildings (got them on a second hand market), but the more i get the better for me and for the final-product. Anywayz, like i said - i will first care about functionality, and then about visuality. ~S~ CD
  15. Chris Death

    arabic objects

    Just to inform you, i'm still working on these, but actually i ran into some problems. For those who would maybe like to help, follow the last link down in my signature. And to make this post not only a call for help, some news: I've added a new object, which is invisible, but if placed in mission editor, it will start a script, which will build a fortress around the object. This object is rather useless for island editors, as wrp-edit placed objects don't start scripts (at least i heard so), but might come in handy for mission makers, to have a fortress without gaps inbetween or overlapping walls. Here's a pic (for testing i've used almost same style of wall pieces, in a later version, the fortress will have different ones). Also i will make 3 or 4 different types of fortress, with different sizes or types of wall pieces. ~S~ CD
  16. Chris Death

    o2 crashes when switching to texture mode

    I remember having had the same problem on my previous pc. OK, after 2 or 3 restarts, o2 didn't crash when hitting 'A' key. Now on my new pc i didn't notice a single crash when hitting 'A'. My o2/buldozer setup is now like that: E:\ofpedit i made to Z:\ (virtual root drive) [in my bat file i have: subst z: e:\ofpedit] external viewer: Z:\buldozer.exe -noland -dx -window (which is in real e:\ofpedit) dll folder: z:\o2 (which is in real e:\ofpedit\o2) A1b texture name prefix: z:\data (in real e:\ofpedit\data) Not one single crash anymore when hitting 'A' like i said On my old pc i had everything on root drive c: (real not virtual) ~S~ CD
  17. Chris Death

    Homeland

    Berghoff, i don't know if it has been mentioned already before, but on your middle eastern buildings you have some missing textures or lods (maybe mass) and one missing face. e.g: the two-house building with the stairs in the middle; If you go upstairs and then left inside the building, you should find the missing face under a window. Somewhere on the roof of the smaller house there are missing textures and also on the backside of the stairs block there are. The mosque and one of the two single buildings can be walked through -> some inconvexity on geo-lod or maybe no mass attached. btw - this was on beta 1.2, so i don't know if it's still like that will find out soon. ~S~ CD
  18. Chris Death

    Vietnam: The Experience OFP

    Wipman, i believe Lis is more waiting for some response about the tag and not about haiti ~S~ CD
  19. Chris Death

    Weapon/ammo names (inc. resistance)

    Something what annoys me always, when i need it and can't find, due to having a new pc or harddisk: The Flags from the BIS official flag pack: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">How to use flags: Insert new EMPTY object "Flag (international)" (it's the last object in the listbox) into your mission (please don't use the original Flag - only use Flag (international) to make sure people playing your mission will have installed the Flag Pack with all files needed. To the "init" line type following: this setFlagTexture "\Flags\FlagName.jpg" where FlagName should be replaced with a name from the list below. Example: this setFlagTexture "\Flags\Czech.jpg" NOTE: Flag textures are slightly misplaced in version 1.20. This problem will be fixed in upcoming version 1.30. List of all flags: ================== States: ================== Afghanistan Albania Algeria Andorra Angola Argentina Armenia Australia Austria Azerbaijan Bangladesh Barbados Belarus Belgium Belgium-Flanders Belgium-Wallonia Belize Benin Bhutan Bolivia Bosna-Herzegovina Botswana Brazil Brunei Bulgaria BurkinaFaso Cambodia Cameroon Canada CapeVerde Chad Chile China Columbia Comoros Congo Costarica Croatia Cuba Cyprus Czech Denmark Dominica DominicanRepublic Ecuador England Egypt ElSalvador Estonia Ethiopia EU FaroeIslands Fiji Finland France FrenchPolynesia Gambia Germany Ghana Greece Greenland Guatemala Guernsey Haiti Honduras Hungary Iceland India Indonesia Iran Iraq Ireland IsleOfMan Israel Italy IvoryCoast Jamaica Japan Jordan Kazakstan Kenya Korea-North Korea-South Kuwait Kyrgyzstan Laos Latvia Lebanon Libya Liechtenstein Lithuania Luxembourg Macedonia Madagascar Malaysia Malta Mexico Moldova Mongolia Morocco Mozambique Myanmar Namibia Nauru Netherlands NewZealand Nicaragua Nigeria NorfolkIsland Norway Oman Pakistan Palestine Panama Paraguay Peru Philippines Poland Portugal Qatar Quebec Romania Russia Sahara-Western Samoa SaudiArabia Scotland SierraLeone Singapore Slovakia Slovenia Somalia SouthAfrica Spain SriLanka Sudan Sweden Switzerland Syria Taiwan Tajikistan Thailand Togo Tonga TrinidadAndTobago Tunisia Turkey Turkmenistan Uganda Ukraine UnitedArabEmirates UnitedKingdom Uruguay Uzbekistan USA USAHistory USSR Venezuela Vietnam Wales Yemen Yugoslavia Zimbabwe ================== Organisations: ================== BIS_Black BIS_White Codemasters FIA FIABlack NATO RedCross Pirates White I know it's not weapons or addons, but i thought it's better to be put here than to open up a new thread, only to disappear deep in the forums after a while. ~S~ CD
  20. Chris Death

    arabic objects

    Do you mean the fortress walls or house walls? As for the fortress walls i'd say why not - 3 meters shouldn't be too thick for a castle/fortress wall. And the house walls are from 0.5 (normal houses) to about 1 meter (buildings like palace or government building). :note that 0.5 is the minimum to have working lods, and this is needed when using enterable buildings. ~S~ CD
  21. Chris Death

    arabic objects

    Here are some more pics of what i've been start working on: ~S~ CD
  22. You need a trigger - size: covering all of your east units Activation: east present/once Triggername: some_name_of_your_choice Condition: this Now this is your reference list. Then you can use the following line, wherever you want to decide that east surrenders; "_x setcaptive TRUE" foreach list some_name_of_your_choice ~S~ CD
  23. Chris Death

    trigger foreach thislist

    For your case you need two triggers: Inner trigger - this is the area, where ppl should stay inside Outer trigger - this is little bigger than inner trigger Then you will have to remove all guys from outer trigger, which are also inside inner trigger and kill all of them. kill_list = list outer_trigger - list inner_trigger; "_x setdammage 1" foreach kill_list For this you can use a third trigger, which for example become activated repeatedly every 5 seconds (+/- however you like). ~S~ CD
  24. Chris Death

    Camcreating infantry weapons

    ok ok - i forgot to paste the link in here Anywayz - Mac said what i meant and Wadman post even featured a link - nothin' to add anymore. ~S~ CD
  25. Chris Death

    Camcreating infantry weapons

    Here's an older thread, where you'll see how this has to be done. ~S~ CD
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