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Chris Death

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Everything posted by Chris Death

  1. Chris Death

    Ai path

    F3WX objects v1.1 includes such AI path's ~S~ CD
  2. Chris Death

    Helos collide...

    When i was using more than one chopper (or plane) within one group, i tended to give them different flying heights. Formations of whatever kind can never be 100% of guarantee that ai pilots won't find a way to crash together Different altitudes will do the trick for sure - but note that in case of landing or taking off, the still could be a chance of kaboooooum, but this is another story. There you can do workarounds with setfuel timing (in case of take off) - and in case of landing a small script (or waypoint type: scripted + script) can do the trick ~S~ CD
  3. Chris Death

    asf music files

    Powered by GOOGLE http://www.boilsoft.com/download.html ~S~ CD
  4. Chris Death

    How to kill only infantry units

    Or you can use this from official comref to check units in your triggerlist for their type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">typeName countType array Operand types: typeName: String array: Array Type of returned value: Number Description: Count how many vehicles in the array are of given type. For type see CfgVehicles. Example: "Tank" countType list triggerOne Off course in your case you replace "Tank" by "Man" ~S~ CD
  5. Chris Death

    Choose your own seat

    Nope - i ain't got OFP access atm - but as this is just some simple a+b+c math's and a couple of moveincargo commands, i'm sure that sooner or later somebody will pop up with one ~S~ CD
  6. Chris Death

    Radio Questiom

    For workaround you could use AddAction instead of Radio-Call as AddAction scripts are running locally - only issue is when players standing close to eachother, there's a chance of activating the other guys action - but then again you can check inside the script if activator == owner of action ~S~ CD
  7. Chris Death

    Choose your own seat

    This can be done scripted way by mission editors. AddAction to vehicles + mount some dummies onto the empty places between 0 and the player's choice + remove the dummies again. ~S~ CD
  8. Chris Death

    Best island made!

    Mapfact Nogova - the better Nogova than the original one Nogova 2004 - dunno why another Nogova - but maybe it's because it's the only one i've seen yet, using my concrete barriers Jellalhabat by UMF - The interesting parts on this island for me were always the two big towns (one in desert style and one in normal urban style), as i managed alot of cool firefights over there - without big lag invasion. AEC Island - for getting Everon, Malden and Kolgujev onto one map. Everything can be found easily on OFP.info Other's like Tonahl or Afghanistan were already mentioned above. ~S~ CD
  9. Chris Death

    moving waypoints

    hmm - try _this select 1 instead of this select 1 The error message refers here to a true/false, and not to the array you passed onto that script. It's been some time ago when i was involved into scripting, but i seem to reckon that it was _this, which belongs to the passed array. ~S~ CD
  10. Chris Death

    Scripts executed on the server

    Intel.sqs just setmarkerposes some markers and info.sqs displays are range of titletexts based upon certain global variables. Having that script run on a dedicated server won't cause any trouble, will it? For sure it will not cause any trouble, when running on a dedicated server - but it's running for nothing. Nothing will be displayed on the dedicated server, but resources will be used - even if it's about harmless cpu usage, ppl tend to keep their techniques, and in case of following more complex scripts, you probably might catch yourself one day by using same thing because you always did so and it has never been a problem before Also, if this script is running local on player side, you should set boolean update_client to false right after it's true state became accepted on client-side, because your wait interval lasts only for 1 second, which could lead to multiple execution of info.sqs in case of more than 1 second network delay when setting it false on server side in combi with publicvariable. generally nothing wrong here, but as i already said: to much smoke for nothin' ~S~ CD
  11. Chris Death

    Scripts executed on the server

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? local(server) : [] exec "server\prep.sqs" [] exec "client\client_loop.sqs" exit Just in case this has been missed here: your client_loop.sqs will also be executed on the server, as calling another script by exec statement will not end the current script and so it will also execute the next line. If client_loop.sqs is expected by you to run server side also - forget what i said ~S~ CD
  12. Chris Death

    Destroyed Buildings

    CAT_SHIT has made a lot of such for his Afghanistan map, which has been remade lately by Agent Smith (at least some for being used as falluja ones). You'll find the Afghanistan revisited for sure not so far behind in Addons & Mods completed. ~S~ CD
  13. Chris Death

    Tomb's CD-Cover Kit for Addons

    lol Tomb I remember u been better in math's sometimes. You only need to add 4 more of 'em ~S~ CD
  14. Chris Death

    M557 or M1068

    So you want a nearly perfect addon in combination with nearly perfect scripts OK, me as scripter and mission maker (especially multiplayer) and addon maker (still far from top) can tell you: that this is almost impossible. I tell you what; Making only textures is a whole science at all - but we would need not only textures here - we would need good textures. Creating models is off course some kind of practice with o2 + some 3D thinking + still required: talent. Making the right scripts (and for sure multiplayer compatible, as this should be a must for addons - if everything goes right) is a long way to go, as you really need to go deep into programming language (atleast basics) here. Furthermore - command engines or multi group controll's or - like mine was called: MOTAG (MOre Than A Group) systems don't really get enough benefit from the comunity, that an addon-maker, who is good in texturing, will find be important to implement. As somebody already pointed out before (soz - don't remember name now): everything you want, can be done by mission makers - no need to release perfect-only addons, as you can always add some custom actions in-mission onto a vehicle, where it would start whatever script- command-engine- dialogue- or whateva. - About rudeapproach or notsogoodinenglishlanguage - i can only say: if i read your posts, i can see a lot of potential in english, that you could find some more nice way of approach - even if you maybe have no clue of english anywayz - some of the words being use make me feel that you know lots of vocabular enough, to come up with some more respect here. To point with finger on something special, and say that this is a very good example for waste of time has nothing to do with not understanding or speaking or writing a language - this is absolutely intolerable. Your research of examples and pictures of them let me also feel, that you can do better in language - if you only want to have a nice thread ~S~ CD
  15. This could maybe prevent alot of ppl from trying to help you, as everybody might be scared about you destroying even your last Chinese Ming dynasty vase because HE said something wrong ~S~ CD
  16. Chris Death

    M557 or M1068

    ~S~ CD
  17. Chris Death

    Mission Makers Hell

    Just my two cents: How can somebody complain about addon makers being to hasty with first releases of their addons (because of required updates 1 to 7 days after first release)?. A mission maker who come in troubles because of exactly that reason has been IMHO way more hasty than the addon maker Why somebody needs to quickly build up a big complex (later unchangeable) mission with addons, right after their first release? There are already a lot of good (by almost the entire comunity accepted) addons out, to make missions with. And so will for sure follow other addons, but to move the fault onto addon maker's side is for sure in no way an excuse, for being to hasty in using new addons for a new mission ~S~ CD
  18. Chris Death

    CAT's Afghanistan Revisited

    I've put it into a mod folder, and the anims didn't work in res/addons, but it works fine in addons folder. Tho i had to create an addons folder as this is missing, if you install ofp straight up to resistance, without going for the previous CWC patches. Great work AG Smith ~S~ CD
  19. Chris Death

    High Detailed Combat Zone

    This sounds like it should've been a thread in Mission Editing section. You should really check out visitor (island makin' tool), to create a real island, as your HDCZ will not only cause lag to screen, but to all missions made there, as it always would have to be part of the mission and so the big object count. Â :edit - check out the last two forum sections on this page below, to get some more info about island (or addon) making: http://www.flashpoint1985.com/cgi-bin....rd.cgi? :hint - it's so called: BREATHE and OXYGEN ~S~ CD
  20. Chris Death

    problem with mission running

    Just in case: you know that: EXPORT TO MP doesn't overwrite an already existing mission.pbo? You need to delete or move a pre-existing version before you export again to MP. ~S~ CD
  21. Chris Death

    lag in script

    @Hit_Sqd_Ack I assume that PC only used man1 and car1, ignoring the fact that it's setposs'ing a man onto a car, but to show what the rest of his text said. See it as man1 and car1 are only two random names, which were at this time when he wrote that cycling around in PC's head. Trying to setpos summit somewhere, what does not exist anymore (and this in a loop), will cause a lot of stress for the cpu  P.S: good find PC ~S~ CD
  22. Chris Death

    Parachute invulnerable?

    And how is this question related to mission editing & scripting? ~S~ CD
  23. Chris Death

    Mapfact discussion thread

    Ey raedor - you know what? There comes into my mind the so called "Donnerbalken" soz but i don't know the english word for it, but it's a couple of wood-sticks, placed infront of a small whole in the ground, and it's meant to act like a latrine but for reverse gear Well for those who still can't figure out what i mean - it looks like this: ~S~ CD
  24. Chris Death

    ORSOLES

    IMHO this ain't necessary since such fighting positions (wether they are new or actually in use) usually don't wear grass on 'em. Surely there are some, but better would be some brown textures (mud, earth .. ya know). Wooden cover or camo nets would be good too (some with some without). Maybe some trash like empty cig's - empty coke's, bullets or empty mags etc (just to give em' some touch of life). Great work tho - keep it up mate ~S~ CD
  25. Chris Death

    Remove existing waypoint

    Post 1: Post 2: For some reason it doesn't seem that your 2 posts deal about the same thing OFP doesn't support anything like createWaypoint - only manual ordering (move/doMove). Anywayz - if you use your own created waypoints, this can only be about move or doMove, and that would be easy to send a group to a new destination by just assigning a new move (doMove), which will overrule the previous order. ~S~ CD
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