Chris Death
Member-
Content Count
1864 -
Joined
-
Last visited
-
Medals
Everything posted by Chris Death
-
hehe - somebody must have done a good job with his very first addon then  Excellent job on the island Ironsight  btw - the towers are nearly done now - me only needs to add some good looking dirt textures onto one of my two exemplaries. If you only need a clean one (same textures as the israeli walls), gimmie a shout and i'm gonna handle it over to you. :edit - corrected a typo ~S~ CD
-
Well, i'm working on these cement barriers - my first addon since i decided to head over from mission making to addon making - but that's another story. here's a link to the thread in a&d mods discussion so that you can see what it is, i'm talking about: http://www.flashpoint1985.com/cgi-bin....4;st=15 I ran into a problem with my geo lod. AI is shooting through them - i too tried to shoot through them, it can be done. Not everywhere but near the ends of the geo lods. Therefore i got a few questions, before messing around with it at maybe the wrong place; a) When using named properties (i got: map : wall - class : wall - dammage : no) for the geo lod - do i need to create a fire lod too, or should this be covered by the geo lod? I've read so many forum threads and tutes now, but i couldn't get really exact answers for that yet (most ppl comming up with: "forget it i already solved the problem") :update - i've already tried to add a fire lod: x: - 25 - y: 1 - z: 0.5 named properties: LodNoShadow : 1 This didn't help not to let shots through Maybe i should add here that: I didn't binarize anything yet because of work in progress. Could this be the reason that the lods with named properties aren't doing their job right or is there still something else wrong. b) As i've read in brsseb's tutorial, the geo lod must not break through the basic shape - is this true or doesn't it matter, wether let's say the geo lod is not brighter but higher than the basic shape? c) I got 5 meter blocks - 25 meter sections - 50 meter sections lined up close together - then i got the same 3 kinds with about 30 centimeters of space inbetween them. (also i created for each 25 and 50 meter section a version with one end piece). Now AI always tries to run around them instead of walking through the 30 centimeter spaces - even if it's no problem for players. Do i need to make AI paths into these gaps, or would that only lead to the fact that vehicles would then too try to drive through there? OK these were my questions, i don't think they're too hard to be answered, as i already mentioned some possible answers ~S~ CD
-
You are techno! So am i techno or what? ~S~ CD
-
Same as Agent Smith said goes here. I hope my previous post wasn't unclear about this, where i said it may be illegal to do so. I appreciate what you've done, by offering new objects for us to be used in OFP. ~S~ CD
-
OK, maybe i'm just too stupid to find the woods because of so many trees in there (after sitting 8 hours of working in o2 tonight) but here's my problem: I can't turn around the facing of my soldier for the climbing animation on my tower. First here are two links to pics, so you can see what tower i'm talking about (and maybe you'll find the reason already because of the pics and some rules i've broken): http://www.brutalforce.co.uk/uploads/ChrisDeath/chd_tower2.jpg http://www.brutalforce.co.uk/uploads/ChrisDeath/chd_tower3.jpg The ladder is visible from the fron view. When climbing up you should face the tower, but whatever i tried yet, my guy is facing the desert  I gave it so many different tries yet - here goes: I created two vertrices (in front view window) - soldier looks into desert when climbing. Then i selected all in the memory lod and made: points / transport 3D / rotate / Y axis: 180° - soldier looks into desert. Points / transport 3D / rotate / Y axis: 180° + apply to all animations + repositioning the vertrices, as these were then on the other side of the tower - soldier looks into desert. Then created a plane in front of the tower - face looks to tower - i deleted  3 of the vertrices - copied the one remaining and positioned them again right - soldier looks into desert. Rotate 180° (with or without apply for all anims) - soldier looks into desert. :edit - one more thing i've tried: I turned around the whole model, as the ladder was on the backside of the tower first - didn't help either - soldier looks into desert. Is there probably any rule i missed or so? The "climb up ladder" or "climb down ladder" actions show up properly ingame and are working - it's just the d**n facing of the soldier i can't get to work  Though it sounded so easy in brsseb's tute and it appeared so easy too to me, when reading about it - lol. ~S~ CD
-
Kegetys - you're da man I played around with the top vertex, and voilla - the facing of the animation has changed to a standard heading, regardless of the tower's heading. Now i just need to tweak around a lil bit to make it look good again, but i know now how to get control about it. Thx for your quick and very helpful answer ~S~ CD
-
Well, by accident i came across my ladder problem, but i suppose it's something totally different to what i thought first. While testing the tower ingame i did something, i've never thought before: I turned my tower facing into another direction than north (sounds stupid yeah, but as i said - i didn't ever notice, that i haven't done that before). Now guess what: anybody remembers my ladder climb animation facing problem? I figured out that it's not facing away from the tower, but it's facing SOUTHwards :o I'm pretty sure that this can be controlled somewhere in the properties window, but i haven't got a clue where. Anybody knows? ~S~ CD
-
OK, i took the quote from your last post in the a&d/discussion thread. I understand your motivation for releasing these, but i also believe that: you indeed take a high risk of doing something illegal. See it the same way as offering copyrighted music for free download - that's illegal. Or see it that way: If you create models for ofp, using o2 - then you must not use these models for anything else than ofp (can be found somewhere in the readme). I totally understand that BIS wouldn't want to provide tools, just to make other companie's games better - and so may it be the case with EA (better say i'm sure it is the case). Wether your mod is doomed now or not - i don't know - haven't heard anything about that yet - and i think before that happens, you may get requests to remove the dl link first, to fix the situation. Everybody knows you didn't want to steal something, you just wanted to give something to our comunity. However - i'm not an expert in this at all, so i might be totally wrong too - but that's what i believe. ~S~ CD
-
Playing more than one music file
Chris Death replied to pazuzu's topic in OFP : MISSION EDITING & SCRIPTING
hmm - time fadeMusic 1 should do it aswell - 0 - 1 is the usual range of ofp's volume btw - by saying: your stock doesn't play aswell anymore after your first song, then i guess it must have to do with what Medicus said - somewhere you must have faded out your music to stop it from playing. ~S~ CD -
hehe - i already thought that these may become handy for other reasons than stopping ppl to enter an area. Maybe you could then need this one too for your prison: View from the other side of the wall This is also part of the "israeli walls" project, but it just took me some more time to complete it, therefore it's not been in 3WX pack yet. It's almost done - just one bug in view geometry lod left. ~S~ CD
-
- sorry for being lazy and not replying, but i couldn't see your new question from outside the thread as you edited the last one. Well, my four blocks are each a seperate block with 8 vertrices. You're right that the coordinates of the vertrices, where the different objects meet together are exactly on the same spot. Don't connect your objects - make each part a single object. Also take care that each of your objects is at least 0.5 meters thick, or the geo lod won't work at given location propperly. Best you make each of your components (objects) having 8 vertrices, and everything should be fine. btw - all together there are 32 vertrices in my picture. hope this helps ~S~ CD
-
As i told you - just make it straight and it works: :edit - as you can see, i've selected all and did structure/convexity/component convex hull - without any problems - none of the lods were changed automatically by that option. Look at the different views to see how i made the geo lod. Convex items in a resolution lod shouldn't cause any problems, as the resolution lod can only screw up visual appearance of your model, if done wrong. You should be able to do everything in your res lod without any probs. ~S~ CD
-
You don't need the memory lod AFAIK for that; For AI paths, you need at least one in# and one pos# vertrice. Best you would make a plane with 2 segments: | | | One of the left-end vertrices name: in1 one of the middle vertrices name: pos1 and one of the right end vertrices name: in2 That should do it. If you don't have a pos# vertrice, the game will crash too, when sending ai over there. For the geo-lod - just don't make any curves in there - make it straight like i demonstrated in my poor graphics above. You don't need a perfect geo lod, when using a fire geo lod and a view geo lod. When i'm back home, i'll try to create a geo lod, similar to yours to show you a screenshot then. ~S~ CD
-
Off course it will do so that's been the first thing i made, before i climbed up the first time onto the tower. Noone can get me up onto a 19 meter tower without such a barriere being there  :edit - forgot to add: The only place where there's no such a barrier is at the ladder entrance - else this could become a problem when climbing up onto the tower. ~S~ CD
-
It should work, if you make your bridge carrier parts of the geo lod out of 4 objects: Remember: the geo lod should not be that detailed as the basic shape. Let's say you make the lowest object from bottom to the first line (there in the middle of the carrier). Then make object 2 from middle line to the one at 3 meter square. Object 3 make from 3 meter to 4 meters. And object 4 from 4 meters to the bottom of the bridge. __ \_/ If you make it like the graphics above , it should work. Queston 2: generally NO - especially when it comes to collision detection lods like: geo lod, fire geo lod, view geo lod. These lods would become ineffective then. Let's say you do it in the fire geo-lod, then it wouldn't work anymore, and the normal geo lod would take ove the work of the fire geo lod - this error may in some cases not become recognized while testing (e.g: if geo lod covers same places as fire geo lod) Question 3: That should be the roadway lod; did you move it up a little bit - let's say: 0.01 higher than the surface to walk on? Also did you create it correctly (which direction is the face of the roadway lod looking)? I assume that it's not because it's too big, as i can see your bridge seems to be of 40 meters length, and that should be ok for the roadway lod. ~S~ CD
-
OK, here are some newer pics of the "israeli guard tower"; I've changed the upper part so that guards won't be easy targets anymore, and so that it looks closer like the one in the r/l photo. There will also be some dirty textures added onto the tower walls. View from the other side of the wall There are 4 positions for AI, as i've already mentioned - see those guys over there View from inside the tower with me taking care that i'll be the only one up there. Parked my AH1 ontop of the tower The roadway lod on top of the tower may be also useful in case of placing AA weapons. I will now add a possibility to climb up onto the top from the platform (ladder in the center), and that should it be then. The "israeli walls" mentioned a few posts earlier have been already released with the F3WX objects pack 1.1 Here's a link to the: 3WX objects pack thread, where you can also find the link for F3WX obj pack 1.1 The tower still needs a little bit of work, but the hardwork on it is done now - expect it soon. ~S~ CD
-
Sound usefull I'd rather prefer more output from the trigger in this case. Actually there's only one array comming back from the trigger: list trigger or thislist or list this I could imagine getting an uber array with subarrays here - like: [detected_list,detector_list] detected_list would be the already existing: list trigger sorted in order of their unit's detection time (like it is now) while: detector_list should be the list of units who detected somebody in the trigger. Maybe it could even get further complex to put each unit of these two arrays into further subarrays, where there is first: the unit itself followed by: all units it was detected by, or the other way around: [the_unit_itself,all_units_it_has_detected] :edit - just forgot to add: The way i suggested (requested), you would still be able to stick the trigger's activation to individual units - just a little bit more complex and a bit more you could do with that lists then. ~S~ CD
-
I just got an idea for ww2 addons which would be awsome in case it's possible. First: yes i did a search but "flying boat" returns all threads where "flying" or "boat" was found in - and "flyingboat" or "flyingboats" didn't return me a single thread. Therefore i'd like to suggest you guys have a look to the 3 links below, where you can read a lot about flyingboats + many pics. When i say flyingboat, i'm not talking about seaplanes - i'm talking about big flying babes. awww why shall i talk over talk - best you have a look for yourself as i wouldn't be able to explain any better than those 3 links could do: http://wmilitary.neurok.ru/wwiiflyingboats2.html http://www.blueridgephotographs.com/FLYINGBOATS.HTM http://www.warbirdsresourcegroup.org/LRG/seaplane.html Now imagine if it would be possible in any way to get such a thingy to work in OFP - no more "there's only one runway" issues - land or start your plane wherever you want except on dryland. I'm lookin forward to anything goin into this direction. ~S~ CD
-
Well, there's already something available in germany, so no need for somebody explaining you the whole thingy Here's Tiger-Xian's site featuring a translation of brsseb's tutorial in German: http://stadt.heim.at/newyork/131416/ And here as a bonus you get two German forums, where you can ask/read about o2 and addon making in German too; Mapfact forum: http://www.mapfact.net/forum/ Advanced Editing Forum: http://forums.ofp-editing.de/index.p....9324fad hope this helps ~S~ CD
-
Guys - to clear the confusion here: Wyzzywig made this dialogue map system to avoid using a hint message like: "now press M to change to map and click coordinates" As there's no way to force a map screen which is clickable too by any scripting method. The only way is a dialogue, like Wyzzywig did here. ~S~ CD
-
And what exactly was it that you wanted? Â Seems you got lost in your own question. ~S~ CD
-
Recon mission - any suggestions?
Chris Death replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
KeyCat, maybe you should just let the player report the type of object and the coordinates, where he found something. This information compared to an array, where you've stored all randomly created objects and further info which you need, would then decide wether an objective has been completed or not. Make a dialogue for selecting the type of object and let the player confirm the coordinates by onMapsingleclick - or instead of the dialogue you could also do it by using custom actions with appropiate sub-custom actions. action - report objec: select type: apc radar station aa position ammo depot factory whatever else selecting a type will bring up a "head over to map by pressing "m" to transmit aproximate coordinates. Now you have some data to compare to your array being created at the start of the mission (when you create your objectives) - and if it's not total crap, what the player did enter - make the objective completed. Off course players who have lot's of time left, could give it a try to finish their missions right from the start position by some lucky punches, but there are lot's of ways to avoid that too. ~S~ CD -
dammage=no in config would do it aswell Maybe then adding some hidden selections + hitpoints to keep the options to at least destroy parts of the whole object then. ~S~ CD
-
I see this same way as laulau said; Hey - England did also not too much to win that game, besides the free kick leading to their goal. How many 100% chances could you count for either sides then? It's been a deserved draw with a bad end for England and a good end for France, because of not ending in one. Both sides have put effort into the game, but real chances for lots of goals were missing for both sides. And for those who didn't notice - Guys who know Barthez, also know that he wasn't waiting soo long until he decided to push the ball away just before the English forward has reached him. More it's been his intension to make the forward smell a chance because the goalie looks injured - it's his own way to get attention during a game - so don't say this has been a 100% chance. ~S~ CD
-
Revisiting STT Desert Malden Island in OFP 1.96
Chris Death replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
You probably have misunderstood the idea of the first conversions. They weren't made for being able to easily setup the same missions with different colours - you and others rather took it for that, because it wasn't hard to do (no offence and in no way any critism about your mission editing skills were meant by me here). These island were made because of the same feelings, you have had, when converting the missions - it was not too hard to convert an island from here to there. Afghan Everon is made by Remo, and has nothing to do with desert everon 3, except there may be found some objects being used on both islands - (dunno details about DE3 - only that it is in the making). You seem to forget that there are so many new objects out yet, just to improve islands appearance - like industrial zones, more complex harbours, military bases, airports, etc. Ppl want to see that stuff ingame, without the glitches, comming up when being placed by the ingame editor. Mapfact Nogova is a good point - what do you expect from mapfact nogova? - shouldn't they put their new objects onto their version of nogova? That was the only intension, the maker of this island tried to offer to the comunity. Well, he may have fixed some missing road parts or so, but the main goal was to bind mapfact objects into an already existing map. Further more, they even decided not to use other stuff than mapfact addons, because of: "mapfact nogova". See my cement barriers for example: http://www.flashpoint1985.com/cgi-bin....9;st=30 It's my first addon, it's nothing spectacular, but it's been missing from the start - be sure people will start putting them onto the streats on their islands - and those will make it much more harder to just rename folders for mission conversions. I've been mission editing for 3 years now, and if there's one thing that wouldn't have made me make piruettes, than it's been a mission taken over 1:1 from one island to another just for eye candy. I've been more interested in new ideas or techniques being used in a mission, than just in a new outfit. But there will still be some guys around, taking up your idea to give you an old island just looking better than before - i'm sure about that - it's just that DE3 or Afghan Everon won't be it. ~S~ CD