Chris Death
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Everything posted by Chris Death
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Not the greatest game, but one of the greatest endings. As i'm from Austria, but owning french nationality too, france is where my football heart is, therefore the end made me happy Though, england gave a very good performance tonite, but when there was this situation, where france lined up a powerplay at the penalty area (about min. 80 or so), i knew it's just a matter of time, when france is able to find the left center end-line of this bloody football field ... and so did they - it's not that new that no more games last only 90 minutes, therefore noone can say - they wouldn'd have won in 90" Not france's best day but it's always good to believe in you more than 90 mins - so did the french - and they didn't so for their first time (as bravo and shash already mentioned - this situation should be well known in england, especially in manchester). looking forward to both team's next games btw - in case england and france can meet up again during this tournament, surely this won't happen to england again, but france would play a different tactics than today aswell. ~S~ CD
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Revisiting STT Desert Malden Island in OFP 1.96
Chris Death replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
Nah - i meant to get further info on objects being used for 3WX / MIA project - those you'll probably find on desert everon 3. So what do you expect then - just the same island but different textures? - New possibilities/tools/and growing experiences of island makers will even lead to more different island conversions than you've seen yet. I don't think that current island makers are going for just retexturing islands - just to get feedback like: "uhm yeah - nice but i've already seen something similar - couldn't you have added a bit here or there?". I'm sure the majority of feedback would be like that, tho i understand your point M'am  , but  ppl want to see new stuff rather than old stuff with just new colours - at least i do, but maybe i'm here for too long (ya know the magic date - you're here too since that i think). :edit - had to add one word, or a whole sentence would have meant something completely different ~S~ CD -
Revisiting STT Desert Malden Island in OFP 1.96
Chris Death replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
Tell us more. What's going to be changed? Sample pics, perdy please? Any thoughts on upgtading Desert Malden? Look at Schoeler's sig and start combining. Â Lot of new objects i'm guessing. :edit - k - just in case - Third world explosion = 3WX = object addons for wrp-edit - you can also check the second link in my sig to get further info. ~S~ CD -
btw - here are some newer pics of the walls and the tower (ingame): About the blowable walls Miles: You cannot blow them yet - still have to think and discuss  about a decent solution for that. Imagine How bad it'll look when blowing up 10 pieces of 10 meter walls (dunno about the lag factor in mp too). Maybe hidden selections + hitpoints and changeable models then. Not sure at the moment. [Please watch images sizes - 2nd and 3rd pics were over 100kb - Fubar] :edit - sorry for the file size - i usually take care about that, but for some strange reason they got were bigger than i thought - fixed now ~S~ CD
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In-game player type changing?
Chris Death replied to Ninja_STO's topic in OFP : MISSION EDITING & SCRIPTING
No problem mate OK, i'll show you the trick in general, and if there's something you can't figure out how to realize, you know where to ask First you would need "group" respawn, so that you respawn into your next groupmember, once your guy dies. Then everytime you want to create such a "player type change" effect, you createUnit that type of soldier, you want and join him into your group - take care that he's the next man to you in your group (giving him the same rank as yours, or at least higher than other men in your group should do that trick). Now kill your guy and you should respawn into the next groupmember. :note - when using this technique for entering a vehicle, you should get the player out of the vehicle again first, before doing the change stuff, and then mount the new guy into the position, where your older soldier type was before. I know there were no details about this technique, but i don't know your skills, and explaining the whole thing in detail step by step could become a very long thingy. I'm just waiting for your response on what you can do on your own and where you need further help then. ~S~ CD ~S~ CD -
In-game player type changing?
Chris Death replied to Ninja_STO's topic in OFP : MISSION EDITING & SCRIPTING
err wait - Maybe there's one who told you that you can't do it it singleplayer - it's just not possible except in multiplayer (tricky workaround blabla), or by creating new units as an addon, who would have implemented this feature by using hidden selections. Or am i just nobody? I wrote this a second time now, in case you didn't see the first reply - the replay features an answer to your question and even two ideas how to make a work around - be sure i won't repeat this a third time. ~S~ CD -
GoOB did not say that anywayz. I understood his post more in supporting your suggestion lookin good Jahve ~S~ CD
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OK, geo lod fixed on the close lined up barriers - thx MadAussie. Now you cannot run through them, but you still can run over them which is IMHO still some kind'a realistic. The "dust on only one side" problem i could only recreate once on tohnal, but then again at another time on the same island i noticed that it's all working fine. This must be an issue related to daytime/sun/shadows. Also expect something more to come with the final release: (*hint*) They just need to be resized now - and YES i'll make the tower too ~S~ CD
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If it becomes big enough, it would look good on that small island where the "river" on original Nogova ends in the north. ~S~ CD
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errm - will you? Â How should that clever AI Â Â recognize, wether they're on the right side or not? Have you ever seen AI behaving in real life style on the streets - i mean seriously real life behave - like halt at a stop sign or keeping out of forbidden area marked by "no trespassing" signs? This would have to be done by mission makers, and i can only tell you that even the most perfectly arranged mission will suck in the point to make AI use the right side of the highway. Maybe i could try messing around with my barriers, so that mission makers would have the feature to recognize what side of the barrier they're next to, but that option is actually really not on my list. AI would still go their own way, even when using the most complex script. These guys can only be controlled perfectly by use of setpos or setvelocity, and this would make the missions way unrealistic then. ~S~ CD
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In-game player type changing?
Chris Death replied to Ninja_STO's topic in OFP : MISSION EDITING & SCRIPTING
Not possible from mission editing perspective in singleplayer. Only way in multiplayer by using some tricky workarounds with respawn. It would be possible making such addons, using hidden selections (a lot of work though) - see the helmet on/off face cammo on/off on various soldier addons like pukf vdv. ~S~ CD -
hmm - isn't there the option: import 3ds a little below? ~S~ CD
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sorry for not having noticed your reply 'till now - been a bit busy with pm's and real life too Well, maybe in a later pack i'll add smaller ones and also the big ones you can see one highways too - i think they're about half a meter higher than the ones i made and could be used to make a real barrier, as for now you can still cross the barriers taking in count that you don't worry about some injury or damage on you and your vehicle Maybe some some radarboxes too, including a script that checks the speed of the nearestObject in front view + flash j/k cause the only sense in radarboxes i can see is: giving the comunity nice training target objects btw - may i asume that you guys didn't encounter any problems or noticed any bugs with those cement barriers yet? Binarized version for wrp-editor use seems also to be working well, as seen in Ironsights thread: Nogova 2004 http://www.flashpoint1985.com/cgi-bin....t=39924 ~S~ CD
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Also don't forget that the final version of the barriers will be part of the 3WX objects pack, so it's one seperate addon less, being required for the map Nice to see them placed with wrp-edit - this tells me some kind of they seem to pass the beta stage soon One thing you should take care tho (in case you didn't); There are no AI paths on those close lined up barriers, which mens that AI will have problems in crossing the line from e.g: "petrovice to airport" May be desired anyway, but if not just use some with gaps, or make some places to turn around (leaving out a handful or so). I wouldn't wonder if you say you did that anywayz already ~S~ CD
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huh - maybe i should have added this info too I've already binarized them and there were only two lods with "no neighbourgh" comming up, which i've already fixed (after the creation if this beta files) - just to let you know what i don't need tested anymore . This means: no more errors in development of the barriers ahead. The binarized version for placement in wrp-editor will be released with the 3WX objects pack 1. If you need a binarized version to test it in wrp-editor, just pm me, and i'll send you a link. ~S~ CD
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Just for info: There's a second download link added to the BETA release post on page 3 of this thread. Thanks to hardrock for hosting ~S~ CD
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Ammocrate loadouts menu (using dialogs) available
Chris Death replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Just wondering how long it took for you to dig out such an old thread ~S~ CD -
BETA release now: Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â OK, here are two links for the unbinarized beta version of the cement barriers : Thanks to Wacky_Iraqi and hardrock for hosting http://bb.domaindlx.com/WackyIraqi/chd_cembar.pbo http://ofp.gamezone.cz/_hosted/hardrock/hosted/chd_cembar.zip Due to having to go to work, i couldn't include a readme file, but below you can read everything you need: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> The cement barriers will all be found under: empty / chd_objects, after you have put the file: chd_cembar.pbo into any addons folder may it be a mod/res/ or simply addons. The single parts will all be found under the same name: "cement barrier 5m" - seven exemplaries of them each featuring a different texture "cement barrier (end) 5m" - five exemplaries / each textured different And the lined up versions are listed below seperately: "cement barrier 25m" "cement barrier (end) 25m" "cement barrier (spaces) 25m" "cement barrier (end/spaces) 25m" "cement barrier 50m" "cement barrier (end) 50m" "cement barrier (spaces) 50m" "cement barrier (end/spaces) 50m" ~S~ CD
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Well Sgt.Stryker these were exactly my thoughts when i decided to hop from mission making into addon making So many different vehicles/soldiers/weapons are made compared to object addons. You can be sure my main goal is to fill exactly that gap As for talking to the 3WX guys - the idea of me and my cement barriers comes from the 3WX MIA project, and i'm already talking to them ---------------------------------------------------------- Now back to the barriers: I've already provided the beta version to Wacky_Iraqi and to hardrock, who both offered to host the file for me. Looking forward to all your critism ~S~ CD
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OK, time for an update me thinks; The unbinarized version of the "jersey walls" - "concrete dividers" - "cement barriers" is finished now. Here are some details: I've been using 7 different textures now, so that they don't all look equal. There are: - 7 different textured single pieces of 5 meter length - 5 different textured single end pieces All pieces below are using various textures and are available twice (lined up close together and lined up with gaps of 20-30cm inbetween): - 5 x 5m - 4 x 5m + 1 end piece - 5 x 10m - 4 x 5m + 1 end piece I've made AI paths between the gaps, so that AI doesn't have to run around those lined up barriers. Below there are some screenshots, featuring all barriers: Release will be as soon as possible, in case there are no bugs being reported, which leads me to the next part: A beta release can be expected during the next 24 hours I just need to find somebody to host that beta, as the site where i'm hosting the file is not intended to be a source for heavy public downloads, as it's not my site The pbo filesize is 540kb, and the zip filesize is 438kb. ~S~ CD
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Thx Col.Klink, i mean this still helps alot, as you confirmed what i already suspected to be fact. Another funny thing i noticed when testing my barriers: I've placed some to block a road, and sent an AI driven jeep with a waypoint along there. Guess what: he crashed with highspeed into the barrier with the result in having to continue on foot because the jeep couldn't move a centimeter anymore. Well this showed me some kind'a efficiency with my barriers. I'm gonna put some different textures onto the barriers now, so that they won't look equal each, and then they're off to block the comunitie's roads or streets. I'm already lookin forward to produce more complex stuff than these barriers, and i feel this project has been a great start to learn basic lod stuff etc. Thx again for everyones help ~S~ CD
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btw - forgot to say that: I've already solved that issue with "keep height fence". I did it for the basic shape and for the geo lod and everything's fine now One minor thing i noticed, where i'm not sure if this is really right, but it's nothing to worry too much about: AI is running through the geo lod, when using the paths, even if the path does not lead through the geo lod, or through the basic shape. That doesn't look perfect, but i think that's nothing serious, as i noticed the same thing sometimes with original BIS houses. Thanks for all your help here guys ~S~ CD
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OK, i found this in another thread too, but thanks anyway hardrock. What i couldn't find is: What do i need to select to use shift+e "keep height fence"? Only the basic shape, only geo lod, or do i need to do this for each part seperately? I could imagine that it needs to be done seperately for each part i want to get this ability onto, but i'm not really sure about it. ~S~ CD
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Thanks Agent Smith, you saved my day It doesn't crash to desktop anymore now, wen i order them to move to "cement barrier posx" or if they're moving through upon their own. OK, AI seems still too stupid in most of the cases to use the gaps (only one or two out of 11 uses the paths), but i think this is a general ofp bug which i noticed a long time ago: Only one member of a group will enter any position of a house if specified in the waypoints of a group - other members will still wait outside a house (or whatever object). When ordering them manually, i can send them each to any position of my choice without problems - everyone will go to where he was sent. One last thing i need to figure out now: how to make the barriers match to the ground surface (like placing them on slopes). But i'm sure i've already read somewhere about this, and that it's easy to fix - will go searching now ~S~ CD
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Well, trying to add path lods, i ran into another problem; First i should say: yes i have read zwadars tutorial, but i couldn't really find much more info about path lods than in brsseb's tute. OK, now my problem: I've made simple plane objects in path lod inbetween the gaps of my barriers. Now when i order a man to move to there, the game just crashes to desktop without a message. I've also tried to name vertice pairs like: in1 - in2 - etc. This didn't help either -> crash to desktop. Then i tried another thing; Instead of my test barriere, i've used one which has no path lods, but i added the AI paths from 3WX pack, to see if that helps. Well, AI started running through the gaps, but again in a certain moment the game crashed to desktop. This btw came even a bit unexpected for me This certain moment was exactly when one of the AI units was passing a gap between the barriers. Without using paths, i couldn't recreate the crash, so i'm quite sure the ctd is due to the paths. Is there any rule for paths to be followed (like: minimum size - don't touch geo-lod - exactly on the ground - naming of objects)? P.S: for some reason i can't get ODOL explorer to work anymore - it did already, but now it doesn't anymore - therefore i couldn't have a look onto the paths in the forrests like being mentioned here - but i think zwadar did show such an example in his tutorial. ~S~ CD