Dawdler
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Everything posted by Dawdler
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">all in all, where is the support in this game?<span id='postcolor'> Airborne? One can probably script (probably meaning yes, if you really want to ) it, but as you said, ai wont use it, and question is how good it will be... (Sidenote: Artillery support scripts exist, make explosions a bit smaller and voila: A mortar support script )
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It would be really cool with trains I have a working beta script for a train for use in I44, with trainstops and looping and all (took me a day to make it easy to lay track waypoints in the editor, Im proud of that Also took me almost a day to root out a bug that prevented the train from looping, not so proud of that ), but since its a rather complex script, it may be to slow to really be of use... Every script is another thing dragging down the framerate. (Its rather fun to speed with a humvee alongside it, or sit in it, though curves get a bit twitchy ) ("It" btw, is just a 5t truck at the moment. Or, actually its three 5t trucks, more will slow down when watcthing...)
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It would be really cool with trains I have a working beta script for a train for use in I44, with trainstops and looping and all (took me a day to make it easy to lay track waypoints in the editor, Im proud of that Also took me almost a day to root out a bug that prevented the train from looping, not so proud of that ), but since its a rather complex script, it may be to slow to really be of use... Every script is another thing dragging down the framerate. (Its rather fun to speed with a humvee alongside it, or sit in it, though curves get a bit twitchy ) ("It" btw, is just a 5t truck at the moment. Or, actually its three 5t trucks, more will slow down when watcthing...)
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Bis, will resistance have .... trains?
Dawdler replied to WKK Gimbal's topic in ADDONS & MODS: COMPLETE
It would be really cool with trains I have a working beta script for a train for use in I44, with trainstops and looping and all (took me a day to make it easy to lay track waypoints in the editor, Im proud of that Also took me almost a day to root out a bug that prevented the train from looping, not so proud of that ), but since its a rather complex script, it may be to slow to really be of use... Every script is another thing dragging down the framerate. (Its rather fun to speed with a humvee alongside it, or sit in it, though curves get a bit twitchy ) ("It" btw, is just a 5t truck at the moment. Or, actually its three 5t trucks, more will slow down when watcthing...) -
Can only camcreate shells?
Dawdler replied to themoffster's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">however when it is flying the bombs have to be placed touching the helicopter otherwise they just fall to earth<span id='postcolor'> Place two shells on top of each other and they will explode, making you being able to blow a bomb anywhere in the sky. for a smaller effect, you can also use this: "Crater" camcreate etc. You wont get a real explosion, but its rather nice for smaller things... I use it in a beta Flak script intended for I44. Sure, it aint perfect, but it looks rather real, totally without any addon -
That sten gun looks nice rambozo I made one a while ago, that looks something similar to it: Pointless in OFP due to high polycount (2000 I think) but still Note: Im a BAD modeller
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Editing Center, tutorials, adding sound.
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I heard i can use the camcreate command to...
Dawdler replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I also just made another break through. This looks totally cool, and works well for storming a base with walls around it. Put your "man1" right next to the wall you will be going through, and in the code line, use maverick as your weapon, and put it 1 meter off the ground. So when the trigger is activated, it will take out the wall and act like a breaching charge. <span id='postcolor'> But why have it unreal with a missile falling down there? Detonate it 1m up in the air instead Works for shells at least... Just place two of them, theyll collide and explode in midair. Can be cool when wanting to blow things up high... Like placing something on a wall... -
Well, in theory you can find out who killed who by checking the area in front of you... If the person straight in front of you dies, you killed him... But not always So its a very unprecise way of doing it. One can enhance it further by checking who is in front who (within viewing range), is that person dead? If so, has looker spent ammo? If true, chances are looker killed unit in front of him... One way. In theory
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I heard i can use the camcreate command to...
Dawdler replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
Yes you can spawn only an explosion... But you wont get sound or damage... I cant remember the exact command, but if you look in the config file (if you have a decoded) they are there, something like "explosion1" or something... I got one at least to work when testing a few month ago. -
use the comref, its in the downloads section of the main page (www.flashpoint1985.com)
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You dont HAVE TO use any of the scripts Just think what you want, see if anything does it, download it and check the readme for installation/exec things.
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see www.ofpeditingcenter.com about respawn scripts/tutorials
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Mar. 31 2002,16:10)</td></tr><tr><td id="QUOTE">7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Aeon @ Mar. 31 2002,137)</td></tr><tr><td id="QUOTE">Don't be naive my friend  the mod team won't have (and neither you people) Oxygene until June 2002, with Resistance product. Money rules world, the Bohemians understand that add this stuff on their next CD will certainly increase sales. Well, not a complaint, just an evidence Anyway, am I wrong ? it's seem BIS adopted "communication 0" attitude so nobody can cancel or confirm this, RDV in June for know the truth of the forgery Please don't lock this thread or admit that operation flashpoint forum as a restricted place with allowed/blocked OFP 's subject and with predefine altruistic politically correct answer. Moderator please don't be angry, don't thinks instead me.<span id='postcolor'> Thats a very interesting theory, that they will package Oxygen as an addon with their next major release (Resistance)....this would seem to make a lot of sense. Could be right on the money (no pun intended).<span id='postcolor'> Why speculate? Why not simply ask them? If they deny it, theyll probably telling the truth, if they dont, you know the answar
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Hm... I dont think its possible... OFP probably clears all things between missions.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ Mar. 31 2002,14:45)</td></tr><tr><td id="QUOTE">OFP Internals, are making a tool that will be Oxygen for everybody, have you seen the cube pic? and destroyed cube pic? Well we dont need Oxygen anymore if there is OFP Internals!<span id='postcolor'> Yes, but do we get everything that Oxygen gives us? I doubt it... Most of all, we get ZERO BIS support... I have talked with the I44 team in the past (when news about this where first heard) and came to the conclusion that for any serious mod (a new chopper isnt a a mod, neither is a new tank, Im speaking MOD!, these tools will not be a good idea... Want the real deal, with support from BIS Then again, since this is the limit of what one can do, why have BIS support? I want source! I want an automated garand pling! (scripts are sloooow, and not a good idea really (though they work) (And for being a script, they are among the fastest things out there ) I want many things!
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try www.ofpeditingcenter.com
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">the mod team won't have (and neither you people) Oxygene until June 2002, with Resistance product. Money rules world, the Bohemians understand that add this stuff on their next CD will certainly increase sales.<span id='postcolor'> How do you know that? Getting mods finished will also increase sales... I think, if they would add them to the cd, they would tell us. You forget, we offer them something, they offer us something: We bugtest it/come up with suggestions, they let us use it... Mutual gain... Why wouldnt they release it in the way they promised? (The faster the teams can get it, the faster they can complete the bugfree product, it might be on the cd == increased sales... Logic )
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The engine is very scalable even for older PCs, but to fully enjoy Resistance I estimate the gamer should have a CPU at 733 MHz or faster, a 32 MB hardware T&L capable 3D card and 256 MB RAM.<span id='postcolor'> DARN! I only have a 700 mhz cpu... Ah, the cruelty! I hope it doesnt come any new expansion for OFP with awesome improvements, then I wont be able to play
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The engine is very scalable even for older PCs, but to fully enjoy Resistance I estimate the gamer should have a CPU at 733 MHz or faster, a 32 MB hardware T&L capable 3D card and 256 MB RAM.<span id='postcolor'> DARN! I only have a 700 mhz cpu... Ah, the cruelty! I hope it doesnt come any new expansion for OFP with awesome improvements, then I wont be able to play
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Hm... I thought at least craterdustsmall would work, I think I tested with that once... Well, you can try using my "MGsmoke" type originally intended to be used with the my script... Its in the mg.pbo (modified mvrflamethrower smoke) at http://w1.855.telia.com/~u85528876/ (ignore everything else) Depbo it, edit the config to change the cloud charactaristics... But if you dont know how to script I suppose you dont know how to edit the config either Somebody else can probably come up with a better way to do it.
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CraterSmoke1 CraterSmoke2 CraterSmoke3 CraterDustSmall CraterBlood CraterDustBig There, I think that is it. I have no idea if they work though...
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Nice idea! To bad it doesnt work in MP though, one would see people running around with circles of grass around them Engine generated grass would be really cool...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Mar. 29 2002,17<!--emo&)</td></tr><tr><td id="QUOTE">1) In Dawdler's script is used invisible H named iH. Â Â So name your invisible H iH or change first line of script to : _pos = getPos (_this select 0). 2) To run this script you must write to init field : [this] execute "smoke.sqs" (for changed script) Â Â or [] execute "smoke.sqs" for executing original script with iH.<span id='postcolor'> Neither of those things would make it work... With 1 you would only get the x coordinate as _pos (if even that, your text doesnt make sense), 2 needs to be exec. That isnt the real problem. He needs a smoketype. Like CraterDustSmall for instance (think that is its name, try it) (Though the invisible H needs to be named iH as you said) Oh, wait now I got it, you shortened it down Im used to like 10 different inits, so I assign them first. Sorry I though of the coordinate. Yes, that would probably work, he still needs the smoketype though.
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Vehicles are more complex than weapons. They didnt make new weapons, they only edited old.