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Everything posted by D.murphy man
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well i wasnt really thinking to apply the grab stcript to the civilians but to the player + sqaud members, since the player would be moving around alot and with the current zombies its very easy for a player to avoid them by just simply running past them amd such. Although of course i havnt played the mission yet, and from what it looks like the player will be doing a lot of defending, which means a lot of staying in the same place so maybe there isint a need for such a script after all. Edit: Ok just played it for a few minutes, so far it seems pretty good mission althou the convoy full of people got stuck at the town just before the rescue center. Also i kept finding zombies just standing there doing nuthing, then again i supose theres nothing that can be done about that, but apart from these things its a pretty enjoyble mission. Ill test it a bit more indepth later when i got some free time.
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ROFL - The Addweaponcargo command
D.murphy man replied to Rommel's topic in OFP : MISSION EDITING & SCRIPTING
heh yea its an old trick althou i never seen any do it that way. But just putting This addweapon "shell105";this addmagazine "shell105" to the players init line can also turn him in a human tank shell firing killing machine. -
No it isint..isit? i mean when i carry a m60 i still run as fast as carrying a m16 same goes for carrying a LAW and rifle with full load out. no difference in speed to if i was just carrying an empty rifle with no equipment. If any thing you run slower whiles with a pistol in your hand or nothing at all. Which dosent really make much sense
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Sorry to tell you guys but as scott already said in the 'Unified zombie thread' the MOD is dead and might return when Armed Assualt is released. Although im not sure about MiG and farmland Mod but both where closely related and im guessing that both mods are now dead...
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Wow sounds cool ill get testing it some time soon and give you feed back. Also if you want i have a script that can make the zombies 'grab' you. In other words when i zombie comes close theres a random chance it will grab you. once it dose a message appears informing you that you been grabed and the player plays the rifle but animation (meaning he cant move) then theres a random chance that you either fought of the zombie or hes eaten you, whiles thats happening it gives the chance for other zombies come in and eat you. Makes them a lot harder, im useing it in one of my latest missions. Although im not sure how it could be implemented to work for the 'resurected' zombies. EDIT: Ah damn i cant download the mission from rapidshare any chance you could send it to me or get a mirror some where else?
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personally when i release a mission i dont expect people to ask me permission to edit it and Rerelease it. As long as they give credit that I was the one that made the mission thats good enough for me. When i release somthing its for the OFP comunity. I actully hope people will DePbo my missions and pull them apart, learn somthing new from the scripting or even improve the missions scripts/add addons they think imrpoves it. At the end of the day at least some one is gettin enjoyment out of it and im being credited with being the original missions maker thats all that matters to me.
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Yea i agree i hope it isint terrorists. For me id rather see two super powers slugging it out because its a lot more intresting then 'playing as a soldier in the US army with all there hightech gear and equipment fighting a bunch of guys running around with AKs and a few old RPGs' just dosent really sound exciting. Any way i was under the impression that the secenario was going to be a 'north vs south' koria type war where the north invades the south or somthing and then the US steps and has to liberate the south. Meaning youd be fighting an army with lots of russian equipment and vehicles and such in a conventional war. I really dont want to be fighting terrorists, dont want to loose the feeling of being scared shitless hiding behind a bush whiles you hear the sqeeky sounds of russian tank tracks rolling around some where then hearing a loud explosion and 'OH NO! 5 IS DOWN!'
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User Created Dynamic Campaigns?
D.murphy man replied to sputnik monroe's topic in ARMA 2 & OA - GENERAL
what im thinking would be damn cool is when the WW2 mods start coming out for OFP2* think about it! some one makes a smaller scale version of eroupe, set up a dynamic campaign for the Axis and Allies and there posistions true to what it was like just before WW2 started and then watch a alternative version of WW2 play out based on your own actions and that of the AI and plus with imrpoved physics and building destruction it be pretty intresting watching london being blitz -
hehe first thing ill do is the same thing i done first time i got OFP and OFP:R, wip open the editor and try out all new stuff and then see how exstesivly i can demolish a city with a T80 and a few satchel charges. After that ill most properly get straight back into making missions, and never ever play the campaign. With OFP now even after playing with it for 4 years i have still yet to start the CWC or Resistance campaigns, or even play one the single missions that came with both. Actully come to think of it only missions i ever play (apart from in MP) is ones that ive made
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Hmm i agree the hunterkillier needs to be able to aim down further also the lasers they fire seem to be very short range, although it dose look very cool all the explosions going off in the air but they seem to get kiled very quikly. Also one more bug is when you fire a LAW any where above the torso of the hunterkillier the LAW passes right threw it. And yes we need a truck with a laser MG on the back Another idea! how about some one gets some skull textures and scourched earth textures and make an island.and maybe retexture some of the resistance ruins to some dark greys and blacks with load of cracks and stuff over them (you know the castle ruins) then we can make some ruined urban citys and stuff Also we need one of thoughs hovering plane thingys the machines have. Edit: One more thing i think the Resistance soldiers would have been a better choice then west soldiers for the human resistance
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hehe dose this really need to be asked? im pretty much 100% that a bug like this will be fixed by the time OFP2* is released.
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well that dosent really have any thing much to do with physics. But bushes do block AI line of site as long as your behind them (not in middle of them) and you havnt open fire on the AI. As for smoke d/l ECP. i belive there smoke grenades block line of sight.
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Questions on unified zombie mod
D.murphy man replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Well in skye virus (made by me ) the island was seperated into different sections that triggers coverd. Once the player entered the trigger zombies would spawn at the center of the trigger and come get you. once you left the trigger and activated another one the zombies would be moved to the center of the other trigger, inless they had been killed then theyd be respawned instead. Hope that made sense -
Nice work! keep it up, we need more fun sci-fi addons in OFP Now if some one would only make my damn war of worlds mod
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Heh, what ever floats your boat i supose. But yea i was thinking the same thing for giant space combat mod. Just think we could have giant space war ships that you can fly fighters out of and dog fight whiles 2 massive warships battle it out. And even try boarding the enemy ship with some of your buddies and take it over Now that would be cool Or even a pirate mod, the modding possibilites are endless (well they where for OFP but..even more so now.)
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Ah i think i understand now i was thinking it was ALL in one mission, not seperate missions. Sorry about the misunderstanding
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Yes you deffinitly manage to get the TS atmosphere right down to a T. All the textures and every thing makes it look like you are actully playing TS and not OFP, only in 3D good job guys
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How to control a created unit
D.murphy man replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Or if you just want to move a single unit that has been camcreated and not the intire group hes been created in you could do somthing like this: This is the line of code to camcreate the soldier (not sure on the class name Wsoldier) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "WSoldier" createunit [getpos SomeWhere,GroupName,"[This,Location] exec {move.sqs}"] Just replace 'SomeWhere' with an object or gamelogic name where you want to spawn the soldier, 'groupname' replace with a name of a group you want the soldier to be spawned into, and finally replace 'Location' with the name of a object or gamelogic you want the soldier to move to. Move.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Dude=_this select 0 _location=_this select 1 _Dude domove _location OR _Dude move _location OR if you used the name of a marker for 'location' in the code up above: _dude move (getmarkerpos _location) The different from Move and Domove is that if a unit is place on Move he will also follow SetSpeedMode and SetBehaviourMode commands but also if the AI commander tells him to do somthing else whiles on route hell do that instead. Where if you use Domove he will ignore SetSpeedMode and SetBehaviourMode commands and ignor any commands from his commander intill he gets to his location. But with iver Domove or Move the soldier will fire upon enemys iver way. Hope that helps, and i also hope i got all that right Edit: Ok in reply to the post you just made whiles i was typing this, try this to get the soldier to move after hes gone to one location: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "WSoldier" createunit [getpos SomeWhere,GroupName,"[This,Location,location2,location3,etc..] exec {move.sqs}"] Move.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Dude=_this select 0 _location=_this select 1 _location2=_this select 2 _location3=_this select 3 _location3...ect.. ;---------------------- _Dude domove _location #loop1 ?_dude distance _location <10:goto "move2" ~1 goto "loop1" ;------------------------- #move2 _dude domove _location2 #loop2 ?_dude distance _location <10:goto "move3" ~1 goto "loop2" ;--------------------------- #move3 _dude domove _location3 #loop3 ?_dude distance _location <10:goto "move4" ~1 goto "loop3" ;------------------------ And carry one repeating it for as many locations as you want the soldier to move to. -
Look amazing! i cant wait for this mod to come out. espacially with the CTI mission your planning. Im sure that ion cannon will be a lot of fun in MP and plans for the NOD chemicle missiles and stuff? Also will any of thoughs city buildings be enterble?
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Sounds cool Heres some ideas for mifa missions: You and fingers have to go around the island collecting protection money from shops and such. It all goes fine intill you get to one shop (a pizza shop? ) and then you get attacked by another mifa familys thugs who have forced the business to pay them protection money instead. So you fight of the thugs then fingers tells you to burn the shop down to teach the owner a lesson not to betray 'The Boss' or somthing like that. The Boss wants you to go find some prostitutes for a party hes having, this missions just involes you having to pick up and deliver X ammount of prositutes to his mansion before X ammount of time is up. The boss needs you to steal some top of the range weaponary from an army depot/police armoury/a cargo plane at the air port. This would involve you having to sneak in and grab the weapons then make a run for it whiles police/army chase after you. Then you must loose them some how and drop the weapons of at some secret location The Boss wants to put some pressure on a local gang that is getting a bit too big for its boots so to speak. You have to smash up a few of the gangs cars and burn a few gang houses in a town. And maybe even steal some of there drugs and money and kill X number of gang members. One of the bosses sons has got in a drug debt. Go sort out the dealer. some witness is threating to rat out the bosses dirty dealings to the police. go make sure he dosent say a word (kill him) and erm.. well cant think of any other missions.
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I agree they did say that the optimization they made with OFP X-BOX is going to be carried over to armed assualt. Meaning that we'll have a lot more freed up CPU power and such, so who knows. Although if they do stick to set death animations i hope they make a wider variety of death animations as i pretty much could mime the ones now off by heart
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Id presume hed fly up into the air or fly in the oppisite direction from the explosion whiles his arms and lims flare violently all over the place. Inless of couse we get detatchble lims, then things would get a bit messy
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Maybe some sort of parachute eqiupment that fills in a speacial eqiupment slot underneather ur binoculares and night vision. and when your above X altatude and not inside a plane (nearest object command? i dunno) then u get the option to pull ur chute.
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Ok i was downloading the addons for CrCti and i need help finding two addons that where dead links in the CRCTI thread: VIT APC Pack 1.4 DKMM RSC I manage to find VIT APC pack 1.3 on OFP.info but not 1.4 and i couldnt find anything on DKMM RSC
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Hey guys not sure if this has been answerd yet but: Has any one got a link to the addons/addon packs for all or most of the popular CTIs. I got plain old MFCTI addon pack but i see a lot of other CTI games that use lots of different addons (such as BAS) and i was just woundering if any one had a link to them.