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Everything posted by D.murphy man
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Well after replying in the water thread it got me thinking about what the explosions will be like in ArAs? Will they be the same Big orange blooms of death or can we expect some really nice (and possibly realistic) explosions that where already seeing from many effect addons from the comunity. I do hope BIS plan to improve them, although of course id like to see alot of other things first. What im hoping for is maybe a different explosion effect for different land surfaces. So if a shell hits the sea we see a big splash effect, if one hits some grassy earth maybe some nice big muddy and gritty effect with bits of grass clumps. If it hits a vehicle some firery effect and shards of metal etc... You get the idea. So..thoughts?
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also another thought is maybe the possibility of Air craft carriers that we can walk around in now too! now that would be great. Also im sure the star wards mod could make good use of this feature, what with massive star destroyers n all.
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Another thing, how about explosions in water? will they still be big orange balls of doom or will we actully see some nice splash effects? Also i hope they improve the bullet effect when it hits the water also. Then we can make some really nice D-Day missions
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Damn right! I can imagine making some fun arse catapult with a few planks and barrels and maybe a cow. then maybe a castle made of indivisual bricks for some damn cool medevil seige style fun! Hopfully the physics will at least be decent enough for somthing like that any way, i aint expecting any thing Halflife 2 style but at least a large improvement to OFP. (none of that damn clipping and objects getting stuck in one another and such..)
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I cant see the proplem people have with this new and extreamly useful feature i mean isint this what we always wanted in ofp? (this and multiple gunners which are pretty closely related) Yea sure it might be unrealistic for some one to shoot out of fast moving chopper trying to pick people of, but why dosent it happen in real life? beacuse its a waste of ammo. And maybe itll be the same for OFP. Sure a few n00bs will try shooting of the chopper but as every one gets experience theyll relise its a waste of ammo and wont bother trying to shoot out of the chopper, inless of course its hovering. Plus this new feature will add 10 times more fun to the game. And isnt that why we play games? to have fun!
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Lol, some of the games they got included there... A mean battlefield 1942!? what that going to teach them, that they can jump into a tank by them self and be able to drive and fire it? Or it takes half a dozen magazines to kill a german Although BF1942 is a fun game and i do play it now and again i cant really see it being used as a military training tool Also i notice the AirForce have got 'Star Craft' listed. No idea how a sci-fi RTS game relates to the AirForce inless they use it for training in Area 51 or somthing Any way cool stuff!
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Kool stuff i seen these before but its still pretty nifty cant wait to get a few buddies riding in the back of my pickup with there ingrams and AKs drive by'ing the enemy gangsta style that is if this feature is included in ArAs (i hope it will! )
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Actully i think your wrong, 'game 2' im guessing will be called Armed Assualt 2. Think about it, there making Armed Assualt. What is aremd assualt? its OFP1 with a new name and a hell of lot new stuff added on and rereleased as a new game. Why? to get new customers and us intrested in the Armed Assualt franchise. Then when they release 'Game 2' which might be named 'Armed Assualt 2' people will go 'OMFG ARAS 2!!11 THE FIRST ONE ROXZORS LETS GO BUY IT' other wise if BIS didnt make ArAs1 and just carried on to make 'Game 2' people might not relise that it from the creators of OFP1 or relise that its OFP's sequal and they could loose potential customers. So basicly they just rename OFP1 and add a load new stuff to bring it to 2005 standerds and release that to attract new fans for 'Game2' Ok that might not make sense the way i wrote it but i think you get the idea what im trying to say
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Ive always had my eye on this game but never found the time,money,or the game its self in the shops to buy it and play it. I heard it was very buggy game but now with the latest updates it seems the graphics and other things have been improved loads. I might get it one day, if i find my self a job plus when i go to collage in september i get Å30 a week of the goverment
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Hopfully thyell carry on supporting it intill at least a year after release, just to keep the community going intill 'Game 2' release. Other wise if Aras has sine Major bugs init and BIS dosent release patches then people might start to loose intrest, then when 'Game 2' comes out, presuming itll be called Armed Assualt 2 no doubt. People will think 'pfft i aint buying that the last one had terrible support and was buggy' and the 'Game 2' community might fizzel out and BIS will loose money
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Think of ArAs as a release of OFP, under a new name, with an updated engine and a load of other stuff added on
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Most properly just a place holder for some jeep that BIS guys have yet to complete. Inless where going to see the some other Armys from around the world included into ArAs, now that would be original. Instead of the usuall military game formular of: USA vs <insert evil bad guys here>
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hey just be glad where getting a new upgraded OFP at all. I mean BIS could of just have not even botherd to make a 'OFP 1.5' and have us wait intill Game 2. Yea sure the animations are the same as the old OFP and the tanks are the same old ones from OFP but just look beyond that and think of all the lovely feautres that will be added to this new OFP. Itll improve game play 10x, what with the ability to walk around on vehicles whiles moving(already in VBS1) and maybe even buildings that you can blow chunks out of (in VBS1 also). So i think thisll be far from 'sucky' just be greatful the BIS guys are putting effort and money into two games for US the fans (and of course to make more money like any normal company)
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Who ever killed man1 gets a reward!
D.murphy man posted a topic in OFP : MISSION EDITING & SCRIPTING
Hey guys i tried searching but suprisingly only came up with one or 2 vauge answers and nothing solid. My proplem is this. I want to detect what player killed another player and then hand out a reward. Somthing along the lines of: ?(man1 killed man2) : man1_reward_money=man1_reward_money+100;man2_money=man2_money-100 Of course this would not work, inless theres a killed command im not aware of? so im asking you kind lot to once again help me find a solution! Any one got an idea? -
Wow! cool stuff. And yes all the screens look amazing to me. and at the guy with the bowed legs
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Im not sure the ability to change vaules of addon configs ingame via scripts would be wise, as i can see cheaters taking advantage of it. Same thing happend back in the CWC days of OFP where we had the ability to delete objects from the map that wernt placed in the editor (as in already on the island before hand) but BIS removed it because of cheaters taking advantage of it in MP or somthing. (I Wasnt involved much in OFP comunity in thous days) Although i do hope in ArAs they some how make MP scripting a bit easyer. At the moment i find it very confusing with some commands being local and others global and such. And this time round i hope they release i bit more of a informative ComRef. that explains how commands work in MP and also other things.
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Next gen pc game Featured in Pc Gamer
D.murphy man replied to buggs's topic in ARMA 2 & OA - GENERAL
Itll be for OFP2 i belive. Armed Assualt will be like OFP with missions strung together into a campaign. -
You can use the 'speed' command instead of setvelocity to check if the vehicle has haulted or not. For example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?speed M1A1A ==0:goto "checka" hope that helps.
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I belive that is Game 2 (OFP2) you are talking about. And that screenshot you descriped is deffinitly from Game 2. I doubt Armed Assualt will have that implemented in such an advance way if at all. Although i remember seeing a video from VBS1 with a basic destructible building feature. Where if an explosion went of there be all smoke and a pre set junk of the wall where the explosion hit would be taken out and some pile of static ruble place around the building.But hey its better then the scrumbled up paper effect
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Ok after a rework of my script to pick up objects and move them around (half life 2 style) because of adivse against using nearest object and MP ive encounterd a strang little proplem with it. First of, heres the three scripts: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> PickupCheck.sqs object=_this select 0 man=_this select 1 #check ?man distance object <3:Pickup=man addaction ["pick up object?", "pickup.sqs"];goto "check2" ~1 goto "check" #check2 ?man distance object >3:man removeaction pickup;goto "check" ~1 goto "check2" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Pickup.sqs Drop=man addaction ["Drop object?","drop.sqs"] man removeaction pickup dropit=0 #loop _x1 = getpos man select 0 _y1 = getpos man select 1 _dir1 = getdir man object setpos [_x1 + (2.50*sin(_dir1)), _y1 + (2.50*cos(_dir1))] object setdir (getdir man) ?dropit==1:exit goto "loop" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">drop.sqs dropit=1 man removeaction drop pickup=man addaction ["Pick up object?","pickup.sqs"] exit Now this works fine when i put [this,player] exec "pickupcheck.sqs" in ONE barrel (or any other object for that matter) but when i try multiple objects i dont get any options to pick up barrels, intill i get to the last object i placed down in the editor where it seems all the actions stack up and are shown at the same time. (so if i placed down 5 barrels, i wouldnt get any action to pick any of them up intill i get to the last barrel i placed down, where i get 5 actions to pick up barrels) So what seems to be happening is that this script isint running seprately for each barrel,but is taking into ecount every barrel. Or somthing like that. So could any one give me a hand? i been staring at code for last few hours making my mission and i could really do with some one elses fresh prespective on this. Thanks in advance for your help guys and Keep in mind that this is for MP.
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He he yep, i was justing getting a double up of 'pick me up' actions every time i droped and noticed that you typed [_this bla..] exec "pickupaction.sqs" to activate when globaldrop is true and in the drop.sqs Any way it works like a charm now, thanks! should add my missions hold out against the zombies atmosphere a bit more
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Heh ill have a quik look over of them now and fill in the brackets. Expect an edit of this post quite soon! Edit: Ok i only found one more typo and that was in the drop .sqs. So i fixed it and just gave it a test and now i get another error. _this select 0 removeaction _this select|#| 2 :Error removeaction Type array, expected number Not sure what thats about i didnt even know you could use _this select # on the arse end of a removeaction command. Edit 2: O0o just noticed iv become an advance memeber! woo 3 stars
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Yucata County Sheriff's Department
D.murphy man replied to Delta Hawk's topic in ADDONS & MODS: DISCUSSION
Lol yea our british cops still have thoughs funny hats and thoughs very descreet bright yellowy greeny jackets..perfect for catching crinimals unaware although i have to say that more civilian stuff is deffinitly needed in OFP. And i aint just talking about a load of top of the range sports cars. Some one should make a civilian pack, with lots of buildings, civilians (fat,thin people?), and of course emergancy services like these guys. Theres a lot of potential for these type of units, any one ever played Cops and Robbers? or Civil RPG? or even Crim city? im sure some one could make good use of these with RPG type missions like ones i just mentioned. -
Well i added the fix in you mentioned and it has fixed the proplem...sort of. Now when i 'drop' the object the 'pick me up' action shows (because it didnt before) but i still get an error message and the 'drop item' command dosent dissapear. So now once ive droped the barrel i have a 'drop item' and a 'pick me up' action both showing.And i notice that if i do choose to pick it up again, and drop it again, another 'drop item' action is added. So then when i go near the barrel theres 1 'pick me up' action and 2 'drop iteam' actions. lol hope that makes sense So ill take an educated guess that the line: _this select 0 removeaction _this select 2 in drop.sqs is the proplem.
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Well i got it all working nice and smoothly now, and got the barrels to 'float' 1 or 2 m infront of the player. But there seems to be the same error as before but only when i try and drop the object. The error shows up '_object=_this select 0' error select: type object, expected array and the barrels dont just have a "drop item" action on them instead of a "pick me up" action again. I tried looking at it my self and im not sure what to do to fix it