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Everything posted by D.murphy man
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It has a nice death animation but no death textures.
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Downlaoding now... This will surely be great! As soon as i get it in my addons folder im gonna test it with some of my Zombie scripts. Should be.....intresting...
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Hey all, Its here! the next version of my most well knowen mission! Skye Virus V3.03! Where can you get your greasy lil mits on it? Check out the link in my sig P.s.This version is completly untested! please report back with any proplems you incounter!
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Some nice ideas,But sadly I have no more time for OFP and the community   I have too much course work from school to deal with these days and little time to even eat any more! Hopefully some new mission makers can follow on in my foot steps and improve skye virus or make there own zombie missions. Cheers for the suggestions any way. Murphy BTW,dnt forget to check out my new forum at my site (look at sig. for link.) P.S.Im still laughing
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"The War of the Worlds" the stragey game for the PC based of the book (or summing?) I loved the music of that,dunno why just really got me in the mood to go kill some aliens. Allso one of the most underated and best stragey games iv eva played
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Hey all, Im not very experienced with the drop command, but i was woundering if any one out there could help me and understanding it? What i want is just a basic code that makes a small grey/brown smoke effect. Witch is activated when a bullet hits the ground? Just had a nice idea for a short,slow motion,gun fight mission.Where this effect could come in handy From this i will try to develope my understanding of drop command and expriment with new effects,attaching it to shells and bombs, etc... Cheers, Murphy
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cheers that tells me how to do a simple drop command,and i now think i got the genrall gist of it. But how do I get the dropcommand to activate when a bullet hits the ground? and activate and place the particles on where the bullet hit?
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Eastern european buildings and other stuff...
D.murphy man replied to USMC Sniper's topic in ADDONS & MODS: DISCUSSION
If ya do make a island make sure to take some tips from bas,and the city they had in there island. I kno it was a south african type city but you could still take some tips from it. That city on that island has got to be the best one iv ever seen! Take not of the ground texture they used for it you could use somthing simular.(litterd papers ect..) -
Eastern european buildings and other stuff...
D.murphy man replied to USMC Sniper's topic in ADDONS & MODS: DISCUSSION
Looking great keep it up! maybe when u release this pack some one could make a island or 2 with it? throw in the FIA pack (when its realsed) and you could have a intresting easten eroupian terrorists Vs russian invaders type campighns -
the TheSkyeVirus v3.03.Skye.pbo is the mission file. This should be placed in the MP mission section of ur OFP directory or in single player folder. And this isint a complete MOD its just a mission so no the island wasent included in the Pbo. but the D/L for the Skye Island (by waterman NOT me) can be downloaded from my sight. Just look around the mission section of the site you should find a link.
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Ok fixed version is out,in the other one the script for making the zombies die didnt work on all computres when in multiplyer. so head over to the site to pick up the fix.
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V3.03 is the original,witch was the inspration of the others,BTW both the nogova ones ARE NOT made by me and i take no credit for them. As for the Skye virus,its very open ended on how you complete your objective (collect the radio parts) and there is no set rout for you to take. Apart from that there is nothing that this one has from the others. Apart from not as good scripting but i shall be realeasing a new one soon with better and more dynamic scripting.
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Hey peeps! I have to proplems witch im trying to solve. Proplem 1 I've been trying to get my 'Zombies' to target the closes non-zombie OR get them to target the closes person in my group. Here is what the zombie.sqs witch controls the zombies movement and attacking looks like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_zombie=_this select 0; _target = nearestobject [_zombie,"OfficerWnight"] ; Wait a while before "activate" the zombie. This to lighten the load while spawning a lot of ; zombies, since each one executes this script on creation. ~(5 + random 5) [_zombie] join grpNull; _zombie addweapon {strokefist}; _zombie setbehaviour {careless}; _zombie setunitpos {up}; _zombie setdammage 0.80; [_zombie] exec "toughunit.sqs"; ?debug:info globalChat format ["%1 active and searching",name _zombie] #main ; Zombie dead or deleteVehicle:d? ? !(alive _zombie) or (isNull _zombie):exit ;_zombie domove (getpos _target) ? _zombie distance _target > 5 : _zombie doMove getPos _target ? _zombie distance _target <= 1 : _zombie addMagazine "StrokeFist"; goto "attack" ? _zombie distance _target > 1 && _zombie distance _target <= 5 : goto "engage" ~1 goto "main" #engage _nX = getPos _target select 0 _nY = getPos _target select 1 _zombie setPos [_nX, _nY] goto "main" #attack _target globalchat "arrrgghh get it off me!! Heeeelllpp!!" _zombie fire "StrokeFist" _x = random 2 ? _x <= 1 : _target setDammage (getDammage _target + 0.1) ~1 _zombie removeMagazines "StrokeFist" goto "main" #dead exit As you can see i have had a go at the nearestobject command,and this works fine intill i place more then 2 west officers down,then the zombies seem to get confused and do a strange be histrical dance What i need is for one of you nice people in the great OFP editing comunity to teach me how to creat a list of the people in my group,get the zombie to read the list and look for closest person to him,go and eat the closes person to him.Or somthing similer Proplem 2 I have a edited Toughunit.sqs (makes units harder to kill) orginaly made by SnYpir,and edited for the skye virus by my good mate Pablo. But it dose not seem to work on all computers in mutliplayer on host computer. So i ask you,how can i solve this proplem? Heres the toughunit.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;by snYpir ;morpj97@hn.ozemail.com.au ;edited (very little) by pablo for Skye Virus ;pablo_m123@yahoo.com ;original script can be found at: ;http://www.ofpec.com/editors/resource_view.php?id=239 ;or if that isn't working just search on www.ofpec.com _pause = 0.1 _dude = _this select 0 _damageFactor = ((random 2) + 5) ; if this equals true the soldier will die as soon as damage equals 1 ; (rather than being brought back to life several times before death) ; default is false _noResurrection = false _damage = getdammage _dude #loop1 ; this will simulate one shot, one kill if damage is made greater ; than one for some reason (big explosion, head shot) ? NOT(alive _dude) AND _noResurrection : goto "end" ?(_damage >= .9) : goto "end" ? _damage != (GetDammage _dude) : goto "takedamage" ?!(alive _dude) : goto "end" #damagedone ~_pause goto "loop1" #takedamage _damagetotake = (GetDammage _dude) - _damage _damagetotake = _damagetotake / _damageFactor _dude setdammage ( _damage + _damagetotake ) _damage = GetDammage _dude ;uncomment if u want to know the damage of the dude after being shot ;hint format ["%1",GetDammage _dude] goto "damagedone" #end _dude addrating 99999 exit
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2 zombie related proplems
D.murphy man replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
Yay i got it working now thnx RED. Only one slight proplem! The zombies only go for the person closes to them when they spawn and now when i new target comes closer then the old one,allso they keeep going for the target even when its dead. But i solved this with adding simple deletvehicle command to the target when he dies. So how do i make the zombie constantly aware of who closes? I tried fiddling with loops but i keep getting a "error zero divider" warning. -
2 zombie related proplems
D.murphy man replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
Thnx for your help RED as allways but the zombie.sqs is a no go. Nuthing happens,no warning message or any thing. and i havent tested the toughunit.sqs yet. -
well i took a brief look at the mission file and some of the scripts,i have one question? What are the main scripts i need for the zombies,I shall most properly take a closer look soon but i got course work to complete at the moment. Maybe i can make a Zombie example mission for any n00b scripters who want to make zombie missions.
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Cool do you mind if a unpbo the mission(s?) (aint downloading or been on that link yet) and i take a look of ur scripts? Maybe lend them for a sequal to skye virus Ill give credit of course!
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With pleasure spec Ops as long as you get me a date with that that girl in ur adverta picture (is it you?),shes stunning! Lol.
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Maybe you could use some of the attach 1 vehicle to another script allready out there? Heres one good one you can pick up from OFPEC: MG on vehicle script (Improved) by Wadi All you would need to do is simpley make the tank (witch you all ready have) and make a seprate MG turret to go with it.Then place this lil script init and should work (the script will place the center of the MG object directly in the centre of the Tank Object)
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Twilight 2000 - good concept?
D.murphy man replied to Bluesman's topic in OFP : MISSION EDITING & SCRIPTING
A online multiplayer RPG OFP mission. Hmmm.... i like the sound of that! -
Wow! They look sweeeeet az! I kno this is a bit of a late reply but betta then starting a new topic. So any updates you guys ?
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Twilight 2000 - good concept?
D.murphy man replied to Bluesman's topic in OFP : MISSION EDITING & SCRIPTING
Would you care to share more infomation about this game? For the ones that havent played it cheers, murphy. -
Ok i have played the tutorial mission,Pretty cool still need to get use to it though. Can any one explain to me a bit more on the firing bit? i seemed to get a lil bit confused when it told me how to do it in the tutorial,and i dont want to go throw all that stuff again.
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Why dont some one make an intire WW2 object pack? It could include cans of all types,helmets,rubble,blowen up building,burnt out cars,sand bags,fortifactions,bodies,limbs,ect....
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An idea will be made in 1 month!
D.murphy man replied to Nuclear W's topic in ADDONS & MODS: DISCUSSION
I vote island as I often download them more then gun,tank addons and there is just too many aircraft addons floating about as there is. And id really like to see some islands with decent realistic urban enviroments.