dr_eyeball
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Everything posted by dr_eyeball
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ARMA Mission Filename Convention
dr_eyeball replied to terox's topic in ARMA - MISSION EDITING & SCRIPTING
Good initiative. On the same topic, I wrote a post Adding a Mission Name & Description, which may assist this discussion, since one follows on from the other. -
Thanks for confirming the issue with those commands. The workaround looks good. I will try that. Also, your final tip looks too sensible. What's wrong with previewing 10 times and incrementing by 1.0, 0.1 and 0.01 each time, until it's right? Cheers.
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I have uploaded the other jpg file with 100% quality setting. (Link in first post.) It's not recommended for most people here, just for those people who requested it. It took 1 hour to upload, so definitely don't bother with it unless you have a special use for it. Notes: This is not a pure 100% quality image, it's compounded from other 100% jpg images which were originally compounded from pure BMP's. At high zoom (higher than screen resolution), it's noticably better than 70%. At ridiculous zoom levels (giant pixels), the white space is cleaner than 95%. RAR gave about 5% better compression than ZIP.
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The image is not intended for general browsing, due to it's size and lack of floating grid ref's. The map has 2 main purposes: - printing, (like I am planning to) - extracting regions (either towns or larger regions) I tried producing the PNG file format. It's about 130mb at level 9 compression. I couldn't get it to upload though. It seems to have the same quality as the 100% jpg which is 101mb. I'll try other formats and quality again later.
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Cool. That's not a planet, silly. It's an asteroid.
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I had the same question a while back. Here's some extra info from my post which also mentions how to simply create chat text messages without sound.
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A partial solution (which I posted for ideas in OFP2 forum) was to: add lots of patches/tuffs of long grass (approx 30-60 cm high and about the same diameter) which the player can hide behind and that the player can recognise is permanent and won't disappear over a distance. Similar to having scattered bushes. The player can then move from patch to patch, just like you would for bushes. It's only a partial solution, but it fixes the problem of being able to easily spot an enemy lying prone on a hill because of the lack of coverage and the blandness of the ground's surroundings.
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I was also wondering what distance units will move away from a "Seek and Destroy" or "Guard" waypoint - is there a specific radius for each?
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Bind a key directly to a script
dr_eyeball replied to maxqubit's topic in ARMA - MISSION EDITING & SCRIPTING
For this situation, I think a BIKI:AddAction would suffice. Add 2 actions to your Action menu for both the up and down request and you're done. -
The mission template in the first post has been updated to make it more thorough and structured. We need to see more submissions including these sorts of details. Thanks.
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Could mission makers please provide proper details and sample screen shots of their missions in a readme.txt file similar to the following template: Eg: BAS f: Note: The BAS f project has a recommended readme.txt file included too, which has better extracts to cover: Original Post: Does someone have a good old OFP standard mission template? What else could be added or changed? Even better would be a standard html/xml file, so fan-sites could then automatically parse this file to extract suitable screen-shots and mission info for their web-site mission databases.
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Note to mission creators: Please add a readme.txt file similar to this Mission Template to all mission submissions. As a hoster and player, it can be very time consuming determining the key attributes and versioning of a mission without a readme file.
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How to respawn into a flying parachute ?
dr_eyeball replied to Lonewolf1980's topic in ARMA - MISSION EDITING & SCRIPTING
This doesn't quite work for me. Some critical detail is still missing. Any further advice to fill in the blanks is appreciated. What spawn type do you need in the description.ext file or should it be empty? I tried several ways but finally used: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn="instant"; respawnDelay=2; I tried a para_respawn.sqs script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">p1 = "parachute" createVehicle [getMarkerPos "m1" select 0, getMarkerPos "m1" select 1, 1000] player moveInDriver p1 (m1 is a regular marker) How do you start the parachute as flying? What's the script command to specify the equivalent of: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Special="FLY"; since FlyInHeight might be restricted to aircraft(?) and using <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">p1 FlyInHeight 1000seems to be ignored. -
Which building/object is it? Is the ladder already there or did you add it? Add a waypoint attached to the building/object directly - I think anything that has an ID. Then modify the waypoint's Position # to one of the available positions for that building/object, then they won't walk off the edge. Otherwise, you generally can't just use unattached waypoints on a building and have them patrol a rooftop, for instance, since they will think the waypoint is on the ground level and try to get there.
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6thSense.eu's EditorUpdate Released!
dr_eyeball replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Does anyone know why this mod (and the similar ones) do not actually reveal ALL objects which you see on Sahrani Island or why they cannot be revealed? Some examples: - most walls/fences: concrete/brick/rock walls, farm fences, green wire mesh fence, red/white balustrade - the non-broken & climb-under walls for: Land_zed_dira (including the civil & desert variations) - street lights - street signs - furniture & large garbage bins - rocks & trees (possible?) and other stuff, but it's the walls which are the most critical to me atm. If some walls are public, surely all can be made public. -
MP Restricting respawn in a group
dr_eyeball replied to MetalG's topic in ARMA - MISSION EDITING & SCRIPTING
That's a shame. It does look like the respawn="group"; option does not take the "Playable" status of each unit into account and simply allows you to spawn into any available unit in that group. It would be nice to see this group respawn functionality extended in future. -
Problems with progressive respawn points
dr_eyeball replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
What if you changed the method for the progressive respawning? Instead of manually spawning the players, just move the spawn point over the top of each progressive marker. Something like:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"Respawn_West" setMarkerPos getMarkerPos "MARKER_A" ... "Respawn_West" setMarkerPos getMarkerPos "MARKER_B" ... "Respawn_West" setMarkerPos getMarkerPos "MARKER_C" as required. (untested for syntax, but I use a variation of this) Also, this way you use the built-in respawning capabilities rather than everyone spawning on top of each other at the exact same spot. -
Choosing Respawn Points
dr_eyeball replied to imustkill's topic in ARMA - MISSION EDITING & SCRIPTING
Yes, I've looked at the same thing. After looking at CTI, it's not simple, as I understand it. The respawn page you see is not the in-game map, but rather an identicle island image with the flags drawn on it. Then you must detect the mouse click coordinate locations over every flag you decide to have. Each click has a different action setting a global variable for where you want to spawn. Each flag has multiple states displayed as different colours depending on its captured ownership and also when you select it. Disect the CTI mission and you can replicate it, but make sure it's a worthwhile mission, since it'll take a bit of effort on your part. Someone will probably eventually extract just that functionality from the mission to use in other missions, but until then, I suspect you're on your own. -
Awesome work Mondkalb. Damn, I've just been doing the exact same thing! Instead of 100 screenshots (10x10), I've done 400 (20x20) screenshots, which means including the smaller grids (with double digits grid ref's. eg: JD84) to a resolution of 17520 x 17520. Small snag though, because the resolution is so high, I've only managed to create 3 huge portions so far: > 17520 x 8760 (20x10)+ (most of north island) > 17520 x 7008 (20x8)+ (most of south island) > 17520 x 1752 (20x2) (southern water) As BMP's = 1.14gb As JPG's = 102mb at 100% (or about 19mb at 65%) No program is capable of stitching them together to this resolution so far. If anyone can advise me, please PM me. The problem appears to be the resolution, not the image sizes. Tried both JPG & BMP stitching/panaramic/joiner programs. If not, I may simply resort to 2 highly detailed North & South island maps without all the ocean. I also wanted to do a less detailed one with satallite images (i.e. Editor Textures turned on). Are you planning on doing that too Mondkalb? The publicly released Sahrani map isn't detailed enough.
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I hate replies like this. Are you serious? Not just for this, but for every single feature and suggestion made - it's much easier to turn off a fully implemented feature than to implement it or script it separately into every single mission that requires it. Also a feature can always be defaulted to off. To those who think "keys" are required, they're not. The 2 implementations I've seen in other games are: - internal locking mechanism while you're in the vehicle (could be via Action menu) - a 2 minute timer locking mechanism after you leave the vehicle temporarily (so you can carry out repairs or other things without someone jumping in and driving off). If you die, the timer will unlock it.
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It's there but for some reason, it's initially hidden & restricted to the new "spacebar" commanding option. As team leader: - hold down <spacebar> for this whole process - scroll <mouse wheel> or press "]" to highlight player 2 - press <Enter key> (or <mouse wheel button>), to bring up Command menu - select <9. Assign>, which is now visible in the menu - select <1. Assign Red> - release <spacebar> Now, the <9. Assign> menu option will be available like it was in OFP. Now you can use <function keys> for player selection instead to assign players to team colours.
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I have had other players take over my player's body, controlling its movements and also my player's name affecting chat and death messages. Is this a cheat happening or just a bug atm?
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Trying to make a hidden marker on map
dr_eyeball replied to This kid's topic in ARMA - MISSION EDITING & SCRIPTING
The name of the "Objective" marker is actually "Flag" internally. See: BIKI setMarkerType -
Does anyone know how to add Custom Replies to the Command menu under: 0 Reply, 9 Custom ? Or have you seen it used anywhere ? I'm guessing it's intended to send custom text messages via chat. I'm not sure whether it's intended to be configured for missions or for users to send common phrases. Edit: Furthermore, I'm wondering if it supports parameter substitutions? Eg: You may want a reply like: "Requesting a pick-up at [position]" or "Requesting support against [unit]". (The parameters in these cases are the ones in square brackets.) It should allow parameter substitutions for: - your current position, - your player name, - (binocular) cursor position, - target unit, - current weapon name, - current ammo name, - current vehicle name, - etc. A temporary map icon could then appear at that position/unit, etc.
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Custom Reply - menu option
dr_eyeball replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
Ok, I've finally found some information from OFPEC forum. The purpose of the Custom menu is for MP sound and text messages. It's unlikely to support parameters. - Add a folder called 'Sound' to your profile folder (My Documents\ArmA Other Profiles\<Your profile>\Sound) - Add your recorded *.ogg sound files to this folder (or other supported formats, *.wss). Keep them very small. - The name of the file also becomes the text message displayed in chat (easily supports 80+ chars). The name displayed in the menu is quite limited (approx 20 chars). - If you just want messages with no sound, you can create zero length (text) files like "Requesting AT Support.ogg" and they will still display. I guess now I'm curious as to what messages other players use and whether downloadable files are available?