EartHQuakE
Member-
Content Count
23 -
Joined
-
Last visited
-
Medals
Everything posted by EartHQuakE
-
Hi folks, i need some help with the camSetBank, camSetDir and camSetDive commands. 1) are there any WORKING missions using these commands ? 2) how EXACTLY should i use these commands to aim my camera to a specific direction (instead of camSetTarget) ? i already did some research (command references, cam tutorials), without substantial success though. thx in advance
-
hi rob, there are 2 formats for the mission.sqm files. One for the files exported with the ingame-editor (all custom missions) and one for the files normally found in official missions. Depending on the format of your file you have to use different programs to decompress it. besides my own tools (which i will publish next week) there are 2 tools available: cmiss-uncompiler (perl or executable, for official files) and unpack (perl and executable, for custom files). Try to use both tools if you dont know what kind of file you want to decompress.
-
unofficial.configAddOns130.cpp
EartHQuakE replied to aLoneWolf's topic in OFP : MISSION EDITING & SCRIPTING
hi aLoneWolf, plz read my message, its really urgent. thx, EartHQuakE -
Flashpoint is really kind if it comes to number-conversion, 'cause the script-interpreter does this automatically. So you could group your items in an array and select one item in this array using "select" with a random number. Take a look at this example: cams = [trigger_cam1, trigger_cam2, trigger_cam3, trigger_cam4, trigger_cam5]; rand = random 5; campos = cams select rand; titleText[ format["Cam selected: %1 at pos %2", rand, getpos campos], "plain"];
-
d*amn, it is a shame that i cannot post a sample mission here, i thought i did post one in the thread i mentioned above. But anyway, to answer your question: No, you could place your picture everywhere you want in your mission folder as long as you set the path in the "text"-attribute of the RscPicture class you used in your resource.
-
hi planeshifter, there are the same restrictions for RscPicture-class objects (like your jpg-overlay) and normal textures (size, color-depth). Your picture should be smaller then 256x256 pixel and in some 2^n x 2^k - size (like 64x256 or 128x128 and so forth). If your picture is bigger then that you could easily tile your picture and define new RscPicture-classes for each tile. Using the position-attributes you could resample your picture with these tiles. if this was not the problem, post your description.ext and jpg here and we could work it out together.
-
There are a list of fonts available, each with a fixed size (see the above mentioned thread to learn more). Fonts are defined using bitmaps, so technically it would be no problem to define your own font BUT there is another binary file coming with each font that likely holds all needed information to extract specific characters from the bitmap (like position and size). This file is not decyphered yet, so you may have problems to get your newly created font work in the game.
-
as an overlay, yes.
-
rob: this example defines an overlay called "TIM" (that is also listed under Waypoint/Effects/Resources). This overlay consists of only one layer ("called "Background") which is a picture ("malden.jpg"). If your scripts activates this overlay (with cutRsc or titleRsc command), the player sees this picture. You could use alpha-channel to define areas in the overlay (picture) where the player could see the underlying scene. i dont think it is possible to change the color of the text druing gameplay ... but i never tested that. PlaneShifter: i quoted myself ;)
-
you are welcome boot. check opfeditingcenter.com and its forum regularly for more tips and tricks like that ;)
-
try http://www.ofpeditingcenter.com/cgi-bin....6435847 ... i explained there how to include self-defined overlays (objects and resources)
-
yeah, right. but keep in mind that these are based on 16-bit@12khz mono samples ... pretty lousy material. So you just need a good microphone, some audio-editing tools (to denoise the samples for example) and you are done.
-
hey rob ;) what sounds do you mean ? speech, environment, soundFX, music ?
-
i actually developed my own tools to modify the game files. the whole tool set will be available as soon as possible (no obvious errors, user friendly). i have sent you the mission (w/o the sounds and voices) a couple of minutes ago.
-
What is the URL for the texture viewing/conversion utility??
EartHQuakE replied to Claymore's topic in ADDONS & MODS: COMPLETE
it is really easy to find, claymor ;) try: ftp://www.flashpoint1985.com/fp/TexView_11.zip -
could you be a bit more specific, Devil ? like: next week, next month, next year ?
-
camSetBank, camSetDive, camSetDir
EartHQuakE replied to EartHQuakE's topic in OFP : MISSION EDITING & SCRIPTING
*up* goes the thread ... ;) at least once -
BIS official command manual
EartHQuakE replied to Col Rambo SBS's topic in OFP : MISSION EDITING & SCRIPTING
sure, try the PDF-Version instead: http://www.ofpeditingcenter.com/tutorials/comref.pdf and btw, the official command reference is basically in XML, not html .. but never mind ;) -
1st question: ... try the readme.txt coming with the "Operation Firelord"-zip. It is [email protected] 2nd question: to let someone follow a target you just have to command a unit to go to the last position of that target - repeat this and you have a follow-behaviour. To trigger a specific behaviour if the distance between two units (firelord and target) is less than a given threshold, use the "distance"-command in the activation-field of a trigger. To throw someone in the air, use the "setPos"-command. i could send you the decompressed version of "Operation Firelord" (just the scripts, due to the filesize) via email, if you want to. Just make sure that you credit DevilChaser in your own production, if you used any tricks or scripts from "Operation Firelord", and me of course for my excellent tools to decompress exported missions (just kiddin' ;) (Edited by EartHQuakE at 3:36 pm on Nov. 25, 2001)
-
hi Rob, the sign "REC" is not red, just plain text (white), at least in my version. DevilChaser used some white-space (" ") to indent the text to the right corner.
-
hi fellas ;) first question: DevilChaser (the guy who directed "Operation Firelord") actually used the camSetTarget, camSetRelPos and camCommit commands to "shatter" the camera (to simulate a handycam). He just alter the target of the camera using some random values (within some reasonable boundaries) and commit. Repeat this and you have a camcorder-like camera movement. second question: DevilChaser used a flashing "REC"-String (not an icon or picture) on top of the TV-Set overlay to fake a recording handycam view. Just use a looped TitleText ["REC", "plain down", 0.5] command to blink the string ... simple and effective.
-
.WSS to .WAV - ANYONE KNOW HOW?
EartHQuakE replied to Wile E Coyote's topic in OFP : MISSION EDITING & SCRIPTING
Sorry Wile, i will post some detailed instuctions next time ;) EartHQuakE -
.WSS to .WAV - ANYONE KNOW HOW?
EartHQuakE replied to Wile E Coyote's topic in OFP : MISSION EDITING & SCRIPTING
no reference to wss-files ? try the search-feature buddy ;) just look at this tool. its an codec for wss files (convert wss<->wav). http://www.k-foren.de/attachm....=193534 sometimes you have to rename the file (attachment.php -> wss.zip), but that should be no problem. i may upload this tool as soon as i can ... dont have the time now. EartHQuakE (Edited by EartHQuakE at 8:21 pm on Nov. 19, 2001)