GothicOne
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Finished resistence when it came out months ago
GothicOne replied to GothicOne's topic in MULTIPLAYER
I tend to agree. -
I haven't played this game since I finished the Resistence CD when it first came out must be several months ago. Got hooked on another multiplayer game. I'd like to get back into OpF. Have never played OpF multiplayer. Is there a normal server browser for this yet or is it still tied to GameSpy and or requiring an IP etc.? Is there any more mission packs in the works from Bohemia? What's the future hold? Cheers
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I haven't played this game since I finished the Resistence CD when it first came out must be several months ago. Got hooked on another multiplayer game. I'd like to get back into OpF. Have never played OpF multiplayer. Is there a normal server browser for this yet or is it still tied to GameSpy and or requiring an IP etc.? Is there any more mission packs in the works from Bohemia? What's the future hold? Cheers
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I thought I read somewhere that someone made a script where you can place a marker etc. then run a script to get the x and y coordinates of it displayed onscreen via hint so it can be written down and used for doMove [x,y]. Â Did I read that correctly and does anyone have it. Â It's too time consuming to narrow down coordinates.
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I've tried the showradio = false, the radio still shows in the mission. And, of course, I've exported to a single player mission. It just no workie.
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Umm have you ever tested it? Because it causes a fatal error for me \description.ext. showradio': 'f' encourntered instead of '=' The game closes completely. Notice in the description.ext file every thing is = 1 or 0 such as shownotepad = 1 showcompass = 0. However using showradio = false or showradio = 0 still doesn't work. Nothing I've tried has ever made the radio not show.
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How to make them not so darn bright. They are unrealistically bright and their radius is way to big. One lamp in a camp or hamlet casts far too much light. Is it possible to adjust their candle power? <crossing my fingers>
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How would i cancel waypoints
GothicOne replied to GothicOne's topic in OFP : MISSION EDITING & SCRIPTING
I'll try both. Actually I think bn880's would be a better solution for this situation since there are two waypoints a get out and a move after the unload and before the "runaway" waypoint. I believe the switch type would cancel the unload but the driver would get out and continue to the other waypoints unwanted waypoints. The switch type would be perfect if there was only one waypoint after the unload. Cheers -
How would I cancel waypoints when a trigger condition is met and send unit to the last or another waypoint. Basically ignoring unload waypoints for a vehicle. Scenario: Two sets of soldiers showing up in UAZ's at separate times. If first set is killed before second set arrives then second set see's the dead first set and cancels unload turns around and high tails it outa there to either coordinates or another waypoint. I tried !alive and domove, didn't work. Thank God for forums. Many thanks.
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What the h is wrong with this editor
GothicOne replied to GothicOne's topic in OFP : MISSION EDITING & SCRIPTING
Hey thanks guys. I was thinking of giving them initial dammage of .6 or .7 unfortunately .6 and one rifle round to the head or chest was not enough to achieve 1 and .7 was too much dammage because visible blood appeared on the uniform. MaHuja I'm not sure how to tie that into an objective trigger. I've used limited scripting so far. aiki !alive did work perfectly. I was not aware of the ! being used like that. Thanks. Go figure, the ai is actually not alive but according to dammage they are < 1 and are alive. Frustrating. -
What the h is wrong with this editor
GothicOne replied to GothicOne's topic in OFP : MISSION EDITING & SCRIPTING
Hi, Really, that sucks. I am building a mission on the Nogovo map. I'm going to uninstall Resistance to see if the problem goes away. I also have a problem with unassignvehicle refusing to work. -
What the h is wrong with this editor
GothicOne replied to GothicOne's topic in OFP : MISSION EDITING & SCRIPTING
Can someone who has Resistance installed please confirm this for me. Just create an unarmed soldier named "whatever" and the player an armed soldier. Create a trigger to detect the unarmed soldier. Place trigger over the unarmed soldier in the condition field type getDammage whatever >= 1 without the quotes. Then in the Activation type "1" objStatus "DONE" Then click effects and at the bottom select text and type in something. Now Preview and shoot the unarmed soldier in the head or chest so you know it's a kill shot and the body's head is down and not moving. Unless I'm crazy your objective trigger should not work. Now put two more rounds into the body and your trigger should then work. Since when does it take three head/chest shots to get a dammage of 1 returned? The body's head is down and it's not moving yet it isn't "destroyed" according to the software. This never occured to me with the original disk nor Red Hammer only after installing Resistance. Does anyone concur? -
I created a simple objective for getting dammage of a soldier. I killed that soldier a dozen times and every time the damn objective trigger would not work. I was getting pissed off so I set to burst and fired on an already dead AI laying on the ground and the F*CKing trigger worked after I put several rounds into this dead, laying on the ground AI. This is crap what the H is going with this thing? Is anyone experiencing problems with their editor since installing Resistence?
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I didn't consider a get out wp with an unload wp but unfortunately it didn't help. The car is still holding onto the player. Perhaps something about this is corrupt and I should probably start over from scratch to fix it. Anyway I made a cheesy workaround though I created an extra [get in] wp near the chopper's actual [get in] wp and for some odd reason it sort of worked. When the extra [get in] waypoint is reached the car's [get in] appears abruptly then switches to the chopper's [get in]. It looks lame for an instant but I have waypoint continuity now .
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Hi, I've tried the leavevehicle but all that does is automatically kick the player out of a vehicle which doesn't require input from the user. As opposed to get out which requires user input. I have ordergetin true as well. I've tried it on the same line in the same field box and in a separate wp field box. Incidently I have played around with another mission and had three or four vehicles that the player was assigned to and never had a problem. It seems since installing Resistence the editor does odd things.