Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

GAMEER_77

Member
  • Content Count

    501
  • Joined

  • Last visited

  • Medals

Everything posted by GAMEER_77

  1. GAMEER_77

    Init and sqs

    Emm i dont thin there should be anything with "Class {}" in a .sqs file. maybe in the description.ext. PEACE (and a good night)
  2. GAMEER_77

    Killing ******'s character didnt make any sense

    *sigh* stop nit-picking. It was a great ending even though it was wery, wery, wery, wery sad. i liked the bit when Gastovski was "signing off". He just started to talk when the music was playing. It was COOL! Although his letter put a lump in my throat. God I love OFP! Lets all chant Victor's name! "Victor, Victor, Victor, Victor, Victor, Victor, Victor, Victor, Victor, Victor..." PEACE
  3. GAMEER_77

    The quality of the resistance

    OK, Lets look at this from a sensible point of view. Mr X. You are Nit-picking pure and simple. If you are not satisfied with the campaign take it back and never speak of it again. Kojak_2002 your comments are absurd! The storyline in Resistance, while not perfect, is very good. If you want all the nitty gritty details explained then f**k off and buy a tom clancy novel! We all dont have Computers as fast as your and personally id love for another expansion pack to come out before OFP 2 (if there is one) cause i will not be able to play OFP 2 neither will half the people on this forum. If you want to be totally satiffied with OFP, why dont you quit your job as a "Software engineer" and join BIS. Im sure theyll be happy to welcome such a perfectionist as yourself. You are both a bunch of moaning a$$'s! END OF STORY!
  4. GAMEER_77

    The quality of the resistance

    OK, Lets look at this from a sensible point of view. Mr X. You are Nit-picking pure and simple. If you are not satisfied with the campaign take it back and never speak of it again. Kojak_2002 your comments are absurd! The storyline in Resistance, while not perfect, is very good. If you want all the nitty gritty details explained then f**k off and buy a tom clancy novel! We all dont have Computers as fast as your and personally id love for another expansion pack to come out before OFP 2 (if there is one) cause i will not be able to play OFP 2 neither will half the people on this forum. If you want to be totally satiffied with OFP, why dont you quit your job as a "Software engineer" and join BIS. Im sure theyll be happy to welcome such a perfectionist as yourself. You are both a bunch of moaning a$$'s! END OF STORY!
  5. Whats this? Hmm...might take a lookey PEACE
  6. GAMEER_77

    List problem with objects

    Ah yes, ok sorry. hmm dunno? PEACE
  7. GAMEER_77

    Init and sqs

    To use a script you do [] exec "scriptname.sqs" If you have any "arguments" that need passing then its [argument1,argument2,argument3....] exec "scriptname.sqs" But thats a little more advanced. Are you saying you want to run a script from the init.sqs? Im not sure if you can but use the above method and see. PEACE
  8. yeh, it's a little annoying how all the cool features are bundled into one little option. This "artillery" cutscene looked like dog S**t until i turned on cloudlets...wholly molly! It would be nice if BIS put them into an "advanced" menu where you can select specific effect. although that may be what they have in the effects tab of preferences. hmmm... PEACE
  9. GAMEER_77

    The quality of the resistance

    Resistance is a brilliant add-on which surpassed everyone's expectations when it was released. Now your all starting to nit-pick at everything wanting more and more. Surely you looked to deep into what BIS said about the Bus' and the "living island". Come on people, lets not ruin the best wargame ever made. (no comments on the previous sentence please ) PEACE
  10. GAMEER_77

    The quality of the resistance

    Resistance is a brilliant add-on which surpassed everyone's expectations when it was released. Now your all starting to nit-pick at everything wanting more and more. Surely you looked to deep into what BIS said about the Bus' and the "living island". Come on people, lets not ruin the best wargame ever made. (no comments on the previous sentence please ) PEACE
  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">LOL Gameer, not having cludlets on.<span id='postcolor'> Well, its an easy mistake to make...is it not? PEACE
  12. GAMEER_77

    Can we have this command?

    But could the mission maker not take this information and put it into a variable? then it would be saved. PEACE
  13. GAMEER_77

    The quality of the resistance

    For BIS to accurately create a living world on each and every mission would take a lot of proccesing power. (hell, look at bn880's TWMN mission. And thats not got People wandering about in the street's does it?) Most of the mission weren't attacks on towns anyway and if they were then there would be hostages or no-one. (why would the russians have civs in a town anyways, theyd ship them off somewhere else) If anyone of you have ever made a mission then you' all know how much effort BIS have put into this STUPENDIS addon. Bravo! (I agree about red hammer though...it sucks, though that was made by codemsters...haha) PEACE
  14. GAMEER_77

    The quality of the resistance

    For BIS to accurately create a living world on each and every mission would take a lot of proccesing power. (hell, look at bn880's TWMN mission. And thats not got People wandering about in the street's does it?) Most of the mission weren't attacks on towns anyway and if they were then there would be hostages or no-one. (why would the russians have civs in a town anyways, theyd ship them off somewhere else) If anyone of you have ever made a mission then you' all know how much effort BIS have put into this STUPENDIS addon. Bravo! (I agree about red hammer though...it sucks, though that was made by codemsters...haha) PEACE
  15. GAMEER_77

    List problem with objects

    "command _x" foreach units thislist Is this what your wanting? PEACE
  16. GAMEER_77

    Can we have this command?

    What about death scripts? Your able to find out who killed the player there. or am i just crazy? PEACE
  17. Ok ill just get things started quickily. Here's my sound section in the description.ext: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">//END----ONTO SOUND! class CfgSounds { sounds[]={ bomb,change,heart}; class bomb { name="bomb"; sound[]={"\sound\bomb.ogg",db+30,1.0}; title=$STRM_bomb; }; class change { name="Change"; sound[]={"\sound\change.ogg",db+40,1.0}; title=$STRM_change; }; class heart { name="Heart"; sound[]={"\sound\heart.ogg",db+30,1.0}; title=$STRM_heart; }; }; <span id='postcolor'> When I put - player say "heart" - it says sound heart cannot be found. Any ideas why not. They all dont work and are all 128kb constant bitrate etc... Also before the sound i have made a dialog, could that be the Problem? PEACE
  18. GAMEER_77

    F***** sound...

    Sigh, i just re-done it all again and it works! Blinkin hell! Typical me... PEACE
  19. Yeh Bn880, i tryed that and the one used in the official campaign. Neither of them worked, but it turned out i didnt have cloudlets on as i turned it off to play TWMN. IT works now thanks! PEACE
  20. Doh! Oh well...15 minutes of my last day of summer hols and bigpoppa does it in one! Ah well...Ill try and send you that missions soon vektor, im done with it but the sound and fire is giving me a pain in the a$$. PEACE
  21. Heres a "guided missle" script made by sefe: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Guided missile script v1.1 ;by SEFE _Target = _this Select 0 _MissileType = _this Select 1 _MissilePos = _this Select 2 _MissileDir = _this Select 3 _MissileElev = _this Select 4 _LockAngle = _this Select 5 _SAM = _this Select 6 _Internal = _this Select 7 SetAccTime 1 _LockedOn = TRUE ;Create missile _Missile = _MissileType CamCreate [_MissilePos Select 0, _MissilePos Select 1, 1000] _Missile SetDir _MissileDir ;Create tracking object (needed to calculate the missile's barometric altitude - also used in terrain following mode) - GetPos returns the altitude AGL but SetPos expects the barometric altitude _Tracker = "PipeBomb" CamCreate [_MissilePos Select 0, _MissilePos Select 1, 0] ~0.2 ;Calculate initial missile altitude _InitialMisAlt = (_MissilePos Select 2) _Tracker SetPos [_MissilePos Select 0, _MissilePos Select 1, 0] _MissileAlt = _InitialMisAlt - ((GetPos _Tracker) Select 2) ;Set initial missile position _Missile SetPos [_MissilePos Select 0, _MissilePos Select 1, _MissileAlt] ;Get initial target altitude _TargetPos = GetPos _Target _Tracker SetPos [_TargetPos Select 0, _TargetPos Select 1, 0] _TargetAlt = (_TargetPos Select 2) - ((GetPos _Tracker) Select 2) ;Get the missile's initial distance to target _DistanceToTarget = _Missile Distance _Target _DeltaTargDist = 0 ;Init the missile's lock angle _LockAngle = _LockAngle / 2 ;Init the missile's vertical angle ? _MissileElev > 70 : _MissileElev = 70 ? _MissileElev < -70 : _MissileElev = -70 ;View through missile camera ? _Internal : _Missile CameraEffect["INTERNAL", "BACK"] #CalculateTrajectory ;Get the positions and altitudes of the target and the missile _MissilePos = GetPos _Missile _TargetPos = GetPos _Target _Tracker SetPos [_MissilePos Select 0, _MissilePos Select 1, 0] _MissileAlt = (_MissilePos Select 2) - ((GetPos _Tracker) Select 2) _Tracker SetPos [_TargetPos Select 0, _TargetPos Select 1, 0] _OldTargetAlt = _TargetAlt _TargetAlt = (_TargetPos Select 2) - ((GetPos _Tracker) Select 2) ;Get the missile speed _MissileSpeed = Speed _Missile ;Get the missile's direction _MissileDir = GetDir _Missile ;Get the missile's distance to the target ;_OldDistanceToTarget = _DistanceToTarget ;_DistanceToTarget = _Missile Distance _Target ;_DeltaTargDist = _DistanceToTarget - _OldDistanceToTarget ;Get the missile's horizontal angle to the target (using trigonometry) _DeltaX = (_TargetPos Select 0) - (_MissilePos Select 0) _DeltaY = (_TargetPos Select 1) - (_MissilePos Select 1) ? (_DeltaY == 0) && (_DeltaX >= 0) : _TargetAngle = 90 ? (_DeltaY == 0) && (_DeltaX < 0) : _TargetAngle = 270 ? _DeltaY > 0 : _TargetAngle = ATan (_DeltaX / _DeltaY) ? _DeltaY < 0 : _TargetAngle = ATan (_DeltaX / _DeltaY) + 180 ? _TargetAngle < 0 : _TargetAngle = _TargetAngle + 360 ;If it is an AA missile, we have to guide it to the interception point, not to the target itself (using even more trigonometry) ? not _SAM : Goto "NoDeflectionShooting" ;Calculate the deflection angle and add it to the target angle ? _MissileSpeed != 0 : _TargetAngle = _TargetAngle + ASin ((Sin ((GetDir _Target) - _TargetAngle)) * (Speed _Target) / _MissileSpeed) #NoDeflectionShooting ;Get the horizontal angle between the missile's direction and the target _RelTargetAngle = _TargetAngle - _MissileDir ? _RelTargetAngle > 180 : _RelTargetAngle = _RelTargetAngle - 360 ? _RelTargetAngle < -180 : _RelTargetAngle = 360 - _RelTargetAngle ;Calculate the missiles horizontal angle change _HorzDelta = _RelTargetAngle ? (_HorzDelta > 4) && _SAM : _HorzDelta = 4 ? (_HorzDelta < -4) && _SAM : _HorzDelta = -4 ? (_HorzDelta > 2) && not _SAM : _HorzDelta = 2 ? (_HorzDelta < -2) && not _SAM : _HorzDelta = -2 ;Check if the missile has lost it's horizontal lock ? (Abs _RelTargetAngle) > _LockAngle : _HorzDelta = 0; _LockedOn = FALSE ;Calculate the missile's new direction _NewMissileDir = (GetDir _Missile) + _HorzDelta ;Roughly calculate the missile's horizontal position in the next cycle (needed to evade obstacles on the ground) _MissileVector = _DeltaTargDist ? _MissileVector > _DistanceToTarget : _MissileVector = _DistanceToTarget _NextMissileX = (_MissilePos Select 0) + (Sin _NewMissileDir) * _MissileVector _NextMissileY = (_MissilePos Select 1) + (Cos _NewMissileDir) * _MissileVector ;Calculate the ground elevation at the missile's next horizontal position _Tracker SetPos [_NextMissileX, _NextMissileY, 0] _NextGroundElev = -((GetPos _Tracker) Select 2) ;Define vertical flight path (guess... using trigonometry) ;The flight path is calculated differently for AA and AG missiles ? not _SAM : Goto "CalcAGMissile" ;Get the missile's vertical flight angle to the target _DeltaZ = (_TargetAlt - _MissileAlt) + 3 ;An AA missile will try to reach the target altitude as quickly as possible ? (_DistanceToTarget == 0) && (_DeltaZ >= 0) : _ClimbAngle = 90 ? (_DistanceToTarget == 0) && (_DeltaZ < 0) : _ClimbAngle = -90 ? _DistanceToTarget != 0 : _ClimbAngle = ATan (_DeltaZ / _DistanceToTarget) ? (_DeltaZ > 40) : _ClimbAngle = 30 ? (_DeltaZ > 60) : _ClimbAngle = 45 ? (_DeltaZ > 80) : _ClimbAngle = 60 ? (_DeltaZ < -40) : _ClimbAngle = -30 ? (_DeltaZ < -60) : _ClimbAngle = -45 ? (_DeltaZ < -80) : _ClimbAngle = -60 ;Calculate vertical deflection ? _DeltaTargDist != 0 : _ClimbAngle = _ClimbAngle - (ATan ((_OldTargetAlt - _TargetAlt) / _DeltaTargDist)) ;Avoid obstacles on the ground _MinAltitude = 8 ? _DistanceToTarget < 150 : _MinAltitude = 0 ? (_TargetPos Select 2) < _MinAltitude : _MinAltitude = (_TargetPos Select 2) _MinElev = -70 ? _MissileVector != 0: _MinElev = ATan((_MinAltitude + _NextGroundElev - _MissileAlt) / _MissileVector) ? _ClimbAngle < _MinElev : _ClimbAngle = _MinElev Goto "CalcVertAngle" #CalcAGMissile ;An AG missile will follow the terrain until it's near the target ? _DistanceToTarget < ((_MissilePos Select 2) * 8) : Goto "FinalSequence" _DeltaZ = _InitialMisAlt - (_MissilePos Select 2) ;An AG missile will try to keep it's initial height ? (_MissileVector == 0) && (_DeltaZ >= 0) : _ClimbAngle = 90 ? (_MissileVector == 0) && (_DeltaZ < 0) : _ClimbAngle = -90 ? _MissileVector != 0 : _ClimbAngle = ATan (_DeltaZ / _MissileVector) ? (_DeltaZ > 40) : _ClimbAngle = 30 ? (_DeltaZ < -40) : _ClimbAngle = -30 ;Follow terrain elevations ? _MinElev = -70 ? _MissileVector != 0 : _MinElev = ATan((_InitialMisAlt + _NextGroundElev - _MissileAlt) / _MissileVector) ? _ClimbAngle < _MinElev : _ClimbAngle = _MinElev Goto "CalcVertAngle" #FinalSequence _DeltaZ = (_TargetAlt - _MissileAlt) + 1 ? (_DistanceToTarget == 0) && (_DeltaZ >= 0) : _ClimbAngle = 90 ? (_DistanceToTarget == 0) && (_DeltaZ < 0) : _ClimbAngle = -90 ? _DistanceToTarget != 0 : _ClimbAngle = ATan (_DeltaZ / _DistanceToTarget) #CalcVertAngle ;Get the vertical angle between the missile's direction and it's vertical flight path _RelTargetElevation = _ClimbAngle - _MissileElev ? _RelTargetElevation > 180 : _RelTargetElevation = _RelTargetElevation - 360 ? _RelTargetElevation < -180 : _RelTargeElevation = 360 - _RelTargetElevation ;Calculate the missiles vertical angle change _VertDelta = _RelTargetElevation ? _VertDelta > 4 && _SAM : _VertDelta = 4 ? _VertDelta < -4 && _SAM : _VertDelta = -4 ? _VertDelta > 1 && not _SAM : _VertDelta = 6 ? _VertDelta < -1 && not _SAM : _VertDelta = -6 ;Check if the missile has lost it's vertical lock ? (Abs _RelTargetElevation) > _LockAngle : _VertDelta = 0; _LockedOn = FALSE ;Calculate the missile's new vertical direction _MissileElev = _MissileElev + _VertDelta ? _MissileElev > 70 : _MissileElev = 70 ? _MissileElev < -70 : _MissileElev = -70 ;Apply all changes to the missile's trajectory ;Change the missile's horizontal direction _Missile SetDir _NewMissileDir ;Change the missile's altitude _OldDistanceToTarget = _DistanceToTarget ~0.005 _MissilePos = GetPos _Missile _DistanceToTarget = _Missile Distance _Target _DeltaTargDist = Abs(_DistanceToTarget - _OldDistanceToTarget) _MissileAlt = _MissileAlt + (Tan(_MissileElev) * _DeltaTargDist) ;Set the missile's new position _Missile SetPos [_MissilePos Select 0, _MissilePos Select 1, _MissileAlt] ;Loop to next scan cycle ? (Speed _Missile > 0) : Goto "CalculateTrajectory" ;Reset cam mode ? _Internal : _Missile CameraEffect["TERMINATE", "BACK"] ;Destroy missile CamDestroy _TrackingMissile CamDestroy _Missile Exit<span id='postcolor'> Ahem...ok. Well enjoy! Oh and when is my lovely OFPEC coming back to us with its brand spanking new stuff! PEACE
  22. Can you post you examples elsewhere marcus as OFPEC is down at the moment and i really need the fire. Thanks! PEACE
  23. Damn you Uiox You beat me to the post! I just done the same thing, with an albiet simpler script. Ooh well the important thing is Bigpoppa's got his scipt. PEACE
  24. GAMEER_77

    The quality of the resistance

    I think y'all are being a little to hard on BIS here. If you don't think about the things that could've been improved then You will find it hard not to love it! My personal opinion is well done BIS. I loved the island, the vehicles and weapons and most of all the campaign. (although some missions where hard as hell) Mr X your making some pretty empty comments here. Picking at BIS for using the vehicle artillery method is sad and low. If you ever de-pbo-ed one of the missions and opened it up in the editor you would see just how much work has gone into it. Oh and i wish people would stop moaning about the ending. I thought it was brilliant. Although i have to admit it was the sadest ending of a game ive ever payed. And it says in the init script "Made by Sith and D'n'A". I dont know if these are BIS people or someone in the community but good job either way. And i would welcome a new expansion pack with open arms. My computer cant run a new OFP. PEACE
  25. GAMEER_77

    The quality of the resistance

    I think y'all are being a little to hard on BIS here. If you don't think about the things that could've been improved then You will find it hard not to love it! My personal opinion is well done BIS. I loved the island, the vehicles and weapons and most of all the campaign. (although some missions where hard as hell) Mr X your making some pretty empty comments here. Picking at BIS for using the vehicle artillery method is sad and low. If you ever de-pbo-ed one of the missions and opened it up in the editor you would see just how much work has gone into it. Oh and i wish people would stop moaning about the ending. I thought it was brilliant. Although i have to admit it was the sadest ending of a game ive ever payed. And it says in the init script "Made by Sith and D'n'A". I dont know if these are BIS people or someone in the community but good job either way. And i would welcome a new expansion pack with open arms. My computer cant run a new OFP. PEACE
×