GAMEER_77
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Everything posted by GAMEER_77
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (iNeo @ April 23 2003,21:43)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @ April 23 2003,22:19)</td></tr><tr><td id="QUOTE">Did it change your's automatically, cause I had to do it myself and if it weren't have been for this thread I would've missed out on that sexy picture at the top  <span id='postcolor'> Changed automatically for me. <span id='postcolor'> Hmpph. Ah hell, just blame those flippin' cookies. Gameer
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Very fancy. Did it change your's automatically, cause I had to do it myself and if it weren't have been for this thread I would've missed out on that sexy picture at the top Gameer
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Very fancy. Did it change your's automatically, cause I had to do it myself and if it weren't have been for this thread I would've missed out on that sexy picture at the top Gameer
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This looks both witty and fun. I'll give it a blast tommorow, i'll download all the stuff overnight. Gameer
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Question about buildings and positions inside
GAMEER_77 replied to Winters's topic in OFP : MISSION EDITING & SCRIPTING
You'd still need to find the correct co-ordinates. You can't find the position of a house-waypoint, sadly. Unless you getpos a guy and find his co-ords once he's inside. (But there will still be blockages, even more so because they are all setpos-ed onto the same spot) Gameer -
Question about buildings and positions inside
GAMEER_77 replied to Winters's topic in OFP : MISSION EDITING & SCRIPTING
Oh, right! Well, the only way to do that is to setpos I think, unless you setacctime but that might be more trouble than it's worth If you use camera.sqs, then you can get precise positioning of the unit. (Search if you don't know what it is, or ask if you can't find anything ) Gameer -
Question about buildings and positions inside
GAMEER_77 replied to Winters's topic in OFP : MISSION EDITING & SCRIPTING
If you want them to just stay where they are, use: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop this<span id='postcolor'> or: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this disableai "move"<span id='postcolor'> Although you can't undo that, so if you want to undo it use: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this stop true<span id='postcolor'> And to make him move again use: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">unitname stop false<span id='postcolor'> [Edit] And if you want them to do this once they've reached a waypoint, use the OnActivation part of the waypoint. Gameer -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (pong2cs @ April 22 2003,12:54)</td></tr><tr><td id="QUOTE">I think my pilot suffers from something, because every time I turn off hold-position, he starts swinging the chopper round 'n round in circles constantly, and when I put it back on, he refuses to hold the chopper still, so it constantly moves a tiny bit. On a side note, would anyone know why my game pauses 10-20 seconds in every gunfight the instant the first bullet is fired? Say if 10 people come at me, the instant a bullet is fired, game pauses, then it resumes and the gunfight is carried out in a normal fasion, 1-2 minutes later, another group, another pause...<span id='postcolor'> Createunit's my guess (Not downloaded it yet, looking forward to it ). Lovely though. I don't know if it's been asked, but is this back-ward compatible with the old one? Or are they different in that you need to update old missions? Gameer
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ April 17 2003,01:15)</td></tr><tr><td id="QUOTE">I think someone made the dialog for this, or maybe even an addon. Â Well, not a Jukebox that plays what's in your CD drive or MP3's that's for sure. Â Someone else must remember this...<span id='postcolor'> *ahem* I made a 'jukebox' (Or so I called it) for NPD to play all the OFP, seventh and Resistance music. The same thing is being done for NPD2 by the way *Cheap plug, cheap plug* As for getting the music externally of OFP, that's impossible Gameer
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Can i ask that no-one else PM's me asking where it is. That at least 6 people already! Gameer
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Christmas present - Hey, daddy, would you buy me motion capture studio?<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I don't know, I was slightly worried by the "Our weapons are NOT tested on animals..." picture <span id='postcolor'> That wasn't the the one that worried me most....who's that in the bath? Gameer
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ROFLMAO! Â BIS, this is simply the coolest thing you've ever done for the OFP community! Despite all the ultimate upgrades, christmas trees and numerous other things (Oxygen, Dialogs, eventhandlers...). This absolutely ROCKS! Thanks a lot, ! ROFL Thanks guys, and good work. Nice to see you have some sort of fun P.S. Are you gonna make a video page? Thanks Gameer
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Mar. 24 2003,17:23)</td></tr><tr><td id="QUOTE">LOL. Bloody sadists! <span id='postcolor'> Whatcha mean by that?
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Well where then?! Please, just say or PM me!
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Is it on the main page?
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I'm not sure the actual finding of the 'briefcase-man' is the test of our OFP devotion. And if your worried, then just PM me where he is please!
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This isn't fun, i assure you. And i'm suspicious as to if you know where it is or not...
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Cool Looking for it... I don't see any man with a briefcase on www.bistudio.com Gameer
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Nice work. I think it'd be good if, when you hover your mouse over a control, then the control name, action and so on come up in the hintbox. And, when more types are made, put the name of the control somewhere in the box (So if it was a slider it'd say CT_Slider or something ) .....Thoughts...... Gameer
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tychon @ Mar. 18 2003,17:27)</td></tr><tr><td id="QUOTE">Well, they're just things I want to add in. We'll see at any rate. Anyways, if you have anything not listed there, that you'd like to see in the program, please post it here, and I'll take it into consideration. But please consider the feasibility - example, functioning dialogs, which will in fact function based on OFP script code, to a degree. While nice, creating a dialog with buttons that can actually be clicked, and sliders that will slide, inside this program, would be moreso asthetic than a necessity, and would more or less be a pain to code. While I'm not saying such will never happen, it would definitely be a low priority consideration.<span id='postcolor'> There's no need to make the dialogs actually work (IE. Click, or move. Just so you can create little boxes for the buttons, for example. And it looks good so far, looking forward to it. Gameer
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Slider, Buttons, ActiveTexts, Static Text, Edit (text) Box, Drop-Down boxes and List-Boxes. Basically, everything. And maybe you could make it so it add's everything, like all the declarations and so on which has to be done before. Hope you can manage it Just Kidding, although all this would be good Keep it Up Gameer
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Cool. This'd be really useful if you could get in most, if not all, of the features. Please keep at it. Gameer