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General Barron

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Everything posted by General Barron

  1. General Barron

    Looking for all animation packs

    Sorry, I decided I should make a post that is more directly to the point. Sorry mods, but can you lock and/or delete this thread? The more relevant thread is right here: http://www.flashpoint1985.com/cgi-bin....t=42631 Sorry again everybody.
  2. Can someone please give me some links to all of the animation packs that are out there? I know of a few, but I want all of them, so I don't have to re-make an animation that already exists. BTW: I don't mean animation replacement packs, I mean things like Hunter's anim pack and the like. Thanks .
  3. General Barron

    Mod folder subdirectories!

    Ah, interesting discovery! Although, I'm kinda with Avon, in that it seems fine for me to organize them according to era/mod/etc. But it may come in handy in the future, and thanks for pointing it out!
  4. General Barron

    Basic MP Editing Q's

    Ah, thanks very much for the help so far! I never thought of units being 'local', since they are placed in the map editor. So am I safe to assume that all objects (units, variables, arrays, waypoints, markers, etc.) are 'local' to one computer or another? How do I know if a certain command is local or global? I'm guessing trial and error, but hopefully there is a better way..? What would happen if I used a 'game altering' command like setdammage, and the command ISN"T global? Would weird desynch/chaos ensue? Or do those commands need to be executed on the server? Or perhaps on all clients? Ok, one more related question. I've heard that, for example, radio triggers (0-0-1, etc) are global, which I assume means that if ANYONE uses them, then the corresponding code is executed on ALL clients. Then there are user actions, which are local, which I assume means the script executed will only be run on that one client's machine. So in these "local" scripts, what happens when I use global commands? Actually, come to think of it, this question should be directly answered by the above question, so sorry for repeating myself. Thanks for the help; I know I should set up a server and test things out, but I wanted to get some pointers first, so I don't have to figure everything out via trial and error. Once I get started with the basics, I'll be able to try things out on my own, and have a clue what I'm doing .
  5. General Barron

    Post your OFP nigglies

    Lol.... all you have to do is hit a little button, right? Â Anyway, good suggestions about the integrated support... I think that would be a good thing to include in the ECP. As is, we are including AI artillery support, but heck, why not let the player get it to? Well, aside from it seriously unbalancing some missions... so maybe it wouldn't be a good idea, or it would have to be implemented carefully. I don't really know much about helos, but what should it look like? Could this be fixed via configs, do you think? Well, I guess BAS or other addon teams would have fixed their helos to work properly, if it were possible... oh well. Ah, I understand. That could be fixed as well. I'll put it on "the list". Ah! That's a good one that I forgot about. Good news is, I just played around with it, and it turns out this is possible to implement. It isn't perfect, because you can't stop while you are reloading (i.e., you can't start to reload while you are running, then stop in the middle of the reloading), but it's better than nothing, I think . EDIT I'm finally starting to learn a little more about animation configs. I'm hoping to implement movements like crouched leaning left/right, prone AT usage, jumping, and other nice movements into the game via the keyboard controls. Initial research so far seems promising.
  6. General Barron

    Need help about config bin to cpp

    Wow, this is <almost> exactly what I was looking for! Actually, there has got to be a tool out there that can compile "bis" cpp files, I would think.... I know Almafi's tool has problem doing the more complex "defines" found in the commented configs, and as you noticed, it can't do includes. But is there any better way to do things, instead of what you just did? Are there any other config compilers out there that can handle defines properly, and can handle includes? Oh yeah, thanks again
  7. General Barron

    Shooting clubs (espec. in germany)

    Lol... I'm glad I live in the US, where we get to shoot rifles in Boy Scouts when we are like 11 years old. :P Heck, my dad used to bring his own gun to school and put it in his locker way back in the day. Of course, the culture was much different then, so there weren't school shootings. But seriously, you really should start with small caliber pistols or rifles. In scouts, we shot 22's from the bench rest, at 50 feet. Its laughable to me now, but back then it was good for teaching some fundamentals. Pistols are a lot harder to shoot, and the higher caliber ones can be kinda nerve wracking for your first time, so you should definately start with a .22. But hey, if my girlfriend can shoot a .45 her first day ever shooting a gun, you can handle it too. Assault rifles really aren't that spectacular, IMO. I remember when we first shot the m16 in boot camp, everyone was like, "that wasn't what I was expecting". Don't get me wrong, they are great weapons, and I wouldn't be caught dead with a hunting rifle or pistol in a war, but shooting one isn't very different than shooting a hunting rifle. Machine guns are another story though. I don't know if there are any clubs where you can shoot one in Germany, but they are lots of fun if you ever get the chance.
  8. DOWNLOAD  (1.85 mb) Attention all nerds! For all you fantasy fans out there, I'm releasing a beta of my vampires and undead pack. I've been working on this addon for a while now. I was making it specially for Kueter's upcoming campaign "Disciples vs the Undead", but progress is slow, and I figured others might have some fun with it. Plus maybe I'll be able to play a mission using these guys. The vampires all use BIS civillian models, but are HEAVILY scripted. They can run up to you and slash at you; they can leap through the air; they can throw fireballs; they run really fast; and they can throw cars at you. You can give them weapons, and they will forget the hand-to-hand attacks, but they will retain all their other abilites. There are a number of different vampires, which take from 5-15 or so M16 rounds to kill. There are skeletons, which use a model by Wizzywig, and act similar to vampires, only without as many special abilities. Also, there are hellhounds; fiery hounds that burn enemies nearby. They use Teacup's animated dog model. All the units are playable, too! Also included are a few special weapons: a fireball, an exploding head, and holywater. Holywater only damages the units in this addon, and doesn't hurt anyone else in it's radius. Last, but not least, I've included some various spells, with many different effects. The current spell list:   Float   Teleport   Armor   Shockwave   Slow   Heal   Magic Missle   Fire Rain   Holy Strike Here are some kinda crappy screenshots: Holy strike spell Vamp attack Incoming! Hellhound View the README for more information. Please try out the units and let me know what you think. I've included 2 sample missions to get you right into the action; one where you play against the vampires, one where you play as them. I've tried to make editing with the units as easy as possible, but first READ THE README before using the units. Unfortunately, at this time, the units are most likely NOT mp compatable. Future Improvements: Throwable wooden stakes  More spells  MP compatability (anybody got advise?)  New vampire abilities  Vampire bite attack (the screenshot above is still a work in progress)  More custom animations (having trouble with configs right now. :crazy:Help welcome)  New vampire models/textures (if I can get help)  Let me know what else you think would be cool Special thanks to... Wizzywig and Teacup  -For letting me use their models Kueter  -For testing, giving feedback, advice and ideas BIS -Great game guys My Mother  -Because everyone has to thank their mother somewhere, sometime
  9. General Barron

    Post your OFP nigglies

    Lol, I guess I should have posted this in the addons/mods board, because I keep trying to say that I'm going to try to fix these 'nigglies', therefore they must be fixable via scripting/configs. I can't change the netcode, nor can I force servers to use different missions ;). Oh well, it's all interesting, I guess. Well, I guess this is where I'll give a shameless plug: [shameless_plug] My mission "Realistic Combat Patrol" has all the features you are looking for! Command your troops with silent hand signals which have limited visibility range, or use shouting, which has longer range, but can attract the enemy's attention! The link is in my signature. [/shameless_plug] And I do have plans to (hopefully) include the hand signals engine in a future ECP release, so you can play any mission using the system. That won't be for a while though, so don't hold your breath. Trust me, you'll love the next version of the ECP. You might as well get started writing love letters to Zayford for that.
  10. General Barron

    Post your OFP nigglies

    Ok, I guess I wasn't clear about what I meant in the topic. I know that many of these problems can be solved; the point is, I want to hear what problems others notice, and then I want to solve them in the ECP (so you can play any mission with those problems solved; not just certain ones using certain scripts/addons). For example, you can extend the AI view/hearing distance via the game config, you can make timed grenades via scripting (they are in the ECP already), etc. But like I said, the point of the thread was to point out those little annoyances, so that mods (like the ECP) can fix them. So things like non-traversable guns on aircraft are truly annoying for addonmakers I'm sure (though an akward scripted workaround could be done). But I was looking more for things that most likely could be fixed within the existing game engine. ------------- Ok, now some replies: Can you clarify this? It is a very easy problem to fix, and when I finish, I will definately post the files for others to use themselves. As for sprinting (or even jogging) across the entire island with full combat gear; yeah, its unrealistic, but just try playing a mission in 'walk' mode (press 'F' on the keyboard), and you will see that playability goes WAY down when you suddenly have to spend 30+ minutes walking 3k towards your objective. I'll take gameplay over realism on this one, because I don't have the 8+ hours to sit in front of my computer that real military operations take . Yeah, lots of things are related to the skill of the AI, but IMO, the 'view ability' of a 0 skill AI is WAY too low. Like you said yourself, sometimes a low skill AI would not see an elephant at 10 meters. It seems to me that the skill slider shouldn't go below reasonable human levels of vision. Really? I know many addon choppers are targetted by mgunners, but I could have sworn that the BIS choppers weren't.... I guess I'll have to take another look. Actually, if there was a way to target the tank's viewports, optics, etc, this might be useful. Actually, that could possibly be implemented in a new addon, I would think (perhaps with invisible models for the AI to target). But I'd rather see the AI try to run away, the way things are. Ahh yes, I remember the CoC was talking about this when they released UA. Basically the sound levels don't drop realistically according to distance. Now, I wonder if this could be fixed with post-processing effects, in a manner similar to Kegety's DXDLL? THAT would be an amazing change to OFP, along the magnatude of reflective water! I would have no idea how to do this, but if Kegety or somebody with the right knowlege could pop in here and let us know...
  11. Just remember that the person 'saying' the message actually has to be in the player's vehicle/group/side in order for the player to hear it.
  12. No way to change the radio message color, aside from the fact that it uses a different color for different 'channels': vehicle = yellow group = green side = blue global = white Actually I think you can change these colors via the game config, but obviously that isn't what you want.
  13. General Barron

    Combatmode

    Interesting... I didn't know the player's behaviour ever changed. But anyway, I'll just point out that combatmode is a group behaviour, not an individual one. You can only set individuals in a group to separate combatmodes via the player's controls. So I think the player's combatmode controls are separate from the scripting engine.
  14. General Barron

    quick trigger questions

    First, make a global variable in your init.sqs or wherever: TriggerCount = 5 Then, in your condition of your trigger, make it look like this: this && (TriggerCount > 0) Last, in the activation field of your trigger, put: TriggerCount = TriggerCount - 1 In addition to whatever you already have. As for the second question, I'm not entirely sure. I think it will wait until the trigger is de-activated first, but I'm not entirely sure....
  15. General Barron

    Advanced Questions

    3. Just sychronize the AI's first waypoint with the trigger. If you don't understand, grab a beginning editing tut from OFPEC. 1 & 2. Not sure I understand what you are asking....
  16. General Barron

    Vehicle formation moving

    You need the "move" command, which gives a waypoint to the group. The 'domove' command only tells one unit to move somewhere, separate from his group. So if you use the 'domove' command to tell each member of the group to go to the same point, each unit in the group will move to that point individually; i.e. they will not maintain formation.
  17. General Barron

    Random missions

    There are some missions out there that make a good attempt at randomness. Operation Lojack is a good example. I think City of the Dead is good at that too. Unfortunately, most missions don't have that much randomness though. However, if you use the "templates" in the mission editor, you can get a half decent 'quickie' battle. Personally though, I prefer a very nicely laid out mission, where all the enemies are placed in challenging locations, and all the nice little things are included, like voices, scripts, cutscenes, etc; rather that just a quick 'shoot em up'. OFP isn't really the best game for just blowing enemies up, IMO--it's much better suited to tactical situations that make you think, which can't be done randomly very well.
  18. General Barron

    OFP Community Census Project

    Yeah, I'm getting the same problem as everyone else; its not letting me post. And is this supposed to be a biased census? Because the question about the US elections is presented in a biased manner. It should be "(a) Bush (b) Kerry © don't like either one (d) no idea/no preference". I think some other good questions would be "what other OFP sites/boards do you frequent" (choices like OFPEC, OFP.info, some non-english sites, etc); "what's your favorite aspect of OFP" (mission editing, scripting, addon making, playing missions, playing w/addons, etc. Maybe this is too similar to which board you like the most though...); "military experience" (none, prior service, currently serving, etc); "education level" (1-12th grade, X-yrs college, etc); "significant other?" (spouse, boy/girlfriend, none, wrist, etc). Now if you wanted to make this like the US census, you could add some questions in there like "how many toilets do you have in your house"... but I don't think anyone wants that.  EDIT On the race thing: I don't see how that matters. Personally I wish we didn't label each other according to what our skin tone is, and asking that question only keeps us doing it. I long for the day when I don't see questions about my skin color on the census, school registration papers, polls, etc.
  19. General Barron

    Vampires/Undead Pack Beta Release

    Hmm..... I'm not sure about that one. As it stands, the units don't "activate" until they detect somebody in the GENB_hunters array. Try having them hold outside of town until a trigger is activated by the hunters presence in town. Then have their next waypoint be the center of the town. Unless you've already tried it and it didn't work, or I'm not understanding your situation correctly..... You could always use the createunit command, unless again your situation wouldn't warrent it. If you really need to 'force' it, you can simply not have the player's squad in the GENB_hunters array at the start of the mission. Then, once they enter the center of town, add them to the array. Of course this method has lots of problems unless this is the very first thing that happens in the mission.... Well, I don't know how to make a cube in O2, so I can't model anything. I've tried some retexturing in the past, but for some reason my textures get screwed up after I convert them... if anyone knows some good retexturing tuts, please tell me. Lastly, I tried to integrate some other models into the addon (like I did with the hellhound and skeletons), but for some reason I couldn't get it to work. The models were MLOD, and had a bunch of .obj files in the pbo, so if anyone has any idea how to work it, let me know again. Not at the moment.... I've been driven mad trying to config the bloody animations... I've been driven mad trying to retexture.... and I've been driven mad trying to integrate some models into my pbo (see above). Lol... all that stress isn't good for me, so I've been starting another scripting mod/project.
  20. General Barron

    Vampires/Undead Pack Beta Release

    Hmm... it doesn't seem to be doing it for me. Are you sure you didn't add a game logic from this or something without knowing it?
  21. General Barron

    Enthusiasts Eye Assault Rifles as Ban Nears End

    Lol... there you have a perfect example of the difference between the liberal/European view on government. You are too stupid to make your own choices. Oh well, I guess some people feel the need to be lorded over... Anyway, this topic is about a specific law (the Brady Bill). So instead of talking about gun control in general, I'll talk about this retarded law. Even if you wanted to ban "assault weapons", this law is not the way to do it. Please, someone try to refute me on this point. I'd love to hear it. Why should having a pistol grip make a weapon illegal? It makes absolutely no sense.... I swear, the law must have been written by a bunch of kids looking at pictures of guns and saying "ooh, that one looks scary". Please, one of you gun control freaks, tell me why this particular law should stay in existance? Or better yet, what should be considered "assualt weapons", if you don't like this bill's incredibily strange definition? And just to throw some wood on the fire, here's something to ponder: my car (a 95 Integra) can do like 180+mph. There isn't a place in the country with speed limits above 80 mph. So, should my car be illegal?
  22. General Barron

    Your Favourate MMORPG

    I used to play Ultima Online, and I loved it. A while ago I tried Dark Age of Camelot, but I really didn't like it. The graphics were ok, but it wasn't like UO, where you could do so much stuff. I doubt any other current MMORPG is anywhere near as great as UO.
  23. No, I've made missions using stereo ambient noises. Music and ambient noise can both be stereo. The bitrate may be different though, I'm not sure.
  24. If you want to make your own "ambient" sound like the ones in the trigger menu, you need to do this: Make a file called description.ext, and put this in it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgEnvSounds { sounds[]={jungleAmbience}; class jungleAmbience { name="Jungle Ambience"; //name displayed in trigger's effects menu sound[]={"jungleAmbience.ogg",db-20,0,1}; //day sound soundNight[]={"jungleAmbience.ogg",db-40,0,1}; //night sound }; }; Now just replace "jungle ambience" with your own name and soundfile (look at the comments in the stuff above). Now make a folder called "sound" in your mission, and put your sound file in there. You should be able to use your own ambience in a trigger now; it will play the sound over and over in a loop. The sound file itself can be stereo, and it can be .wav, .ogg, or .wss. Wav is way to big, so you should use ogg or wss. To convert to ogg, try the program DBpoweramp. Just google it and you'll find it. To convert to wss, grab this program here. Wss is the format recommended by BIS, but ogg is more commonly used, because you can customise the quality of the sound (more or less compression).
  25. General Barron

    Recalling unit from the group silently

    Almost, Killswitch. However, you will need a slight delay between when you disable the radio and when you re-enable it, or else it is as if you never disabled it at all. Try: enableRadio false [aP] join grpNull ~1 enableRadio true
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