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General Barron

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Everything posted by General Barron

  1. General Barron

    "super heroes" mod

    I've been meaning to make a mission based on a "super hero" theme for some time now.... trust me, it could be done, and it could be enjoyable. I never even thought about MP, but that would even be better! Actually, that would be awesome! Cmon, how many MP missions out there are super-unrealistic, yet super-fun? Tons! Of course, this kind of MP mission would work best in a small area with lots of buildings to jump on; perhaps Nogova, or desert island with some well-placed objects. And for all of you who keep saying these could only be "trash" addons, soley based on them being realistic: I challenge you to find a better addon than the JSDF's WAPs. ANYWHERE. Oh, but they are giant fighting robots, in case you don't know, so I guess they fall into the "crap" addon catagory, I guess...
  2. General Barron

    Just a few suggestions...

    Why not have hand and arm signals in OFP1? That is what I wanted, and so that's what I made. Or you can shout orders to your men, if you prefer. Try it out here: http://www.ofpec.com/missions/mission_detail.php?ID=901
  3. General Barron

    Ecp released!

    Download the latest dev config; there are new restrictions on the AI join scripts.
  4. That's part of the reason I suggest only having 2 MP catagories. Just cut it down to the 2 basic types of MP missions: those where you work together with all players towards a common goal (coop), and those where you work against other players in some way or another (competetive).
  5. Wow, lots of posts, didn't read them all, so I hope this hasn't been said before: First off, I think the catagories suggested so far are very un-balanced: Lets see, there are 4 MP catagories, and only 1 (or 2 maybe) single player catagories. Am I the only one who likes SP or something?? I suggest you break it down evenly, more like this: Campaigns shouldn't be included, because they are just a collection of SP missions, and hence they would take 5x as long to make as 1 mission. You also will notice that the MP catagories don't confine people into doing the same-ole-same-ole kind of MP missions. I'd like to see some creative MP missions, that aren't just the usual CTF, Deathmatch, etc. These two catagories are about as broad and all-inclusive as you can get with MP. For SP, there is a HUGE difference between, say, a plane mission, and an infantry mission. These differences should be reflected by having different catagories. Now, as for addons, I say, either you don't allow any at all, or you allow anything people can find. ------------------------------------- It wouldn't be fair for one person to start a mission from scratch, and then only have 3 weeks to submit it, wheras another person may have a 90% finished mission sitting on their HD that they have been working on for the last 10 months. So you can't just say "turn in a mission by this date", and have that be the contest. The way I see it, there needs to be a way to be SURE that everyone starts working "from scratch". To do that, I would suggest that the contest organizers make a mission for each of the catagories, and make it only like 10% complete. They might do something like define the objectives, situation, general enemy/friendly placement, etc. When it comes time to start the contest, contestants will download the 'starter mission' from whichever catagory, and then they have 3 weeks/whatever to turn it into a finished mission. This way, everyone starts from 'scratch'. This also would make it a little easier to judge the missions, since every mission in the same catagory would have the same basic premise. There would be no "comparing apples to oranges". We could work out the specifics more later, as to what exactly would be included in the "starter" mission, what the competitors could and could not change, etc. Just my 2-cents, but I think I've got a point. Â
  6. General Barron

    The humble mission maker's ego

    What mission is it? I'll play it and give feedback
  7. General Barron

    *real* flak script

    Yeah, I saw that line, but I figured that since the nearestObject command is always passed the exact position of the bullet, then the nearestObject to that position would always be the bullet, even if there is a plane a few meters away. But if it works, then obviously it works, it just seems odd to me, thats all
  8. General Barron

    The humble mission maker's ego

    PREACH ON, BROTHER ARCHITECT! You are saying what I've been thinking for a long time: mission makers just don't get the credit or attention they deserve. If I didn't know any better, I would swear that the OFP community doesn't even PLAY missions... I know that is true for me, but that's just because I'm always making them.... that can't be true for everybody else too, can it? Another thing that bothers me is that there is SO much attention given to addon makers, yet next to NO attention given to mission makers or even scripters. The only thing that is ever considered "news" on OFP sites is just screenshots of upcoming addons, or newly released addons. Have you ever seen a news post that talks about a "great new mission" that is being made, or was just released? I haven't. Someone could release the greatest mission ever created for OFP, and not a word would be posted on any "ofp news" sites . Just check the post count under the "addons" boards here, and compare them to the post count on the "user missions" and "editing" boards here. Obviously, people are more interested in downloading new toys for OFP then they are in downloading missions to actually use those toys in.... I TOTALLY agree with you... as a mission maker, I LOVE to get even the slightest comment about my missions. I've been fortunate enough to get maybe 5-7 emails from people who enjoyed my missions, and I've always responded to every one. I wish everybody was like that, and would take the 2 seconds to give some feedback via email or comments to a mission maker. Comments are especially helpful, because like you said, it helps others decide whether to download the mission or not. Anyway, I think we are the only ones who think this, so I'm afraid this will be nothing more than us letting off steam.
  9. General Barron

    Realistic briefing

    Lol... thanks for the compliment, but that briefing was purposely left short and un-realistic. There was already so much other stuff to read in the notes section, so I didn't want to fill up another 5 pages with other notes. However, if you try my other mission, Platoon Commander. That mission has a full, realistic SMEAC briefing. There is more information than you ever needed to know, like how much food your guys are going to carry . SMEAC is the format that the USMC uses for briefings: Situation, Mission, Execution, Administration & logistics, Command and signal. It basically contains the same info as in the Army orders, as given by TA-50.
  10. General Barron

    Desert war set in the future.

    I would HIGHLY suggest that you download the Japanese Self Defense Force mod. Try out their "Wap", and you will be AMAZED! Simply put, that is the most unique and well-designed addon I have ever seen for OFP. It is a giant robot, in case you can't guess (Japanese, remember? ) It's got all the great anime robot features, like jumping, dashing, cool sights, etc. What I'm saying is that you don't have to wait for any addons to come out, because they are ALREADY out. I've been toying with a MP "WAP WARZ" mission that is tons of fun (giant robots + OFP = good times). I didn't know anyone made futuristic infantry troops; that would go great with the giant robots.... So try the JSDF and get editing!
  11. General Barron

    *real* flak script

    OHHH.... I see now . But I think there is a problem: you use the exact position of the bullet to do your nearestObject calls. That should ALWAYS return the bullet, unless the bullet no longer exists (how could the plane be closer to the bullet than the bullet is to itself? ). Maybe you should check for only planes with the nearestObject command, so you don't end up returning the bullet. Use this function HERE and you can return the nearestObject from an array of object types. But anyway, does AA fire really detonate when it is close to aircraft? I thought it was just on a timer, or was set to detonate at a certain altitude.... but I really don't know anything on the subject, so I'm not saying I'm right :P.
  12. General Barron

    Shooting-range 1.0

    This mission is great ! There were a couple targets on top of the wall that were nearly impossible to see though. Question: do the targets appear in random locations and random order? If not, they should, to increase replay value. I'd also love to see a dialog at the beginning of the mission, that would let you customise everything, like up-time for the targets, how many targets will pop up, how many hits to drop each target, etc/etc. You could have buttons for "easy" "medium" "hard" that would quickly set all those above options. That would make this mission even better! And of course, more ranges would be awesome, and more weapons. I'd keep it on desert island though. I don't want to have to download some island just to use this. Keep up the good work! Looking forward to the next version!
  13. General Barron

    Gunsmoke

    There is a way to change the gunsmoke via the config, instead of via scripting. I don't know how to do it, but I've seen it in other addons. Using the config is going to give you far better performance than using scripting, especially with lots of units firing. I'd suggest finding out how to do this via configs. But if you can't figure that out, then obviously using the Marine pack method will be better than nothing!
  14. Try using the nearestObject [x,y,z] command, which will return the nearest object of ANY type closest to the passed position. Make one trigger to record the player's position. (on activation: POSITION = getpos player) Make another trigger that does the nearestObject command at that position. In the on activation of that trigger, put: hint format["TypeOf= %1", nearestObject POSITION] Run the mission, radio the first trigger, then drop a magazine. Now move about 10 meters away, and hit the second trigger. If it IS possible to detect magazines, this should return the classname of the magazine/object you just dropped. If it ISN"T possible, this should return the player, assuming it was done on desert island so there are no other objects nearby. --------------------------------- WAIT! On second reading of your post, I see you can already get the magazine with the nearestobject command. So I guess my method above will always return "weaponholder". Never mind :P. I don't think there is any way to detect what weapons/ammo are in cargo, so I'm afraid this likely won't work the way you're doing it. Try my method above anyway, and maybe it will return something different for each magazine dropped... Another way to go about this might be to make a continuous loop that always checks what magazines/weapons the player has. When that array changes, you know that either (a) the player reloaded, (b) he dropped a magazine, or © he swapped his magazine with one from a dead body. I'm not sure how to deal with ©, because bodies can have more than one magazine, but dealing with (b) should be easy enough; just check to see if there is a new "weaponholder" close to the player. If so, you know he dropped somehting; and you know what he dropped because you know what changed in his magazines, since you are constantly checking it. Let me know if that works!
  15. General Barron

    *real* flak script

    Am I missing something, or does this script just make a bullet explode after a certain amount of time in the air? If so, why not increase performance by doing it like this instead? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_projectile = nearestObject [vehicle(_this select 0), _this select 4] _burstTime = 1.25 _time = 0 #loop _pos = getpos _projectile ~0.001 _time = _time + 0.001 ?_projectile == _projectile && _time < _burstTime : goto "loop" _ExPos = [(_pos select 0) + random 20 - random 40,(_pos select 1) + random 20 - random 40,(_pos select 2) + random 20 - random 40] _b = "heat73" camcreate _ExPos _b = "heat73" camcreate _ExPos drop ["cl_basic", "", "Billboard", 30, 30, [0,0,0], [0,0,0], 0, 1.2, 1, 0, [10,20,0], [[0,0,0,1], [0,0,0,0], [1,1,1,.2], [1,1,1,0]], [0,0], 0, 0, "", "",_b] ? _projectile == _projectile : deletevehicle _projectile exit Basically, I don't see why you need the nearestObject call .
  16. General Barron

    Building, bushes and entity names.

    Try it and you will see that there is NO CLASSNAME for bushes and trees. The 'typeof' command just returns an empty string. So there is no way to camcreate a bush, or to get the "nearestobject" command to return only bushes. Same is true for most objects on the map, aside from buildings. I know because I tried to do this myself before :P
  17. General Barron

    Custom mimics??

    Hmm... I was thinking about putting some new mimics in the ECP. But does this mean they don't have to be defined in the main config.cpp; that they can be put in any other addon?
  18. General Barron

    Getpos player select 2

    Yeah, whenever a player is ontop of an object (building, bridge, etc), getpos player select 2 will return around 0. I've been frustrated with this since if you try to setpos something next to the player, it will go on the ground, not on the building/etc. But there is an easy way to fix this: create a game logic (I'll call it "logic") logic setpos getpos player This will setpos the logic on the ground directly beneath the player. logic distance player This will now return how high off the ground the player is. Hope that got it!
  19. General Barron

    New glasses

    Grab the addon glasses.pbo, which has a bunch of new sunglasses in it. DEPBO that addon, and look inside to see how it is done. It is very simple to config, and all you really need to do is make a new sunglasses texture. Like vektorboson said, you can't make a new model, but you CAN do more than just change the lens color. Using alpha channel in your new texture, you can also change the 'shape' of the lenses and those things on the side that keep them on your head (what are they called?).
  20. General Barron

    Tornado addon by alexeyz - beta

    Yet without defining anything to find, it finds the nearest object?(Trees, tanks, units, whatever) I thought this was impossible because you need to define something, and removed in earlier versions of ofp because of a bug?! Well if anything this opens up a whole lot of more scripting fun for me  NearestObject [position] simply finds the object, of ANY type, that is nearest to the passed position. This could be a bullet hole, a sand bag, a unit, a bush, a 'forest' object; basically anything on the map except the bare ground. If you want to see some more info on how this could be used to make a 'take cover' script, check here.
  21. General Barron

    A new slant on resistance

    Um... yeah, I guess the US never had gasoline before we invaded Iraq...
  22. General Barron

    How to make an animation that moves?

    Total Move value.... I don't think I've ever noticed that. I'll have to look into it when I get a chance. Where is it, if it isn't totally obvious? BTW, thanks for replying, and thanks for the great utility, Dschulle
  23. Greetings all! I'm hoping for a quick answer to this one, because I'm anxious to get this to work: How can I make & config an animation that will make a soldier actually move, like in a running or walking animation? I thought this would be simple. Here is what I did: I made an animation in OFPanim, and I used the "move" function to move the whole soldier from point A to point B over the course of the animation. In my config, I tried to base the animation off of the standard running animation, only replacing the actual animation with my own. However, when I would play the animation, the soldier would appear to move, but when he turned around, he would pivot from where he was before the animation! I've tried a bunch of different little things in the config (can't remember off the top of my head), but nothing seemed to work. Does anyone know if this is possible? Thanks a million!
  24. General Barron

    A new slant on resistance

    Jeeze, wonder why none of that 'liberated' oil is coming to Washington.... gas prices are still through the roof. And just how much Iraqi oil has come to the US anyway?
  25. General Barron

    Ecp released!

    There will be a collapsable/expandable menu in your actions list. Basically, you would have an action like "display ECP moves"; using it would put all the ECP moves into your action menu. Clicking it again would remove all those actions, so when you aren't using them, they would only add 1 action to your menu. Also, you will personally be able to select what actions you want to use, via the settings.sqs. And of course, you will have the option to not use any of the moves at all, if you wish. There shouldn't be any problem with crowding in the action menu. Besides, it would be impossible to add them to the radio menu, so all there is really is the action menu.
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