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General Barron

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Everything posted by General Barron

  1. General Barron

    Operation flashpoint: chase

    That was awesome! Hey, can you post a better quality version of it though? It is kinda fuzzy at full screen.... and it would definately be worth spending the time to download it, no matter how big it gets! (well, within reason...)
  2. General Barron

    Questions

    Sorry, but objects can't do that. They won't fall, and you can't use the "setvelocity" command on them. Only way to simulate this is by making a 'setpos' loop. Only things that fall are vehicles, units and ammo (bullets, shells, etc). You can't, sorry
  3. General Barron

    Ecp released!

    Yeah, I'm planning on adding in a slew of different movement actions for players to use. Leaning is a good one. Also I'm thinking about putting in a prone AT weapon action (left or right). Any more ideas for some useful animations/actions? I'm also working on a rapelling script, to let you rapel down buildings, or quickly descend very steeply sloped terrain. The reason I'm doing it is because so many people have asked for the ability to do that in OFP. You're right though; by itself, it isn't really very useful. However, it does open up some doors for future improvements to the game. Like I said before, it could be used a replacement for the 'hide body' action. Or, like Zayford pointed out, it could be used to make a more realistic casulty system, instead of just "he's dead, leave him". However, this also gives MISSION MAKERS a great tool to use in their missions. I'm sure there are plenty of editors out there who would love to be able to do medivacs, but never had a good way to move bodies. Now they do, if they make their mission require the ECP. Stuff like this couldn't possibly be put into every older mission via the ECP, but it gives mission makers a good tool to use in future missions.
  4. General Barron

    American civil war mod close release!!!

    Those lines need to go in a unit's config; they aren't script lines, so they won't work in the editor or in scripts. Put em in the config.cpp.
  5. General Barron

    American civil war mod close release!!!

    Those lines need to go in a unit's config; they aren't script lines, so they won't work in the editor or in scripts. Put em in the config.cpp.
  6. General Barron

    Test ecp config

    Hmm.. afraid I can't tell you what your problem is. The latest dev version shouldn't be required, because the only changed files in that are the ecp_effects.pbo. I would say to just delete your whole ECP folder, redownload and reinstall the thing. Sux if you have a slow connection though.
  7. General Barron

    Ecp released!

    I understand your point, and there are tons of other people out there who think the same way. For the most part, I agree with you, but there is a counter-point that should be made: Different mods have different goals. Not all of the mods are really doing the exact same thing. Many of the 'total conversion' mods out there, such as the FDF or the CSLA, are supposed to be country-specific, meaning instead of playing with US units, you play with Finnish units, or whatever. That type of mod is obviously going to be of great interest to residents of said country, but maybe not as interesting to US residents, or just other people who are used to playing with the default OFP units; i.e. US vs the Russians. That said, I will counter my own argument , and point out that the above mainly deals with the MODELS, not with effects. Now compare those mods with the ECP. Does the ECP do models? Nope, not at all. ECP is mainly concerned with EFFECTS, not the models used. Now, the great thing about that kind of mod, is that you could then use all the scripts and effects from that mod (ECP), and just put in your own models and units, making a whole new mod, but saving lots of effort on effects scripting. Pretty good idea huh? Well that is the idea behind the ECP, and if you check out the ECP page, you will see what I"m talking about. I believe that the Operation: Northstar mod (Canadian mod) is doing just that: using the ECP with their units to make their mod. There has also been some discussion between the ORCS team (Russian addon makers) and the ECP team. Not sure what happened with that though. All mods are welcome to use the ECP as their backbone, or parts of it, and also to hopefully contribute a little thing or two to the ECP themselves. Not that the ECP is the be-all, end-all mod, mind you. There are lots of things that other mods do well that we don't do as well, or don't do at all. For example, as of yet, the ECP doesn't change any of the BIS weapon configs. This is going to change in the future, because we want realistic weapons. But do I want to do all the research, design, and testing work to config realistic weapons, if it has been done before? Heck no :P ! I haven't tried the WGL mod yet, but if they really do have as realistic weapons configs as they claim (which I don't doubt), then I would love to simply put their hard work into the ECP. No sense in reinventing the wheel, right? So, in short, I don't think you will ever see 'one unified mod' for OFP, because there are just too many people playing the game, so no one mod could ever really please everybody. However, what can and needs to happen, is that different mods would share much of their scripting and coding work with each other, on the parts of their mods that do overlap. I don't know about the other mods, but the ECP is always ready and willing to do just that.
  8. General Barron

    Ecp released!

    Actually, I was mainly thinking of it to be used on AI. And there would be some hefty limits on reviving your guys: a limited amount of time to save them, and also only a certain chance even then that they can be revived (maybe 50%). Also, I am TRYING to get it to work where you can only revive them if they have only been "killed" a certain amount; meaning if they got their heads shot, or a tank shell up their butt, there's no hope for them. Unfortunately, OFP handles damage in a weird way (headshots only damage a person to like 0.5 when they die, wheras leg shots damage a person to 1), so I'm having setbacks on that part
  9. General Barron

    How to make an animation that moves?

    Ok, I almost answered my own question. I made a new animation by loading a BIS animation that does move, and modifying it some. It moved just fine, without any little cpp tricks or anything. In short, the only way I can find to make moving animations, is to modify an existing BIS one. However, now I tried making a non-moving animation, based off of the above animation. In OFP anim, the guy doesn't move at all. However, in the game, the guy's location will move, even though the actual model doesn't move. When the animation is done playing, the guys model is teleported to where the moving animation that I based this static one off of ends. So I think there might be some proxy that OFP anim doesn't display, which makes the model "move". Anyone know how I can make a "moving" animation STOP moving? This is really frustrating... to spend so much time getting an animation to look good in OFP anim, only to find it doesn't work like that in OFP. What I would really like is for OFP anim to have some kind of text fields, or the ability to cut and paste across different animations
  10. I'm confused; someone please help! Here is what I know: ------------------ When you shoot a guy in the head w/an m16, he dies. However, the "getdammage" command says he only has about 0.5 damage. If you shoot the guy in the legs or arms enough times to kill him, the getdammage command returns 1. Shoot a guy once in the head with a glock, and it will kill him. Getdammage will only return 0.3 though. Shoot him with the glock in the legs until he dies, and getdammage will return 1. ----------------------- Does anyone understand what dermines how many shots will kill a person, and then what determines what the "getdammage" command will return? From the official config, here is the listing under the "man" class, for armor: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">armor=3; armorStructural=2.000000; armorHead=0.700000; armorBody=0.800000; armorHands=0.500000; armorLegs=0.500000; Does anyone know much about how the different armor ratings work? What is "armorStructural"? What is the difference between "armor", and "armorHead/Body/etc"? And here is what it says for the bullet shot by the m16 as far as damage: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hit=9; Anyone know how this number relates to the above armor ratings? Thanks for the help!
  11. General Barron

    Ecp released!

    Probablly not. The main focus is to drag dead guys, for two purposes: 1) A more realistic alternative to the black op's "Hide Body" action. This could become useful with future AI improvements, such as an AI patrol reacting when they see a dead ally. 2) Another script I'm going to make, which lets medics revive "dead" soldiers. The ability to drag a critically wounded ("dead") comrad out of harms way is needed for this, so your medic can safely spend however many minutes working on the wounded soldier before it is too late. Also, mission makers will be able to take advantage of this script in the future, if they make their mission require the ECP. They might have other uses for it, such as for medivacs. That is a good suggestion though, and perhaps I will put that in, if I can find an easy way to do it. But no promises Besides, you don't really carry them that much faster than a crawling person anyway, so it wouldn't be a huge gain.
  12. General Barron

    Ecp released!

    We are kinda in the midst of some MAJOR changes. We're basically revamping the whole ECP, to get some major performance increases, as well as to hopefully fix the savegame bug. There are also some great new scripts coming, along with a bunch of other improvements. We all have real life commitments though, which is slowing progress down quite a bit. In addition, snYpir has now left us to persue a PHD . Here is a little taste of what I personally have been working on though: First, I'm working on a new config, which is aimed at increasing the realism of the game even more. It makes the AI so much more difficult to fight! Check it out here: http://www.flashpoint1985.com/cgi-bin....t=38586 Also, I'm finishing up a visual settings.sqs editor. Now you don't have to manually edit the settings.sqs in notepad! Here are some pics of a script I'm working on that allows you to carry bodies around: There is lots to come from the ECP!
  13. General Barron

    Test ecp config

    Put it in your BIN folder, not in any of the sub-folders in there. It should work fine after that. Are you sure you have the DR version installed? Check in your @ECP/addons folder: you should have an addon called "DynamicRange.pbo", along with the addons like "ECP_DR_extra_sound.pbo", "ECP_DR_extra_sound_2.pbo", "ECP_DR_extra_sound_3.pbo"
  14. General Barron

    Test ecp config

    Ah, a fellow Andrew B! ;) Thanks for the tip on the dexterity value; I'll definately try it out. One question though: does it affect the AI also, or just the player? And I definately would like to see the recoil values; PM them to me, if you would be so kind. Thanks!
  15. General Barron

    Test ecp config

    The wobble depends only on what animation the unit is in. It has nothing to do with what weapon the unit is using, aside from the fact that, for example, you can only use AT weapons with the AT weapon animation, and hand guns with the handgun animation, etc. The wobble values are configured in the animations class (config movesMC), not in any weapon class. If there is a way to adjust the wobble in a weapon or magazine's config, I would love to know how to do it. So if anyone knows, do tell. But as far as I know, you can't What HUD are you talking about? I can't think of any HUD that the ECP changes... Please let me know how this turns out. I'm just an amature cpp coder myself, so I'm hoping for everyone's input on this kind of stuff; otherwise I'll just have to spend more time trying to experiment with everything, which means it will take forever for this to evolve into a finished product. Along those lines, I'd like to thank Locke@Germany again for his tip on the aimprecision values. Mucho danke! However, one of the changes I'm definately going to make is to make the AI less accurate with all weapons, not just MGs. I know I'm not the only one complaining about the AI's perfect aim . The aimprecision wobble I've implemented helps a little, but they are still pretty darn accurate.
  16. General Barron

    Test ecp config

    @Commando84 You need the DYNAMIC RANGE ecp installed for this config to work. Grab it from the ECP page on OFPEC. -General Barron
  17. General Barron

    Test ecp config

    Under class "man": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">formationX=10; formationZ=10; Change these values back to 5 and you will be back to the original OFP formation spacing.
  18. General Barron

    Test ecp config

    NEW VERSION UPLOADED Download link is in the first post, or grab it here. Changes: 1: Decreased aimprecision values to a more reasonable level. New values are: These should be more realistic, and far less frustrating. Unfortunately, it means the AI is closer to their super-deadly accuracy that plauges normal OFP. However, that value can be fixed under the indivual weapon's configs, and it will be in the future. Question: does anyone know if you can adjust the aimprecision values for the positions depending on what weapon a unit uses? (Locke@Germany, do you know?) The values here are fine for the m16, but weapons like the m60 are harder to keep steady when standing, but easier to steady in the prone due to their bipods. 2: Increased men's ability to hear. I lied before when I said I increased that. Now soldiers can hear you fire an m16 from hundreds of meters away (though they don't know exactly where it came from). The hope is that if you attack one side of a town, the guys at the other end of town won't sit around like they can't hear what the heck is going on. That's it. Please keep giving me your feedback and suggestions. I especially want to know whether men should have their eyesight or hearing increased, decreased, or left the same. I will get to adjusting the sound levels of the footsteps, but right now I'm having trouble trying to use #defines.
  19. General Barron

    ODOL Explorer v2.0

    I did put 'glory' in quotes, so I was being a bit fasicious (sp?) :P But yer point is well taken.
  20. General Barron

    ODOL Explorer v2.0

    Cheesus..... lots of pages here. Can't say I read them all, so I hope I'm not repeating what has already been said, but here goes. I've always found it strange how different the community seems to view addons as opposed to missions and scripts. For some reason, people seem to care much more about 'newer' and 'cooler' addons being released, rather than actual missions to play with them in. Just take a look at the number of posts in the addons boards compared to the missions or editing boards of these forums, for an example. The thing that I love most about OFP is how easy it is to create and play new missions, both SP and MP. I don't think that is the case in other FPS games. I don't know about other people, but I would think that what keeps a game new and interesting is playing new levels. Not just looking at new models in the mission editor. You would think that those who make good missions would get lots of congratulations and pats on the back for their work. Yet, the people who get all the publicity and attention (on the news sites, forums, etc) aren't the mission makers (or the scripters who help out mission makers), but it is the addon makers. I don't know who decided that the only thing that makes the "news" in OFP would be new addons. Why are there never news posts about a great new MISSION? Or script for that matter. When a new mission comes out, you can put it in OFP and actually have something to play, with a plot, surprises, etc. When you get a new addon, what can you do, if it doesn't come with a good demo mission (like 99% of the non-BAS addons out there)? You put a couple squads down in the mission editor and have a firefight. Whoopie, how fun. Now that a tool comes out to let you look at/copy other people's addons, and everyone freaks out. Yet since the 'dawn of time', people have been able to look at, copy and edit MISSIONS and SCRIPTS. No one seems to have freaked out about that. But oh yeah, I forgot; no one gives a damn about mission makers or scripters anyway I appreciate good addons, but truthfully, what determines whether I have a good time playing a mission isn't the addons used. It is the quality of the mission itself; its scripting, its originality, its sounds, etc. And to me, the way I have fun with OFP is to either (a) play MISSIONS, or (b) make missions or scripts. I'm sure addon makers get their kicks out of making addons, but there seems to be a difference in the 'end result' that an addon maker expects to get as opposed to a mission maker. Addon expect lots and lots of credit and adoration; news posts on all the OFP sites, thousands of downloads, huge 40+ page threads on the forums, etc. Along comes a tool like this, and now addon makers think someone else might modify their work slightly, and then release it as their own. Thus the glory doesn't go to the orignal creators, but instead the ones who stole it. Mission makers expect their work to sit around in some OFP sites pending sections (in many cases) for weeks if not months on end, untouched. Then when it is unpended, it will silently be moved to the missions section, where they only hope somebody will stumble upon it, play it, and most importantly, give them feedback and a small gesture of appreciation. There are never any news postings announcing a 'great new mission' (with the exception of OFPEC--sometimes). The only 'discussion' threads for missions are the beta testing thread, which seldom grows to huge proportions. Even though just as much, if not more time and effort may go into a quality mission than an addon, the mission just doesn't get the same amount of respect and acknowledgement as an addon does. The ability to 'rip off' other people's missions has existed forever, yet it hasn't been much of a problem for mission makers or scripters. Why? Because there isn't the "glory" attatched to mission making like there is to addon making. So what do I say to addon makers when a tool like this comes out? Grow up. Who cares?
  21. General Barron

    Test ecp config

    Actually, that line doesn't deal with how accurate the tank's weapons are; it deals with how easy it is to determine that it is a T80 ("7 o'clock, T80, 500" instead of "7 o'clock, Tank, 500"). However, vehicle weapon accuracy values will be adjusted as well. I'm no tanker though, so I'm not even sure if tanks are unrealistically accurate .
  22. General Barron

    Test ecp config

    I purposely put the values a wee bit higher than what seemed right to me. Most of my experience with an m16/m240g/pistol/whatever has been on a range, with no flak, kevlar, MOLLE gear, etc on, which makes it considerably easier to shoot. I will check them out again though, and revise them. This is something I'll be sure to look into. However, machine gunners should really be shooting in long bursts ("die mutherfuckers die..... die mutherfuckers die..... die mutherfuckers die....."). The best solution may be to add a 'burst' setting to MGs and make the AI use that, in addition to your suggestions (try RED's Weapons addon for an example). I am DEFINATELY going to change the AI ROF for PISTOLS though. I can't stand how they use those things like little machine guns all the time . Yeah, if you give me a default BIS config.cpp that I can edit. But you should really try the ECP . I'm revising the footstep's volume levels. As for the yells and screams... it is coming soon, but not from me . Clear NVGs will definately be included in the ECP soon, but personally I don't know how to do it. I totally agree that the BIS ones are extremely frustrating to use, and look nothing like the NVGs I've used. Maybe I'll ask the WG team how to improve them. Backpacks are something I'll have to look into. Haven't used any except that first unfinished one that came out a long time ago; so I'll have to check how WG does theirs.
  23. General Barron

    Help with defines

    Greetings all . I understand the basic idea behind #define; you use it as a constant, so you use whatever word you want in place of the number, making later changes easier. For example: #define MYCONSTANT 5 Wherever I would put MYCONSTANT in my cpp, it would be replaced with 5. However, can you make more than just a single number as a define? I'm trying to do this: #define ECP_MV_GRASS {"People\grass_L",0.0004,1},{"People\grass_R",0.0004,1} But it is giving me an error when I try to compile. Is there any way to #define things other than just numbers? Thanks in advance!
  24. General Barron

    Help with defines

    Er... well no, but this is config replaces the game's config, for the ECP, so I don't think it will work if I don't use a bin file. So I guess I should try binarize?
  25. General Barron

    Test ecp config

    Okay, here it is for those of you waiting for it: a new version of the config with increased 'aimprecision' values! For reference, here are the default values for each shooting position, and what I changed them to. Higher value = more wobble. I changed them to what seems realistic to me, from my limited experience. COMBAT (standing rifle) default: 1 Â Â Â Â Â new: 6.5 CROUCHED default: 0.5 Â Â Â Â new: 3.5 PRONE default: 0.3 Â Â Â Â new: 2 AT WEAPON default: 0.5 Â Â Â Â new: 4 HAND GUN STANDING default: 1 Â Â Â Â Â new: 9 HAND GUN CROUCHED default: 1 Â Â Â Â Â new: 5 HAND GUN PRONE default: 1 Â Â Â Â Â new: 3.5 The link is the same one, on the first post. BTW, has anyone else been getting errors in parts of missions that are supposed to be cutscenes? I get a scripting error, which I didn't write down, whenever a mission tries to use a camera. I'll look into it more.
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