IntruderDZ
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Everything posted by IntruderDZ
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It looks like command n conquer's 3-D levels but in this you can be the little tiny soldier or fly the chopper and go anywhere. Just look at the rich urban enviroment; kinda like Somalia in BlkHwkDown. I just hope those buildings are not "prop" ones so we can hide in them !
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If you play America's Army you know how cool and realistic ragdoll is.
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Is Armed assault a continuance of OFP:Resistance or is it what was once called "operation flashpoint 2"?If it is OFP2, is there a major difference in gameplay, or the same lacking OFP1? By lacking I mean: no leaning around edges,no jumping or even a hop over objects, and will the issue of the Scope misalignment with the character model not being seeing around a corner be fixed (clipping). These are my concerns for my support of this new game.
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Can any BIS member confirm or dismiss a possible way for people to turn off fog or increase thier visibility in a game with fog . Maybe tweaking a video card setting or some modified files, if so dont disclose how it would be done. Just want to know.
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I would think havin less accuracy in ofp2 would be nice. The soldier in ofp is too damn accurate and not realistic. Games such as americas army, vietnam and counter strike all have a certain random bullet flight path instead of 100% right on. I wouldnt want it to be too inaccurate but just enuf so that you have to calculate for your aiming and recoil meaning seeing where your bullets  are hitting  and adjusting your shot. Maybe having some certain conditions to be 100% accurate like only in prone position or when in kneel position, a time limit to steady the gun then being dead on target. In ofp 1 you can shoot 300+ some meters and hit some one in the head , not in scope mode either just the cursor... i kinda like it but its not realistic.
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ok im having trouble using this public variable. I have 2 scripts one for the host (server) and one for the players(clients). I attempted to add Publicvariable"Blahblah" and @(blahblah) but with no luck. The host's scripts runs but the clients doesnt. I have a trigger where i exec both of them the one for the host and the clients. here are both of them without my publicvariable attempts </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;;Server Script ?!(local server):exit _origin = _this select 0 _distance = 1 _xpos = getPos _origin Select 0 _ypos = getPos _origin Select 1 _angle = getDir _origin ;;;;;;;;;;;;;;;;;1 Goto "Offset" #offset _xoffset = (sin _angle) * _distance _yoffset = (cos _angle) * _distance _obj = NearestObject [_xpos + _xoffset, _ypos + _yoffset, 0] ? ((_obj == _origin) && (_distance < 2)): _distance = _distance + 1.5; goto "offset" ? (_obj != _origin): goto "Move1" #move1 _obj setpos [(getPos p) Select 0,(getPos p) Select 1,26.8] Exit <span id='postcolor'> and this is the client script </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;;ClientScript _origin = _this select 0 _distance = 1 _xpos = getPos _origin Select 0 _ypos = getPos _origin Select 1 _angle = getDir _origin ;;;;;;;;;;;;;;;;;1 Goto "offset" #offset _xoffset = (sin _angle) * _distance _yoffset = (cos _angle) * _distance _obj = NearestObject [_xpos + _xoffset, _ypos + _yoffset, 0] ? ((_obj == _origin) && (_distance < 2)): _distance = _distance + 1.5; goto "offset" ? (_obj != _origin): goto "Move1" #move1 _obj setpos [(getPos p) Select 0,(getPos p) Select 1,26.8] <span id='postcolor'> where am i supposed to put the @(BLahblah) and the Publicvariable "blahblah" within both scripts in order for it to activate and work together? and... do i have to do that for each execution say if i wanted to add more than one setpos line??
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anybody there? ?
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"i will not fall till my legs go from underneath me i will stand strong"
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that is just a snippet of the scripts. There is  at least 15 objects per script and in multiplayer it never runs correctly ever. All the object either never make it  get misaligned or other objects in the place of the intended ones are moved. It runs perfectly in single player as i said in the first post of this thread. But lag or something in the multiplayer F***'s! everything up. So someone said i need to use public variable to make it run correct for each player.
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ok im having trouble using this public variable. I have 2 scripts one for the host (server) and one for the players(clients). I attempted to add Publicvariable"Blahblah" and @(blahblah) but with no luck. The host's scripts runs but the clients doesnt. I have a trigger where i exec both of them the one for the host and the clients. here are both of them without my publicvariable attempts </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;;Server Script ?!(local server):exit _origin = _this select 0 _distance = 1 _xpos = getPos _origin Select 0 _ypos = getPos _origin Select 1 _angle = getDir _origin ;;;;;;;;;;;;;;;;;1 Goto "Offset" #offset _xoffset = (sin _angle) * _distance _yoffset = (cos _angle) * _distance _obj = NearestObject [_xpos + _xoffset, _ypos + _yoffset, 0] ? ((_obj == _origin) && (_distance < 2)): _distance = _distance + 1.5; goto "offset" ? (_obj != _origin): goto "Move1" #move1 _obj setpos [(getPos p) Select 0,(getPos p) Select 1,26.8] Exit <span id='postcolor'> and this is the client script </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;;;ClientScript _origin = _this select 0 _distance = 1 _xpos = getPos _origin Select 0 _ypos = getPos _origin Select 1 _angle = getDir _origin ;;;;;;;;;;;;;;;;;1 Goto "offset" #offset _xoffset = (sin _angle) * _distance _yoffset = (cos _angle) * _distance _obj = NearestObject [_xpos + _xoffset, _ypos + _yoffset, 0] ? ((_obj == _origin) && (_distance < 2)): _distance = _distance + 1.5; goto "offset" ? (_obj != _origin): goto "Move1" #move1 _obj setpos [(getPos p) Select 0,(getPos p) Select 1,26.8] <span id='postcolor'> where am i supposed to put the @(BLahblah) and the Publicvariable "blahblah" within both scripts in order for it to activate and work together? and... do i have to do that for each execution say if i wanted to add more than one setpos line??
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http://armyhelo.com/resistance/Resisthouses.htm thx to 14th hoot for compiling this
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publicvariable "blahblah"  and   @(blahblah) for multiplayer scripts ?? will this solve my problem for inconsistent results throughout all the players machines.
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whisper ?? Bn880 ?? anybody ??
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Ok forgive me cause i dont know really what to do but im sure someone does. How to sync all players script executions so that the data is identical on each machine. I have some understanding that a Server has his own script and the clients have thier own scripts, but how ?
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well som'gun. Well it ran fine, only on my machine (host) now how do i get it to run for each players computer. Is there another command line for that ? what is Local variable ? will that make it local to the individual's computer ? Any takers
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Thanks for the reply Whisper. So this Local server thing should make it run on the host machine and relay it to the other players is that right ? making it so that whatever the host sees is what everyone else will ?
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Is there anyone i mean anyone (Suma Himself,if he has time??) that can figure this out. I want to make a script where when someone shoots a specific person he will get penalized. For example a squad of maybe 10 soldiers attack a town but he shoots a civilian, deduct 50 points from him. I have kinda a way to do it and its by using the Death.sqs Onplayerkilled.sqs and DeathDefault.sqs , the only problem is that i missing somthing that relays to the script who the _ killer is out of so many players. Is there a way to find out who killed who like in single player missions when the ai shoots u it zooms in on him (_killer). </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_animace = ["deathDefault.sqs", "death1.sqs"] _this exec ( _animace select ( random ( (count _animace) - 0.5 ) ) ) <span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = _this select 0 _killer = _this select 1 _camera = "camera" camCreate [9578.59,3540.29,1.66] _camera cameraEffect ["internal","back"] enableEndDialog <span id='postcolor'> i know that   _player = _this select 0 and _killer = _this select 1  have to be pointed out like this [R1,K1] exec "Death.sqs"  R1 being the killed and K1 being the killer. But how is Killer identified by not knowing who is going to shoot him in the first place ??! Thanks for any help
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Extremely advanced editing
IntruderDZ replied to IntruderDZ's topic in OFP : MISSION EDITING & SCRIPTING
well i hope ur wrong lol MARUK SUMA !!! HEEEELP ! -
hi wondering if anyone knows how i can make a camera script that whoever kills anyone in a mission to have the camera focus on that player. Just like when the computer kills u in single player have it focus on the Ai who shot u. I was lookin in the Scripts.pbo and found something i thought was close but dont know how to work it _ppos = getPos _this _px=_ppos select 0 _pz=_ppos select 1 _camera = "camera" camCreate [_px+1, _pz+1, 2 ] _camera camCommand "manual on" _camera camCommand "inertia off" _camera cameraEffect ["internal","back"] ; wait until destroy is forced or camera auto-destroyed @cheat0 || _camera!=_camera aP cameraEffect ["terminate","back"] camDestroy _camera ;init titleCut["", "BLACK IN",1] _player = _this select 0 _killer = _this select 1 _camera = "camera" camCreate [9578.59,3540.29,1.66] _camera cameraEffect ["internal","back"] Maybe there is another script missing that says "_Killer" is a specific person. Can anyone help, how do u specify a random player as a killer and the player who got shot ? Thanx ahead for any replies
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Does anyone know if its possible i mean no matter how hard it is to delete the dead bodies that pile up on a battlefield. I mean player dead bodies cause i know u can use Deletevehicle on AI bodies.
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Yeh i do regret it Suma and them have helped me alot when i asked for it and I let my frustration blank my mind out. I hope u guys forgive me. Thanx BTW to BN880 that is a easy to do it and its genius thanx.