LightBringer
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Everything posted by LightBringer
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GoOB @ April 17 2003,21:09)</td></tr><tr><td id="QUOTE">I have cataclyst 3.2 right now, please give me a link to that omega one. (Or is it for all in wonder products only?) Also glad to be of help jjj666 <span id='postcolor'> http://www.omegacorner.com/ati.htm No. You can use it with R9500Pro, too...
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- seasons... (if i set to september i want to see some really nice autumn scenery, with lots of colors... then when i set the date to november i want to see some snow and lots of mud... in the end of december lots of snow and frozen rivers, at april really green plains, with color flowers and some singing birds... (sounds stupid but it can give a nice scenery to the battles)) and soldiers should "feel" the seasons... in a stormy cold winter, they should shoot with poorer performance, like in a too hot summer afternoon, and in a really nice spring morning they can run faster because they fitter, they can see more easily the mines, in autumn the mines are hard to see because of the fallen leaves, and things like that... - rivers, with small bridges, and larger rivers, like the river Danube, with a city halfed by the river. (Like Budapest) Then we can make large citybattles where a bridge is a tactical point... you can destroy it, then all looks like in Leningrad... - new dx9 compatible water... (the water like in the 3dmark03 is really nice, and it doesn't ate my machine) - much more lifely environment with animals, flowers, fungees, birds, etc. (they should run away if they heard you or some shootings) - destroyable terrain... (big holes after bombardement where you can hide...) - way more realistic building damage modell, with realistic collapses, and usefull debris, to hide between, and the sun can't bright up the inner so a really nice spot to snipers... - FIX THE GRANADE BUG!!! if i hide behind a 30 cm wall i don't die in real life with a fragmantation granade... but we all need explosive granades too, to clear out buildings. - ability to set a turret by degrees in vertical and horizontal, then we can fire precisely to 3500m too or farther... (not only to 300 m-s thats not a real tank battle if we are so close! (eg. if you press shift, you can type it in or the mouse will slow down, and writes the degrees) - real lights, with real shadows... and not only one type of light!!! we need stronger and dimmer lightpoints. and we need the shadows to cover our bradley fv or anything else... - ability to swim if you not wearing a 50kg equipment... (eg. you should swim with the black-op if you got only a HK with a few rounds and a satchel) - a bit more realistic vehicle phisics... and more realistic dammage modell on tanks, etc. - REALISTIC vehicle sizes! I think most of us don't want to see again this huge BMP-s, M113-s... They look silly and to easy to hit with an rpg or law... - dinamic join, but only with the permission of the active admins on the server... so I want to see these in ofp 2... CU.
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What would you like to see in ofp2
LightBringer replied to Vinsen's topic in ARMA 2 & OA - SUGGESTIONS
- seasons... (if i set to september i want to see some really nice autumn scenery, with lots of colors... then when i set the date to november i want to see some snow and lots of mud... in the end of december lots of snow and frozen rivers, at april really green plains, with color flowers and some singing birds... (sounds stupid but it can give a nice scenery to the battles)) and soldiers should "feel" the seasons... in a stormy cold winter, they should shoot with poorer performance, like in a too hot summer afternoon, and in a really nice spring morning they can run faster because they fitter, they can see more easily the mines, in autumn the mines are hard to see because of the fallen leaves, and things like that... - rivers, with small bridges, and larger rivers, like the river Danube, with a city halfed by the river. (Like Budapest) Then we can make large citybattles where a bridge is a tactical point... you can destroy it, then all looks like in Leningrad... - new dx9 compatible water... (the water like in the 3dmark03 is really nice, and it doesn't ate my machine) - much more lifely environment with animals, flowers, fungees, birds, etc. (they should run away if they heard you or some shootings) - destroyable terrain... (big holes after bombardement where you can hide...) - way more realistic building damage modell, with realistic collapses, and usefull debris, to hide between, and the sun can't bright up the inner so a really nice spot to snipers... - FIX THE GRANADE BUG!!! if i hide behind a 30 cm wall i don't die in real life with a fragmantation granade... but we all need explosive granades too, to clear out buildings. - ability to set a turret by degrees in vertical and horizontal, then we can fire precisely to 3500m too or farther... (not only to 300 m-s thats not a real tank battle if we are so close! (eg. if you press shift, you can type it in or the mouse will slow down, and writes the degrees) - real lights, with real shadows... and not only one type of light!!! we need stronger and dimmer lightpoints. and we need the shadows to cover our bradley fv or anything else... - ability to swim if you not wearing a 50kg equipment... (eg. you should swim with the black-op if you got only a HK with a few rounds and a satchel) - a bit more realistic vehicle phisics... and more realistic dammage modell on tanks, etc. - REALISTIC vehicle sizes! I think most of us don't want to see again this huge BMP-s, M113-s... They look silly and to easy to hit with an rpg or law... - dinamic join, but only with the permission of the active admins on the server... so I want to see these in ofp 2... CU. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GoOB @ April 17 2003,17:14)</td></tr><tr><td id="QUOTE">By the way i wish bloody ATI would fix their drivers so i can get rid of the flickering road textures....<span id='postcolor'> I'm using an ATi Radeon 9700Pro with Omega Driver 3.2 (2.4.07a) and no any textures are flickering... The last, when I meet with problems like this was when I used 3.0 drivers... Install the latest drivers! CU.
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Hey, nice job! I've really waited for a new more realistic sky like this... some pics, what i've made... storm is coming! http://ofphu.servegame.com/modules/OFP_Keptar/upload/1050511623.jpg http://ofphu.servegame.com/modules/OFP_Keptar/upload/1050511684.jpg CU!
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Hm nice idea... and if somebody hit the journalist, that would be some minus points to the attacker side..! CU.
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Hey, really nice addon! Here is some feedback (i got v1.1): - when you open the hangar door, the texture of the door (where left and right connect) are missing on both sides. - on some ladders when you climbed up, you fell down if not running forward a few steps. - the ladders are a little bit large... The addon is really good! I really liked the textures, and the door of the hangar. Do you mind to add some custom sound to the door? Some weird metal sound... And if you got any free time you should make the interrior of the power plant. Something like the industrial building in Nogova, near to the biggest town. cu, keep up the good work: LightBringer PS: I reported this addon to the hungarian scene too, in our official website. - http://ofphu.servegame.com/
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Hey, i made a race with skodas, through the whole island of wisnorsk... Is it possible, to make a stopwatch, then add triggers, which when are activated, they show the elapsed time for the crossing unit? If yes, please write it to me... CU.
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Stop-watch in a mission?
LightBringer replied to LightBringer's topic in OFP : MISSION EDITING & SCRIPTING
jaco: I tried to use again your version... but not working for me... i use in the cars init field: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "cp.sqs"<span id='postcolor'> in cp.sqs: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_car = _this _name = name _this @ _car distance check1 < 10 hint format ["%1 at the I.\ncheckpoint!\n\nTIME = %2",_name,(time - 8)]<span id='postcolor'> And the ofp says: _car distance check1 <|#| 10 - Error, Type: Number, expected Object or something like that... but the error point is that. CU. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ Mar. 21 2003,22:54)</td></tr><tr><td id="QUOTE">Solidsnake wrote: In switzerland we mix Vodka with Red Bull, some weird energy drink  <span id='postcolor'> Jeah, you shouldn't drink too much alchohol, with energy drinks, it is really bad for the hearth... (honestly)
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Stop-watch in a mission?
LightBringer replied to LightBringer's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ Mar. 21 2003,01:39)</td></tr><tr><td id="QUOTE">No no no no no..................:( Sorry but that just isnt right.</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> check1 ?(_car distance checkpoint1 < 10):goto "wp1" goto "check1" <span id='postcolor'> That is an infinite loop. If you insist on doing it that silly way instead of using a WAIT "@" command then you must use a delay in the loop. ( ~0.1)<span id='postcolor'> Why do you say this? Ever tried to use my way? If yes, why saying these things? It is NOT an infinite loop. It is looping until the car is at the checkpoint. If the car goes near to the checkpoint, then as you can see, the loop is over, because of the _goto "wp1"_ order! We are useing this mission since yesterday, with no errors, so don't say, that this is a wrong version. Maybe not the best for this case, but working. Try it, then you can see, it's working well... CU. -
Hey, is it possible to add a seagull, to fly around? If a player can be a seagull, then the ai can be, too. We need only the name of that... Anybody knows? I hope thats possible to put down a seagull, with a few waypoints to fly around on the beach... CU!
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Stop-watch in a mission?
LightBringer replied to LightBringer's topic in OFP : MISSION EDITING & SCRIPTING
This is my final version, and working really nicely (you must complete a checkpoint before the next one - this is good, becaus then you can't cheat): </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_car = racecar_1 _driver = driver racecar_1 #check1 ?(_car distance checkpoint1 < 10):goto "wp1" goto "check1" #wp1 hint format ["%1 is at the I.\checkpoint!\n\nTime = %2",_driver,time] #check2 ?(_car distance checkpoint2 < 10):goto "wp2" goto "check2" #wp2 hint format ["%1 is at the II.\checkpoint!\n\nTime = %2",_driver,time] ... <span id='postcolor'> I use for the time this format: (time - 8), because there is 8 seconds for startup the engines, and the countdown untill start... It is a really usefull idea, to use the pavement itself, for checkpoints! You can use the Object ID command as well... You need to do a new sqs file for each of the racecars... (copy & paste power...) Thx for the first helping! CU. -
Stop-watch in a mission?
LightBringer replied to LightBringer's topic in OFP : MISSION EDITING & SCRIPTING
Okay, i'm currently here (I need to change the marker to an object, called "checkpoint x"): </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_car = _this if (_car distance Checkpoint1 < 5) then goto "wp1" #wp1 hint format ["%1 Passed Checkpoint 1\n\nTime = %2",name driver _car,_time] if (_car distance Checkpoint2 < 5) then goto "wp2" #wp2 hint format ["%1 Passed Checkpoint 2\n\nTime = %2",name driver _car,_time]<span id='postcolor'> But the "hint" lines seems to be wrong... I'm researching the error, if any idea, post it plz. CU. -
earl: The window is almost crystal clear here, so the problem is on your pc... BTW. the effect of the windows, when they got shoot, is really funny... it looks like some molten plastic, whit a few holes... CU.
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Thanx man! Now, i have this little script..: type into init.sqs: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "seagull.sqs"<span id='postcolor'> type into seagull.sqs: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_sg = "seagull" camCreate [8433.278320,7055.193359,14] #start _sg camSetrelPos [8407.255859,7016.687988,15] _cam camcommit 60 _sg camSetrelPos [8455.540039,7018.411621,12] _cam camcommit 60 _sg camSetrelPos [8433.278320,7055.193359,14] _cam camcommit 60 goto "start"<span id='postcolor'> The last variable in the position field is the height... The bird is flying really nicely! CU PS: An Admin should close the topic, if needed.
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I hope soon you release some medical version of this helo... The russian red cross would really like to see some of these choppers in his fleet. Not jokeing.. there are no any rescue choppers for the east! CU.
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Hey, is there a way, to set an object, to be upside down? Or on the side of it? If yes, with which script? Thx.
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Hi, i do a mission, where deadmans see some scenery, but i want, the civilians, to stay sitting around the fireplace... Why don't they stay there? I put down two civilians called: man, woman. A trigger, initfield: man action ["sitdown"], woman action ["sitdown"]. They sit down, then stand up... What should i do to force them stay down? Thx.
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Why don't they stay sit?
LightBringer replied to LightBringer's topic in OFP : MISSION EDITING & SCRIPTING
i tryed it now.. not working... the trigger's initfield looks like this: man setBehaviour "careless"; woman setBehaviour "careless"; man switchmove "effectstandsitdown"; woman switchmove "effectstandsitdown" Don't know, why they stand up always... -
A little bit offtopic: We make always some "arty" support, with m2... mostly me (as a black-op) hiding in the bushes, with a binocular... the other guy sitting in the m2 turret, fires one... i tell him how to adjust, then he fires a few in a very small circle... (3-7) after this he doesn't moves the turret, and i can tell him how to adjust next time, to make a killer shot... if the area is clear, you can go to get the enemy flag, or move away, etc. CU.
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Hey, another question. How can i set the turret direction, if a tank is empty..? I dont want to set the tank heading, only the turret heading. Thx!
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I think anybody would love to see a better, and enhanched version of this island, cause it's looks really nice... One little thing, what I would like to see. A bit more civilian fuel bases... Try it, to go from the northest village, to the southest, then .... And a your fuel flows away soon. CU!
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Yes, i can talk in the name of the hungarian scene, and we all really would like to see, that BIS make a patch to the BMP-s. It would be really nice..! If BIS not make any changes, then some addonmaker, should do, because the game needs smaller BMP-s. It's to easy to hit a BMP, with a tank, even if it's bypassing... CU!
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Electric and telephone poles
LightBringer replied to LightBringer's topic in ADDONS & MODS: DISCUSSION
Yepp... so somebody, who can make addons, should make this to us, who want to make islands... Because I think islands, with big cities need to have some electric poles... (and black-ops really want to satchel it, to darken the city...) CU.