lonesoldier
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Posts posted by lonesoldier
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Yep i got that addon a few days ago.
Im sure i saw on ofp.cz in the news section recently, someone is making a moving dog addon im pretty sure.
But i think its for a MOD Â

*EDIT*
Where abouts do you think i should place guard dogs?
I might have to incorporate that last idea you gave.
But where abouts should they be placed do you reckon?
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Thanks guys!
BUT, where in that script do i type the cutRsc syntax for each of the 10 picture files?
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Dont worry fellas, figured it out!
Apart from the last bit, which im still stuck on.
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Ok.
Well, ive tried using Windows Sound Recorder to alter WAV. file volumes, but it does not work for some reason(?).
Ill try the other thing you suggested.
As for enemies - i was thinking on changing THE WHOLE mission.
I was thinking on changing it to a Shadowman mission, but then id need someone to re-skin a civillian with the shadowman textures(and i have the textures).
I'd also need a guard dog addon, but one where the dog actually moves.
Thats all id need basically...

BUT, i cant see any of that happening anytime soon.
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Simple Question.
I have a picture of a health bar, with 10 squares on it.
And ive got 10 .jpeg's of each square coloured in.
For example, LIFE1.jpg has 1 square coloured red, LIFE2.jpg has 2 squares coloured in, and so forth.
Now, i have a full coloured life bar graphic displayed at the bottom left of the screen, and ive got 10 triggers.
Each trigger has a getdammage thing in the condition field.
It detects how much damage aP(the player) has sustained, out of 10.
Say ive sustained a dammage of 7 our of 10, then it will display the life bar with 7 boxes coloured in.
BUT. The thing is, it wont display each graphic as i sustain damage.
Ive got (getDammage aP >0.10), and (getDammage aP >0.20) etc. and the lifebars still will not change.
If i put the > arrow to a < arrow (getDammage aP <0.20), then it will display a random graphic every time i start the mission.
Main question is:
How can i get a certain graphic to display on my screen as i sustain dammage?
Is there a script i can make? If so, what will it look like?
I have defined all 10 graphics in the description.ext, and they all work.
I even got them to all display in order 1 - 10 by making a script that displays each graphic every 1 second.
Also, another easy question:
Ive got a large graphic of a suicide note, that appears on screen by the addAction command (aP addAction ["Read Letter","letter.sqs"].
And the graphic has a display duration of 15 seconds. Now, once 15 seconds is up, it dissappears, but the graphic of my health bar dissappears, even though the duration for the health bar is 2000 seconds.
How can i get the health bar graphic to appear back on screen?
I know i could set it to display the health bar at the end of the suicide note script, but what if i have sustained... say.... dammage of 0.50? How will i get it to display the last health bar graphic that was on-screen?
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Another Question:
Is it possible to have more than one graphic displayed one screen at the same time?
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Good idea, BUT, wouldnt all the soldiers look oddly familiar?
Anyway - Click the link below to check out a new pic, it has a health bar in the lower left corner. There is only 1 red triangle there. When the health is full there are 10 red ones around that circle. But as your health gets lower, there are less squares. Having a couple little problems getting it to work perfectly.
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Thankyou very much mate!
Fuck yeah, cheers man!
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Wouldnt it look a little repetitive?
Having 30-odd terrorists who all look the same?
If i DID use the FIA Sniper, then id have to give all 30-odd guys AK-47's, which would take bloody ages.

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Hehe.
Hey fellas.
In my description.ext i have defined a custom resource overlay, and it works.
It makes a 512x512 .jpg pop up on-screen when i activate a certain trigger.
Now, everything works fine, BUT one thing is an annoyance.
The picture is a suicide note, and when it pops up on screen, it only stays on for about 5 seconds. Which gives the player basically no time to read it.
Is there any way at all to make it stay up for as long as i want? Can i define a time limit that it is displayed for?
Another Question:
Can i have more than one custom resource defined in the description.ext?
Because i have multiple pictures that i would like to be displayed throughout the mission.
I tried copying the syntax i used for the first picture, and then pasted it in the description.ext, but it says it has already been defined...
That is basically all i need to know for now.
If i could get an answer ASAP it would be great.
Cheers.

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Music!!!! is what it needs.

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Woo!
Almost finished the intro.
Just need a few sounds from Shadsy. Ill check those 2 tracks out there too mate. Â

The Intro is very simple and short. Its basically my first scripted intro.
As usual, ill get people to test it and give suggestions on what kindda shit to add to it. Â

*EDIT*
I tested those 2 SOAF sounds, and they both skip.. and then just... cut out.

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FS Pilot... THIS MISSION FUCKING ROCKS!
Anyway.
The mission ended unexpectedly.
I was confused as to what the exact objective in the mission is.
I got the message about the hot LZ, so i approached from the North-West direction. Anyway, when i got to the LZ i flew past it slightly, so i turned around, then landed, and not ONE bullet was fired the whole time.
So i clicked "Unload Ammunition" or whatever it is, on my radio, and the mission ended when it was unloaded

BUT, i have a suggestion.
So the 12 enemies shoot at the soldiers and sometimes kill them?
Well, set all the enemy soldiers, and the west woldiers at the LZ to "SetCaptive False". Then when you approach the LZ, have a trigger detect your chopper, and set everyones "SetCaptive" to "True", therefore the firefight will commence.
Quote[/b] ]Could of been, it was only 12 men on low skill. I put them on low skill because I got nailed in the head by them while flying (stupidly turning around past the hot LZ). Of course my gunner was sitting and staring, not shooting, but I put them on low because I didn't want the pilot to get shot so easilly. I think it was the first shot the plane even took. I also removed their RPGs as those could... well, hamper operations very easilly if you're landing.Set the chopper to SetCaptive False, until the men have been dropped off, then set it to True once theyre out of the chopper.
Anyway, i was really enjoying the mission. The addition of a little music and heaps of bullets flying everywhere will make the mission fucking AMAZING.
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Not exactly combat, but here is a wallpaper i made to promote my mission: http://www.freewebs.com/godsenddeath/davidianwall.jpg
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Why havnt any addon makers made a SWAT Van+SWAT Team?
With the industrial buildings and city addons out for use what is the delay?
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Is it just me, or would that city with the skyscrapers make ONE HELL OF A KICK-ASS S.W.A.T. MISSION?!?!?!
We just need some enterable shops/deli's/supermarket's/nightclubs etc.
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Hmmm, i somehow dont think the Raven Shield theme is 'dark' enough. Â

The update files? Just put them in the mission folder. Overwrite the old files with the 3 updated ones.
*EDIT*
Ill see if the BAS units suit the mission.
Ill post again soon with my thoughts.

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Thanks mate!

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Ok, the Updated files can be found at my site. BUT, my data transfer is full or something, and you should be able to get the files within an hour(so it says).

Anyway:
*Changed - Turned Setcaptive OFF, so you can now be shot at.
*Changed - Usual rain sound has been removed, so that you can hear gunshots/voices etc.
I have also added a weapon loadout in the briefing screen. BUT, if you happen to choose a different weapon other than the M4A1 SD, the player will say "Weapon's Dry" when the mission starts.
Why?
Because i had a trigger set up that would detect when the weapon is out of ammo, and say "Weapons' Dry"(magazine empty). But if you choose a different gun, the trigger will think that there are no more bullets for the M4A1 because it ISNT THERE!
That problem CANNOT be fixed.
There is now no more rain sound for when you are walking around outside buildings, but when you enter buildings it still has rain pelting on the roofs.
As for the music, it is still there. I searched through the Shadowman music directory, and all the music tracks are either too fast, or just plain shit.

If you watch the intro it will still say you are missing a certain sound file, but just ignore that. The sound will still play.
There are NO other errors that i am aware of.
THINGS I WOULD LIKE TO ADD VERY SOON:
Here are some things id like to add in the very near future.
A dialog box at the start of the mission, that has 3 pre-made kits that you can choose from.
Kit 1: Scout Kit - M24 SWS, Ingram, Binoculars, Grenades, Smoke Shells.
Kit 2: Assault Kit - M4A1 SOPMOD, Glock, Binoculars, Grenades, Smoke Shells, Flashbangs.
Kit 3: Stealth Kit - MP5SD, Glock Silenced, Grenades, Flashbangs (if possible), Smoke Shells.
The main thing i really want to add is Flashbangs, if they can be made at all.
Any other idea's?
I also want to have a better intro, as the one that is in the mission i didnt make, and i particularly dont like very much.
But i cant make intro's for shit.

More idea's, feedback and feature suggestions ARE NEEDED!
Cheers.
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Quote[/b] ]- The ambience sounds (asylum, avery, horror) are ok, but lower the volume of themI dont know how to lower the sound/music volume through OFP, apart from fadesound.
Quote[/b] ]You must've exceeded your bandwith allocation for today because the link isn't working. Â Says too much data transferred or something like that.Sorry, Gayocities does suck.
Quote[/b] ]the continual looping drove me mad.The looping of which sound(s)?
Quote[/b] ]I would suggest you use some other music too, it just didnt work for me, perhaps some sort of deep southern american, backwater cultish banjo music perhaps?Dude, im an Aussie, i have no idea what music you are requesting that i add Â

BUT, ill take a look through the Shadowman music files, and see if i can find some better music.
The reason i chose the current music is because i thought it added a more horror theme/serial killer style sound.
But, as i said, ill see what i can do.
As for the sound errors, ill fix them ASAP.
Once ive fixed them, ill chuck the fixed .sqm and other necessary files onto the Geocities webpage, so that you dudes dont have to download the WHOLE mission again.
*EDIT*
Quote[/b] ]The sound of rain in open areas (i think it's supposed to be an custom one, because i heard all the mission a louder rainsound then the original OFP rainsound)[...to quiet]
Another suggestion:
What about making also a "light" Version of the mission, that's not using the terrorist and M4 addons?
You could use a mix of resistance and civilian militia (editor addon) or only the civilian milita as enemys.
And a selection of the original OFP weapons XMS, MP5, M4, AUG, G36, Ingram and Beretta/Glock Pistol in the Briefing.
Don't get me wrong, the two Addons you selected add to the atmosphere, but after playing your mission i will delete them, because i don't need them for anything else. That means when i try to play the mission months later, i will have to search for the addons to get it running again. (do you think i will? ) - For the replayvalue such a second Version would just be fine.
Yes, the rain sound is a custom one, because the OFP rain sounds shit IMO.
As for weapons selection, ill add a small choice of guns. Silenced weapons ONLY, as the terrorists will kill the hostages if they hear a loud gunshot.
Also, about an alternate version - why would you delete the addons after playing the mission? Theyre not very big in size.
I find that the terrorist skins suits the mission, civilians skins wouldnt IMO.
The enemies arent civilians in the mission, they are a terrorist cult.
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Hmmm, i just checked ofpec, and i DID put a wrong link.
They seem to have removed the addon i used.
Ill upload the addon to my site tomorrow afternoon.
Sorry about the inconvenience.
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*EDIT: Setcaptive is ON. You will NOT be shot at.*
*VOTE PLEASE*
Straight to the point.
This mission is already finished, but im not going to release it until ive added as many cool features as possible.
As you may have gathered by the topic title, ive tried my hardest to make this mission as scary as possible, by using some of the following methods:
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*Sounds from Shadowman, including slow and creepy spine chilling music.
*Sounds from Rainbow Six, such as radio chatter and distress calls etc.
*Sounds from Medal of Honor, such as rain pounding on tin roofs in the sheds and houses.
*Use of fog and heavy rain, and a setting in the early morning sunrise, when the sky is bright red.
*Graveyard, complete with sounds of crows and wolves, and also sounds from shadowman play as you slowly creep through the graveyard.
*Destroyed houses and smashed up fences.
And plenty more sh*t.
The way ive used the sounds i think is impressive.
For example, when you walk up to the house it plays a sound of rain pounding on the tin roof, and as you walk through it a slow and haunting sound plays, then when you exit it, the rain sound cuts out.
Also as you walk through the graveyard you spot two bodies and a spooky sound echo's through the speakers, amongst wolves and crows.
When an enemy is killed the player says a random sound from Rainbow Six, such as "tango down", or "threat neutralised".
Thats only SOME of the cool things that happen.
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The mission isnt just sounds and effects.
You are tasked with the job of rescuing two hostages from an abandoned house, crawling with Davidian Cult members.
If you are detected the hostages are executed.
BUT. The main reason this needs BETA Testing is:
Because i need feedback on how well you think the sounds/effects were used, and what other things i could implement to make it scarier.
Ive had plenty of BETA testers that tested this aaaages ago, before the sounds were implemented.
Also, it would be cool if you guys could give me a sh*tload of suggestions on what other features i could add to the gameplay side of things.
Im waiting for someone to make an addon of a guard dog, so that i can have dogs walking around the graveyard etc.
The mission is 5.3mb, but well worth it.
Hope to see some replies ASAP!
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Hmmmm... "File not found" when i click the download link.
Can you get a mirror or something, because Fileplanet is absolute shit.

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Why the hell are some roads on the map going THROUGH buildings?
I mean, who would build a house on a main road?!?

But good work CAT SHIT(sp?), fucking amazing work as usual.
Davidian
in USER MISSIONS
Posted
Hmm yeah....
Ill give it a go in a minute.
Just gotta think of some more good additions i could chuck in the mission.
Im thinking on having a few dialog boxes, but i dunno how to make them.