MP
Member-
Content Count
332 -
Joined
-
Last visited
Never -
Medals
Everything posted by MP
-
Need help with Sript loop (MP\'s artillery script)
MP replied to vitoal125's topic in OFP : MISSION EDITING & SCRIPTING
What script was that? (posted 2 artilary script's up here in the past). _Centre = _this select 0 _area = _this select 1 _guns = _this select 2 _freq = _this select 3 _rounds = _this select 4 _delay = _this select 5 _CentrePos = GetMarkerPos _Centre _cx = _CentrePos select 0 _cy = _CentrePos select 1 _areaX2 = _area * 2 ~_delay _ammoType = "Heat120" #Update ? (ariStop == 1) : goto "End" _a = _guns + 1 _a = _a - 1 #Salvo _tempObj = _ammoType camCreate[_cx + Random(_areaX2) - _area,_cy + Random(_areaX2) - _area,50] ~0.01 ~0.4 _a = _a - 1 _tempObj = objNull ? (_a > 0) : goto "Salvo" _rounds = _rounds - _guns ~_freq - (_guns * 0.4) ? (_rounds > 0) : goto "Update" #End exit Now... that's it perfect Ok... That's my heavy artilary script.... _Centre = _this select 0 _area = _this select 1 _guns = _this select 2 _freq = _this select 3 _rounds = _this select 4 _delay = _this select 5 _CentrePos = GetMarkerPos _Centre _cx = _CentrePos select 0 _cy = _CentrePos select 1 _areaX2 = _area * 2 ~_delay _ammoType = "Grenade" #Update ? (ariStop == 1) : goto "End" _a = _guns + 1 _a = _a - 1 #Salvo _tempObj = _ammoType camCreate[_cx + Random(_areaX2) - _area,_cy + Random(_areaX2) - _area,50] ~0.01 ~0.4 _a = _a - 1 _tempObj = objNull ? (_a > 0) : goto "Salvo" _rounds = _rounds - _guns ~_freq - (_guns * 0.4) ? (_rounds > 0) : goto "Update" #End exit And this is my Light artilary script... Both use the ["Targetmarker",Spread,Guns,Reloadtime,Ammo,Delay] exec "heavy/light artilary.sqs" INIT. (are you getting any error messages 'n' s**t?) (Edited by MP at 2:46 am on Dec. 9, 2001) -
Oh man the list would be feck'in huge. There isint realy a "list". It's all down to your ability to script. (I did java and visual basic in collage so I've got no prob's).
-
The DPM gear is coming in January or Febuary (so they say). Not sure about the GPMG's though...
-
Hi all, Â Â Â I noticed when the v1.30 patch came out that the Steyr's rate of fire wen't through the roof... Â Â Â I'm an engineer in the Reserve Defence Force for Ireland and the standered issue rifle over here is the Steyr. When I heard that BIS was releasing a Steyr in the weapon's pack I went ape s**t. :biggrin: Â Â Â When I got the weapon pack, straight to the editor I went. Steyr, Perfect sound, Rate of fire dead on the button @ 13 round's/sec, visual model just like the real thing. Even the scope is the same....... Â Â Â BUT... When I downloaded the v1.30 patch rate of fire went up to like 20 round's/sec... Â Â Â I know this is a very small thing to be whinning about but if it's gonna be real then keep it real.....
-
Need upload space for my OFP Sound replacement mod (20mb+).
MP replied to Satchel's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Brass on 9:49 pm on Dec. 7, 2001 ive played the first new sound, very good sounds of the a10 from outside. however, from the insive, from what i can tell, they are wrong. in a plane, there is much buzz from the enfines. there is none of the fluctuations in sound volume that you hear on the ground, as the engines are close to the ears of the pilot and the sound doesnt have far to travel, so in real life sounds uniform. while the spectators on the ground hear a variation in volume from the air pressure and movement. i know you probably cant have both, as you want the outside sound to be loud and for everyone to hear but you cant make it uniform on the inside. maybe you can make it very loud on the inside, for a small area, so you cant hear the variations? but it sounds good, nice loudness. the second sound (copper) seems to be very loud on the inside and drowns out orders from the co, nice realism. but thats got the volume variations too... thanks for the armour sounds, like we asked for. i hope the mg is in time with the sounds. <span id='postcolor'> I belive the word you are looking for is "Dopler"(!?) effect.... -
Yes gonna work on it tomorrow
-
Aw yeah but you gotta keep it real...
-
Thank's guy's... Nvever thought of looking for any AA weapon's (PANIC!). And oh ah up the RA...
-
Try this Motha F*ucka out!!! _Centre = _this select 0 _area = _this select 1 _guns = _this select 2 _freq = _this select 3 _rounds = _this select 4 _delay = _this select 5 _CentrePos = GetMarkerPos _Centre _cx = _CentrePos select 0 _cy = _CentrePos select 1 _areaX2 = _area * 2 ~_delay _ammoType = "Heat120" #Update ? (ariStop == 1) : goto "End" _a = _guns + 1 _a = _a - 1 #Salvo _tempObj = _ammoType camCreate[_cx + Random(_areaX2) - _area,_cy + Random(_areaX2) - _area,50] ~0.01 ~0.4 _a = _a - 1 _tempObj = objNull ? (_a > 0) : goto "Salvo" _rounds = _rounds - _guns ~_freq - (_guns * 0.4) ? (_rounds > 0) : goto "Update" #End exit it uses the same init as my light script... ["Targetmarker",Spread,Guns,Reloadtime,Ammo,Delay] exec "heavy barrage.sqs"
-
You the man FCATrooper!!!! I'm down here in sarsfield barack's in Limerick. I moved to the 3rd field millitary police a few week's back. Yes it was in tactic's up in the curra with blank's. Emptied the clip into my Leftenant LMAO. (he was not impressed lol). But the rate of fire is a bit on the high side...
-
I did Java script and visual basic scripting in collage. It's preety much the same... I thought those courses would never come in handy LMAO
-
Oh yes!!!!!!! and then your processor would have to go and track all the little bit's of car and tank's and truck's. The game engine would not support it. e.g When you shoot a tank the way it is now you do see bit's flying off BUT they are only small round thing's that look like clod's of dirt. They game engine would not support it because it uses .p3d models that cannot be cut by a game engine (like OFP useing pure scripting ass far as I can see so far) up or f**ked accross a field.
-
Yes but it's F*cked up ain't it...
-
Okay... so you want a guy to walk to a waypoint and when that wapoint is triggered the cutscene end's. Correct??? If so... here's what to do. 1: Put down the waypoint and in the condition field make sure it say's TRUE. In the activation field type endCutscene=true 2: Put down a trigger.. Activation NONE, Type END#1, Text ENDCUTSCENE, Condition ENDCUTSCENE. Now you will find that your cutscene will end... :cheesy:
-
Rob, screw my last e-mail address. Send it to bull27@utvinternet.com
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from drewb99 on 4:21 am on Dec. 5, 2001 Lah Lah lah, once again, C27 and AN26.... <span id='postcolor'> This aircraft is nice! It's only a little bigger than a chinook. (from what I can see).
-
You gotta put this in ur description.ext flie... cass is the name you give the soldier in the editor. Name Face Glasses Speaker Pitch I think you'll get the idea... class CfgIdentities { class James { name = "James Gastovski"; face = "Face24"; glasses="None"; speaker = "Adam"; pitch = 1.10; }; class David { name = "David Armstrong"; face = "Face7"; glasses="None"; speaker = "Greg"; pitch = 1.05; }; class Robert { name = "Robert Hammer"; face = "Face33"; glasses="None"; speaker = "John"; pitch = 1.10; }; class Sam { name = "Sam Nichols"; face = "Face18"; glasses="Sunglasses"; speaker = "Patrick"; pitch = 1.00; }; class Berghoff { name = "Arnold Wesley"; face = "Face23"; glasses="None"; speaker = "Rob"; pitch = 1.00; }; class Kozlowski { name = "Ernst Smith"; face = "Face40"; glasses="None"; speaker = "Dan"; pitch = 1.00; }; class Fowley { name = "John Davies"; face = "Face21" glasses="None"; speaker = "John"; pitch = 1.00; }; class Bormioli { name = "Peter Wayne"; face = "Face6"; glasses="None"; speaker = "Patrick"; pitch = 1.00; }; class Blake { name = "Caper Blake"; face = "Face16"; glasses="spectacles"; speaker = "Greg"; pitch = 0.85; }; class Guba { name = "Aleksei Vasilii Guba"; face = "Face15"; glasses="None"; speaker = "Adam"; pitch = 0.85; }; class Angelina { name = "Angelina"; face = "Face99"; glasses="None"; speaker = "Adam"; pitch = 1.15; }; class Resistance { name = "Ian Stoyan"; face = "Face14"; glasses="spectacles"; speaker = "Adam"; pitch = 0.85; }; class Slava { name = "Slava"; face = "Face1"; glasses="spectacles"; speaker = "Adam"; pitch = 0.85; }; class Eusev { name = "Col. Eusev"; face = "Face17"; glasses="spectacles"; speaker = "Adam"; pitch = 0.85; }; class Fuller { name = "Jack Fuller"; face = "Face25"; glasses="None"; speaker = "Rich"; pitch = 1.00; }; };
-
For Army active and prior service, would a NTC map be cool
MP replied to DarthBeavis's topic in OFP : MISSION EDITING & SCRIPTING
Indeed a good idea... -
M_P47@hotmail.com (Edited by MP at 6:36 am on Dec. 5, 2001)
-
LAG FEST!!!
-
The camo sceme in the 2nd pic is much nicer than the 1st. Nice work! (dunno about the HE round's though)
-
I have creative Wave studio and the quality from this software is excellent. My God! This software has been sitting (unused) on my hard drive for the last year and I did'nt even know about it untill like 2 mins ago!!! And there's me useing the standered recorder with window's. (It's amazing what you find on 100GB's of space). Oh well, that's the software for you... (Running a Creative 1024 live value sound card). P.S If you need a guy with a strong (so I'm told) Irish accent gimme a shout. LMAO. (Edited by MP at 7:40 am on Dec. 4, 2001)
-
If I may suggest, The way I get around bad quality sound is to use the ogg file in question as in game radio sound. Radio chatter is gonna be bad quality anyway but for cut scenes you may want to download some sound editing software to De-Noise the file. I got some similar software but it don't work .
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Renagade on 6:49 am on Dec. 3, 2001 you may want to try this in the mission editor select a regular solier then in is initbox type s1 removeweapon "m16"; s1 removemagazines "m16"; s1 addweapon "kozlice"; s1 addmagazine "kozliceball"; s1 addmagazine "kozliceshell" s1 is just the name i gave to my soldier so u can change it to whatever u put in the name box for example if u put rex in the name box u would change s1 to rex. Now u can enjoy the wonders of the crappy shotgun that is the kozlice. ps. is there a generic command that removes everything of a unit so its left with nothing?<span id='postcolor'> Yes, and it is..... In the init field or the activation of a trigger/WP put >>> removeallweapons s1 No this or s**t just straight out the way I typed it.
-
Q1: The AI will know somebody is shooting at them but it won't spot you because the AI is only good for targeting to a range of about 800-1100m. Q2: You cannot pack unlimited fuel into a rocket. It's going to burn off it's fuel before it hit's target at that range. BIS did this to be REALISTIC!!! wich is a very, very good thing. Oh yeah and did you ever hear of gravity??? I realy dose exsist.....