Metal Heart
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Everything posted by Metal Heart
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Random location of unit and marker?
Metal Heart replied to Kilo Zulu's topic in OFP : MISSION EDITING & SCRIPTING
You can't create markers on the fly so first you'll need to put it somewhere on the map and name it. Set it to type Empty and it will be invisible in game. When the marker should be visible, move it to the position and change it's type to something not invisible: "MarkerName" setMarkerPos getPos unit "MarkerName" setMarkerType "Destroy" Marker types -
RHS Suggestions for future add-ons
Metal Heart replied to Supernova's topic in ADDONS & MODS: DISCUSSION
It's not like you can't import models from Max into O2 you know You'll need configuring, scripting and lods too for vehicles but you would probably get someone else to help with those if you make good models. -
Or you can just titleText ["You've been shot down!\nMission Failed","BLACK OUT"]
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Anyone knows how to export textured models from Blender to O2? Models load fine after tweaking the 3ds export script to include kfdata but the UV-coordinates get a little screwed up. The strangest thing is that some of them are correct. Here's what it looks like: blender-> bulldozer-> Texture is 512x512 32bit TGA which converts fine with texview. Model consists of triangles only. --- edit: --- Never mind. Got it working. 1. export as Wavefront (.obj) from Blender 2. import obj and export as 3ds with a free proggy anim8or, check dummy 3ds kdata (options/debug) 3. import into o2 (import/3D studio)
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Generally, when ever anything happens in the game, the whole bandwidth should be used, if it's a 2vs2 CTF clients will just receive more packages (as in more frequent updates thus less client side prediction) than say a 9vs9 cti with tons of AI. When the bandwidth isn't enough to keep everyone in sync of the current events, it will result in desync. You can monitor bandwidth usage when you are logged in as admin with the command #monitor 30 where 30 is the intreval how often the information is displayed. I guess the three colums in the player list are current, peak and avarage values.
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No army would allow a pilot to join some kind of an attack on foot. That would be a huge waste of training. Only thing worse would be a grunt or spec op nicking a foreign gunship or a jet. There's just no way that would ever happen in real life.
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Random starting positions
Metal Heart replied to xawery's topic in OFP : MISSION EDITING & SCRIPTING
It's possible and quite simple too. First you use random to select one of the 6 positions, for example markers named pos1, pos2... and then setpos and forEach to move the group there. I'm quite sure it's enough if you do something like this in a server side script. Like from init.sqs run the script: (server is a game logic named server, which is local only to the server) ?local server : [] exec "randomStart.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = getMarkerPos (["pos1","pos2","pos3","pos4","pos5","pos6"] select ((random 6) - 0.5)) {_x setpos _pos} forEach units groupAlpha Where groupAlpha is the group name. -
vehicle unitname or vehicle player And here's a online command reference
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The engine isn't made for the view distance and terrain detail that the settings allow nor the hardware available nowadays. For example, there's no detail reduction for terrain grid over distance so a normal island with 5k VD and high terrain detail will easily bring pretty much any pc on it's knees. I'd say stick to normal terrain detail and then adjust the VD to a playable level.
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Here's one I remember being pretty nice:
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Wow, you must be new around here... Welcome to The Internets! Internets, this is Bör, say hello.
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I need a trigger to detect a player aircraft?
Metal Heart replied to Kilo Zulu's topic in OFP : MISSION EDITING & SCRIPTING
Yes. http://www.ofpec.com/COMREF/vehicles.php A 'west detected by east' trigger covering the area condition: "Air" countType thislist > 0 onActivation: hint "West aircraft detected by east"; airsupport=true; ...should do the trick. You could synchronize this trigger with the jets' 1st waypoint or have ?airsupport in their 1st waypoint condition. -
"to be discovered" trigger condition?
Metal Heart replied to falagar's topic in OFP : MISSION EDITING & SCRIPTING
Yes. With a trigger: east detected by west For invidual unit: unit knowsAbout target Returns a number http://www.ofpec.com/COMREF/letterH.php#knowsAbout -
Changing from a type of soldier to another
Metal Heart replied to rockmanxx87's topic in OFP : MISSION EDITING & SCRIPTING
It's called automaticly when you respawn as another unit. -
Even the pope wants ArmA!
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Changing from a type of soldier to another
Metal Heart replied to rockmanxx87's topic in OFP : MISSION EDITING & SCRIPTING
Nope, not really. You can however place an empty onPlayerrespawnOtherUnit.sqs in the mission directory to at least make the group respawn almost unnoticeable (no camera animation). You can resurrect your first character simply by unit setdammage 0. Maybe enableRadio false would hide the kill message, you'd still see deaths from the scoreboard though. -
Yes.
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You have probably disabled cloudlets from the video options or messed up your data.pbo or data3d.pbo.
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Low Ground Fog or Mist
Metal Heart replied to MilitiaSniper's topic in OFP : MISSION EDITING & SCRIPTING
Here's a simple example that fills a rectangular area with fog, save as mist.sqs in mission directory: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; parameters: ; [object, northend, eastend, interval, size, height, lifetime] ; ; for example place a game logic on the SW corner of a map and on it's init line have: ; [this, 12800, 12800, 100, 240, -60, 3600] exec "mist.sqs" ; ; that would create 12.8km x 12.8km of mist with the gl in the relative SW corner ; of the area with the mist particles size 240 placed on 100 meter intervals ; and it would live an hour (3600s). mist will fade away linearly during the ; last half of it's lifetime ; ; for best results place gl on water level and DON'T use John's smoke and fire ; textures or if you do change the particle type to cl_water ; ; WARNING: extreme values will cause BSODs, CTDs and horrendous "lagging" _obj = _this select 0 _north = abs (_this select 1) _east = abs (_this select 2) _interval = abs (_this select 3) _size = _this select 4 _height = _this select 5 _lifetime = _this select 6 _ix = 0 _iy = 0 _iz = _height _rnd = _interval ?_interval == 0 : hint "error, interval can't be 0"; exit; while "_iy < _north" do{_ix = 0;while "_ix < _east" do {drop ["cl_basic", "", "Billboard", 5, _lifetime, [(_ix+(random _rnd)), (_iy+(random _rnd)), _iz], [0, 0, 0], 0, 1.275, 1, 0, [_size],[[1,1,1,0.3],[1,1,1,0.3],[1,1,1,0]],[0],0,0,"","",_obj]; _ix = _ix + _interval;};_iy = _iy + _interval;}; exit that while-loop-thingy must not have line changes so fix it if it breaks with copy-paste. And yes of course it would be better to create the fog dynamically only around the player to save resources. Here's how it looks with the proposed settings: http://youtube.com/watch?v=8JG7LN0M2YQ -
I don't get it, those look exactly like the ArmA shots apart from the obvious differences such as the trees which don't look better than ArmA and the houses that don't look better than ArmA. How exactly are those amazing if ArmA shots are not? Must be some kind of psychological effect.
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FDFmod + desert pack
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You could just play the "action oriented" missions that have unlimited respawn if you can't take it. Since pretty much everything is scriptable by the mission maker you can have it exactly as you want, there's no set mission types and there sure as hell is no reason why the respawn should always last 5 minutes or anything like that, it's all up to the mission maker. And having JIP features like character switching gives lots of new respawn possibilities. You might respawn as a civilian or some animal while you wait for the next attack&defend round for example, or some AI on your side. Or you could JIP to another server for a quick deathmatch meanwhile.
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How to punish the player that kills the civilian
Metal Heart replied to evilnate's topic in OFP : MISSION EDITING & SCRIPTING
"Killed" eventhandler. Add this to every civilians init line: this addEventHandler ["Killed", {(_this select 1) setdammage 1.0; hint format ["%1 killed a civilian.",name (_this select 1)]}] -
WGL5.1 bleeding in missions
Metal Heart replied to Kirby's topic in OFP : MISSION EDITING & SCRIPTING
Well are you playing a mission that uses WGL units or a mission that uses only the standard stuff? As far as I know WGL is not a replacement mod so the scripts etc might not work if you're not playing a wgl mission.