Metal Heart
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Everything posted by Metal Heart
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Nice. I wonder it will cost less without the box and stuff. Why the silly emoticon? (this one: , wtf it's even supposed to express)
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At least it supports 4 channel audio (front left & right + rear left & right). Don't know about 5.1 or more, I think the extra channels would be mixed by the sound card from the 4 sent by the game unless the game supported 5.1. Did you activate hardware mixing from ofp audio settings and maybe also set speaker mode correctly from sound card settings?
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Ho to detect if there are no more vehicles alive
Metal Heart replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
I guess the best method would depend on how many vehicles there are. Say it's less than 10, 20 or maybe even some more and you might as well use a trigger without any hit in the performance. Generally using scripts is more efficent because you can use delays, iterate arrays slowly, use local variables and so on. Like in this case there's no need to check the vehicles every 0.5 seconds, you could have a 5 second delay between each count and it wouldn't really hurt the mission but would use 10 times less CPU in theory (assuming the delay wouldn't cause any load). If there's a really insane amount of vehicles the count might result in a noticeable fps drop every time it's done so then it would be better to go trough the array one by one with a tiny delay in between. -
Sound/Music Script Question
Metal Heart replied to IceFLYER's topic in OFP : MISSION EDITING & SCRIPTING
I'm not sure if stereo sounds are accepted but at the very least they're a waste of space and cpu cycles since they'll be played as mono anyways. -
Ho to detect if there are no more vehicles alive
Metal Heart replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
If it was repopulated each cycle there wouldn't be any use for it in the first place. You could then just go trough the thislist of the trigger something like: condition: {driver _x != _x AND canmove _x} count thislist == 0 onActivation: hint "done" -
Wouldn't it be best if such hacks were not needed in the first place? If that's not the case, you'll probably have to wait/hope for an ArmA version of F-watch.
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Removing an Add-on
Metal Heart replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Unfortunatly no... In my mission units are created. Any unit in the mission is a standard bis one... Thanks However Yeah, actually I meant the addons and addonsauto arrays of the intro and outro part. -
Ho to detect if there are no more vehicles alive
Metal Heart replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
I think the idea was to generate the array only in the beginning. If the performance really is an issue: -deletevehicle the eastvehicles trigger after it's done -use a script for canMove with a delayed loop that removes destroyed vehicles from the array: #loop ~3 _c=0 {if(canMove _x) then {_c=_c+1} else {EastVehicles = EastVehicles - [_x]}} forEach EastVehicles ?_c > 0 : goto "loop" VehiclesDestroyed=true You could improve it so it doesn't evaluate every vehicle at once but would rather go slowly trough the array, one by one and then back to the beginning if you really want to save the valuable few cycles it takes -
Removing an Add-on
Metal Heart replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Maybe you have it in the intro or outro part? -
ofp/users/<player name>/UserInfo.cfg Change this stuff: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">keyAxisTurn[]={196608}; keyAxisDive[]={196609}; keyAxisRudder[]={196613}; keyAxisThrust[]={196610,196614}; to keyAxisThrust[]={}; etc... I don't think that it will solve the problem though, the handling changes somewhat when flying with a stick (manual throttle instead of hold altitude).
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Sound/Music Script Question
Metal Heart replied to IceFLYER's topic in OFP : MISSION EDITING & SCRIPTING
Say only works with sounds (mono, directional & dynamic sound), not with music (stereo, played directly as is). You play music files with playmusic "Track15". To play the track as a sound, you'd convert it to mono (or split it into separate left and right files) and define it in CfgSounds in the description.ext file. -
Chopper groundstart with engine running
Metal Heart replied to MetalG's topic in OFP : MISSION EDITING & SCRIPTING
Have a chopper named heli set to 'Flying' and save this as init.sqs (gets executed automaticly) into the mission directory: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">heli flyinheight 0 ; store initial pos _px = getpos heli select 0 _py = getpos heli select 1 ; keep heli in place for 2 seconds #heliloop heli setpos [_px, _py, 0] heli setvelocity [0,0,0] ~0.01 ?time < 2 : goto "heliloop" exit -
It returns a number, if you just put a number somewhere it doesn't work either now does it. edit... I tried and it works like a charm. Like this for example: hint format ["%1", {_x == "M16"} count magazines player]
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{_x == "wip_m4csmag"} count magazines player
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1. bring up the mission editor (this is the hardest part) 2. add about 100-300 enemies into a random town 3. add 4-12 playable special forcez dudez0rz nearby with a couple tons of cool weapons & ammo 4. you're pretty much done, export as MP mission
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How to prevent players to pick up weapons
Metal Heart replied to Gorgi Knootewoot's topic in OFP : MISSION EDITING & SCRIPTING
The trigger is not deactivated, that's why it doesn't work. Try this: repeatedly condition: count magazines player > 0 OR count weapons player > 0 onActivation: removeAllWeapons player -
i dont understand why YOU dont understand...apparently you have little experience playing difficult levels because having limited/group respawns does not mean you will automatically win...far from it in fact. In the past ive played lots of coop maps in OFP with some friends which had group respawning and there were many times we still could not complete the mission at hand...and at the time we were NOT bad players. Then again we never bothered with the "easy" maps. Its hysterical to me that some of you actually think that by adding limited respawns theyd be hurting the game or making it too easy. Maybe you need to just turn up the difficulty or download better maps, dunno...but if youre only playing with 1 friend lets say, it can really suck without at least having group spawns when yer on a tough map. Sorry but i just cant see having the ability to respawn maybe 3 times ruining the game. If anything, itll keep the majority of users playing longer to keep comming back for more. ...but for those of you who can rambo and/or command their way through hardened enemy lines with nothing but a pea shooter and come out unscaved with the same life they began with, this philosophy will of course not apply. Oh I was replying to your original post which would suggest that the server could just set whatever respawn type (like base or instant). Group respawn is a completely different matter, I don't like it but it can make a big mission playable for a fewer number of players. Why I don't like it: it will usually result in silly rambo tactics, like leaving your 'respawns' behind or hidden and keep attacking or defending with the players only because in the missions that are balanced for a large number of people, the AI will just get them self killed and waste the respawns without causing much damage to the enemy. And yeah, playing large missions with just a few players and group respawn will usually just make them harder. Since it isn't apparent, let me tell you that I have played coops online more than a healthy dosage, you could almost say that I've been addicted to it at times, and I've made a handful of coops and adversial missions too so I would like to think that I know at least something about the subject. Anyways, with JIP (join in progress) you might get what you wish even if you can't directly override the respawn setting.
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Objective With Very Long Text In Briefing
Metal Heart replied to IceFLYER's topic in OFP : MISSION EDITING & SCRIPTING
Maybe you could use a link 'Objective 1' which would open a new section of the briefing that describes the objective. You can make new sections this way: -
Not enough memory or you havent allowed enough memory to be used (run flashpointpreferences.exe). And very high terrain detail is insanely demanding for the CPU considering how old the game is.
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What's the point of playing if you can't lose? (since most coops are only lost by dying) Overriding respawn setting would make the missions harder to make because you would have to consider where the players respawn and how it would completely mess up the mission difficulty etc so mission makers would probably just have some counter-measures for it, like having the respawn on an island 100km away from the action or detecting a respawning player and ending the mission for him or putting him into a camera script for the rest of the mission.
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Ho to detect if there are no more vehicles alive
Metal Heart replied to seba1985's topic in OFP : MISSION EDITING & SCRIPTING
Is there any infantry in the area where the vehicles are? If not you could have a trigger covering them that stores the vehicles in an array in the beginning of the mission (I'm assuming east is the enemy side): Activated by east present, once condition: this onActivation: eastvehicles = thislist ...then the trigger that detects if they are destroyed: activated once condition: {canmove _x} count eastvehicles == 0 onActivation: hint "Vehicles destroyed" -
Invisible targets addon might do the trick, they are like invisible and indestructible vehicles that the AI will attack on it's own. Just delete them after the plane is done so your AT guys, tanks or whatever won't attack them. Maybe even the laser target would do if you don't want to use any addons (class names LaserTargetW or LaserTargetE) but those work only with LGBs and missiles I think.
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Using real cameras
Metal Heart replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Snypir's intro to camera scripting -
CSLA ammo & weapons name
Metal Heart replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Usually the classes are listed in the readme files. -
getdammage targetname?