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Metal Heart

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Everything posted by Metal Heart

  1. Metal Heart

    Force player out of a vehicle?

    Maybe {_x action [{getout},car1]} foreach units group player Btw, player is a pointer to the player's unit so it's a reserved word and you shouldn't use it as a name referring to specific unit. (1st post says you have player called player).
  2. Metal Heart

    increase the terrain detail in MP?

    I think AI units are local to the server so in that example the AI VD would be 1000. You could have a game logic called server for example and then ?local server: setviewdistance 2000; to set AI VD.
  3. Metal Heart

    Aquilair beta

    It looks good and flies very nicely I don't think you could fly one upside down or do a loop in reality though, maybe you could script it to tear apart if trying such maneuvers ... oh and the cd player isn't really neccessary, you can easily script it to mission if you happen to need it.
  4. Metal Heart

    Aquilair beta

    It causes CTD as soon as I start mission.
  5. Metal Heart

    increase the terrain detail in MP?

    Yeah like in init.sqs for example (not tested): //common values for infantry squads and hq setviewdistance 1000; setterraingrid 12.5; //values for CAS & armor group and snipers ?player == sniper_01: setviewdistance 1600; ?player == sniper_02: setviewdistance 1600; ?player in units abrams_platoon: { setviewdistance 2000; setterraingrid 25; } ?player in units close_air_support: { setviewdistance 2600; setterraingrid 50; }
  6. Metal Heart

    Ingame voice chat

    I think different channels would do the trick nicely. Like direct whisper (-inf dB at 8m), direct speak(50m), direct shout(300m) and direct scream(600m). It's just that if the area of 'transmission' is too big it can cause lag if there's like a 50 players inside it but I guess smaller bandwidth servers would disable the feauture anyway.
  7. Metal Heart

    Destructive Buildings

    Well, that's a matter of opinion. If I shoot the left side of a building and a hole appears in the general area then I think it's dynamic enough even though the holes are based on premodelled pieces. The difference in the ofp engine based dd videos (like the vbs video) is that the buildings are made of premodelled indestructible lego blocks that are bounced around by physics. That works ok on structures made of concrete but looks really fake when you for example put some 80mm rockets on a wooden house which would in reality completely shatter into small debris. In Söldner each piece has multiple (as in more than two) stages of destruction so it would be hard to recreate in ArmA unless it was supported by the engine.
  8. Metal Heart

    increase the terrain detail in MP?

    You might also want to limit view distance when using very high terrain detail with the command setViewDistance <number of meters>.
  9. Metal Heart

    HELP ...

    I think WrpTool is the best program for creating islands and it even has a pdf manual with pictures and everything. http://flashpoint.nekromantix.com/wrp.php
  10. Metal Heart

    voice

    That's the way it is in OFP I think. When you use 'direct speaking' channel, it is as if your character was speaking. Too bad the in-game voice only works when you use directplay protocol. So it will probably be just like you described in ArmA.
  11. Metal Heart

    Switch Sides

    COOL AND VERY USEFUL THREAD You can already switch side in OFP by grouping say west units with east group leader and then deleting him.
  12. Metal Heart

    Destructive Buildings

    In my opinnion dynamic destruction doesn't neccessarily need any physical calculation at all. Maybe a little for the projectiles causing the destruction in the first place and for the particle effects (like smoke and debris) but no rigid body simulation. Here's a couple clips of how it is in Söldner in case some people haven't played it: http://youtube.com/watch?v=2TanNGdwIeE http://youtube.com/watch?v=fJu5aA4l6VU
  13. Metal Heart

    HELP ...

    I think he meant a person who makes islands for OFP.
  14. Metal Heart

    Race pack out

    It's not that the idea isn't good but it just doesn't work in OFP. One for the lack of proper vehicle modelling, physics and collisions and two for the unsuitable net code (driving behind another car = crash and/or death).
  15. Metal Heart

    Zoom

    Yeah with camera script there's no limit on the zoom. Place a playable unit on the map and type this on it's init line: this exec "camera.sqs" Controls: QWE ASD ZXC = move numpad arrows = look around +/- = zoom in/out V = exit script L = disable crosshair space = target object or pos ctrl = copy camera pos, facing/target and fov to clipboard
  16. Metal Heart

    HELP ...

    Maybe with CombatDead, CombatDeadVer2 or CombatDeadVer3.
  17. Metal Heart

    HELP ...

    Standing hands behind head: unit switchMove "FXStandSur"; Sitting on the ground: unit switchMove "EffectStandSitDownStill"; Switchmove doesn't work from unit's init line. Oh and here's a nice command reference in html with a list of animations: http://www.ofpec.com/OFPReso....104.zip
  18. Metal Heart

    Destructive Buildings

    Oh yes, I do. Not sure = not 100.00% absolutely positively and completely utterly certain without any doubts whatsoever.
  19. Metal Heart

    Destructive Buildings

    No it's not, not before it hits the shelves. Who knows what will happen if it get's delayed a couple more times etc Don't forget Soldner, it had destructible buildings and deformable landscape on a way bigger map than OFP and it works. There's no physics involved except on the trees, the buildings just lose pieces and get holes on them.
  20. Metal Heart

    Destructive Buildings

    And you know this because... uh, how do you know it? I think I've missed something. I'm not saying that you are wrong, just that you don't know it. The bridge might be somewhat dynamically destructible instead of just a canned animation.
  21. Metal Heart

    Destructive Buildings

    I don't know what it is but it seems different in color and shape than the bridge.
  22. Metal Heart

    Destructive Buildings

    Why?
  23. Metal Heart

    Destructive Buildings

    But you can't really tell if the exercising soldier scene is ArmA or Game2 even if the model looks like some early game2 shots. It would make sense that the same models and animations work in both engines or at least are easily portable to one another. And it's not in the same scene as the destructible building.
  24. Metal Heart

    Destructive Buildings

    You can definately see pieces falling off a building and end up resting on the ground in the czech tv clip though. http://youtube.com/watch?v=WkXXPJudvMs
  25. Metal Heart

    Radio command hlp.

    You really should use or the command reference first. You can disable radio commands by n setRadioMsg "NULL" and then activate them later by n setRadioMsg "Golf, attack Houdan". n being a value between 0-9. 1=alpha, 2=bravo, 3=charlie...9=india, 0=juliet.
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