Metal Heart
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Everything posted by Metal Heart
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It's still pretty exciting stuff. I just wish they'd deal with the blue fog like Söldner, with low quality terrain that just goes on and on for like 10 km, looks so much better than stuff appearing out of fog only 2km away.
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zOMG, It's nothing like I'd imagine real urban combat to be, except that there is men and guns involved. I mean, players just run at each other with out giving a shit if they die for a f......g flag. The area is like 100mx200m. Reinforcements are sent one man at a time (why not go all at the same time on every flank and over run the enemy if the f.....g flag is so important?). It's all about running and gunning, not real world tactics or real world anything. And I'm not saying that c&h, cti, or most co-ops are realistic either.
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Adding a flag to a unit.
Metal Heart replied to mechastalin's topic in OFP : MISSION EDITING & SCRIPTING
Maybe with: -
Are you sure there is such animation? Here's the one where the unit stands with his hands behind head: unit switchmove "FXStandSur"; Note that it doesn't work from the init line of the unit.
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Getpos of unit which activated trigger. How?
Metal Heart replied to AfrographX's topic in OFP : MISSION EDITING & SCRIPTING
I'd assume list triggername; would return units that meet the trigger parameters, including 'detected' parameter. You could then get the first detected unit's pos with _pos = getpos (list triggername select 0); -
parachutes and addAction
Metal Heart replied to mr.peanut's topic in OFP : MISSION EDITING & SCRIPTING
Maybe the parachute is too far from the player for him to see the actions. -
Dedicated server, init.sqs and publicVariable
Metal Heart replied to mr.peanut's topic in OFP : MISSION EDITING & SCRIPTING
I'd guess they are broadcast but not checked if the client actually received. The randomness would also sound like it's just the normal packet loss that happens on the internet. -
No, you won't need 100mbps connection to host games and yes you'll need a good computer to host AI/script heavy missions. I'd guess that the client bandwiths would be the bottleneck if some mission actually used like 100mbps of bandwith, so it wouldn't help if the server was 1 000 000mbps. Stupid thread.
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Just a quick question before i buy myself a new PC
Metal Heart replied to joshfox0's topic in OFFTOPIC
Yeah, why put a completely crap gfx card on a kick-ass dual-core system, doesn't make any sense if you're going to play games with it. -
Just a quick question before i buy myself a new PC
Metal Heart replied to joshfox0's topic in ARMA - GENERAL
Yeah, why put a completely crap gfx card on a kick-ass dual-core system, doesn't make any sense if you're going to play games with it. -
Looping a sourced sound
Metal Heart replied to cornhelium's topic in OFP : MISSION EDITING & SCRIPTING
That'd be something like: [this, trig_1] exec "speak.sqs"; ;speak.sqs _soundsource = _this select 0 _trigger = _this select 1 #loop ?player in list _trigger :_soundsource say "Rus16"; ~2 goto "loop"; exit; But maybe you should create the trigger from the script (I'm not sure if this is possible), you'd save some work as you could just copy paste the game logics all over the place and it would work without any modification of their init lines or anything. The init could be like: [this,"sound_name"] exec "playsound.sqs"; Or maybe you could use the distance command. -
Or when you're about to write something, and then decide not to and press esc: tadaa, sometimes it results in immediate disconnect. Better option is to delete the message and press enter by the way (because blank messages aren't sent to others).
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group dead+seagulls+end= How?
Metal Heart replied to Heatseeker's topic in OFP : MISSION EDITING & SCRIPTING
I'm not sure but I think the 'normal' intros and outros don't work in MP (the ones in the editor, Intro, Mission, Outro - loose and Outro - win). -
Looping a sourced sound
Metal Heart replied to cornhelium's topic in OFP : MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop _list1 = (list trig1) - [bird1, bird2] _check1 = count _list1 ? _check1 > 0 : bird1 say "bas_af_attack1"; ~2 goto "loop" And also make sure it's run only once, you can run it from init.sqs or from a gamelogic init line with: [] exec "script.sqs"; -
Looping a sourced sound
Metal Heart replied to cornhelium's topic in OFP : MISSION EDITING & SCRIPTING
Like this: new_list = (list triggername) - [gl_name]; Or multiple gamelogics new_list = (list triggername) - [gl_name1, gl_name2, gl_name3]; Or you could go trough the array with forEach and remove objects of logic type. -
Looping a sourced sound
Metal Heart replied to cornhelium's topic in OFP : MISSION EDITING & SCRIPTING
Make the trigger activated by anyone and have a looping script playing the sound with a delay roughly equal to sound lenght or whatever delay you want in between repeating the sound. In the looping script, check if anyone is in the trigger area with 'list triggername' command. If list returns game logic just subtract it from the list array or use 'count list triggername > 1' as condition. -
Can player respawn to their dead body?
Metal Heart replied to icecoolwrx's topic in OFP : MISSION EDITING & SCRIPTING
But you can play single player missions in multiplayer mode so it doesn't matter if it's really a single player mission. There are some limitations of course, like you can't make it a part of 'campaign' and can't use setacctime command. -
Can player respawn to their dead body?
Metal Heart replied to icecoolwrx's topic in OFP : MISSION EDITING & SCRIPTING
No but you can remove the dead body and place the respawned player in it's place. While he's supposed to be dead, but in fact alive as a new unit in some desolate place, you could put him into camera script and when he resurrects, do the switch and stop the camera. -
each weapon class with its own holding animation
Metal Heart replied to Dynamax's topic in OFP : MISSION EDITING & SCRIPTING
If it were possible I guess it would've been already done. Maybe this is fixed in ArmA. -
They are not 2D anymore in the latest versions but in general, Söldner is a good example of how to NOT make infantry combat. OFP (and from what I've seen so far, ArmA too) could learn a trick or two from the other areas of Söldner though. OFP on the other hand has static 2D ironsights and they are better than any 3D sights that I've seen in any game.
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Gotta love that name Sniper Pilot, clearly a realism freak Anyway, don't worry, ArmA will kick the arses of everything else on the market. With or without character switching. Or what ever other features they might copy from Super Mario Bros and Sonic the Hedgehog games.
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Dedicated server, init.sqs and publicVariable
Metal Heart replied to mr.peanut's topic in OFP : MISSION EDITING & SCRIPTING
Ok, I still don't get why it wouldn't work. Even if that quoted script was run as a separate script from init.sqs, it should get run once the game starts right? I doubt there's any difference, you're not publishing the array but the elements in the array one by one with forEach. Besides, such a tiny amount of data is negligible anyway, maybe it would make a difference if you had like several kilobytes of stuff to send (and didn't have to care about hogging the connection, like in the start of the game or something). -
Wasn't that the purpose, to get the AI to board a car? What are they supposed to do then? Or do you mean that they get in before they're supposed to? Then you've done something wrong because it works just like I described, I even tried it out on the editor.
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Dedicated server, init.sqs and publicVariable
Metal Heart replied to mr.peanut's topic in OFP : MISSION EDITING & SCRIPTING
Yes I know but does it work when said strings (the variable names) are passed to it by forEach and not the script it self? I think that's the problem in the original script. Wouldn't you have to use call and format commands for it to work? Like "call {format ["publicvariable %1",_x]}" foreach ["x1","x2","x3"]; or something like that. -
Yes, undeclared/nonexistent variables should return false.