Metal Heart
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Everything posted by Metal Heart
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Do you have OFP Resistance Mike? Sounds like you don't have the island that comes with it (Nogova). Oh... the mission starts at sea, probably a problem with the editor update.
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That's not a file name, it's the class name of BAS MH-6 Little Bird for OFPR v. 1.85+. You need the following files: bas_lbs.pbo bas_lbs185.pbo bas_soar.pbo bas_soar185.pbo bas_soarpilots.pbo and probably JAM2 or 3 too. Here's a link for all BAS stuff in one: http://ofp.gamepark.cz/forum/index.php?showtopic=23127 There's also some CBT, HYK, LSR & MCAR in that package, you can delete them, they are not related to BAS addons. Leave the C8X, SUHC, JAM and TACTevents.
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I don't think that he's making a mission but trying to "install" the script so that it would automaticly add the tracers for all missions and units without editing them. Of course this is not what script is made for but I'm quite certain that it's possible. Perhaps some modmaker could give a suggestion.
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I don't think that he's making a mission but trying to "install" the script so that it would automaticly add the tracers for all missions and units without editing them. Of course this is not what script is made for but I'm quite certain that it's possible. Perhaps some modmaker could give a suggestion.
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The videos are made from the press demos that have been sent to various gaming magazines and such. They even usually have a note like "promotional demo, does not represent the quality of final game" or something similiar in the videos. It has been said lately that the game is not "gold" yet, meaning it's not ready to be pressed on cds.
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Dinosaurs. Yes, dinosaurs. Velociraptors, triceratops, diplodocus, t-rex... uhm the flying things and... Oh man, just think about it, wouldn't that be just awesome. And they would fit the story so nicely.
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Textures and Models need major overhaul !!!
Metal Heart replied to Loki Sunrider's topic in ARMA - GENERAL
Then the solution is really simple, forget ArmA and wait for Game2 or buy ArmA a year after its release. By then it will very likely have replacement addons that improve the original sounds, models and textures. But then it will already need to match the next generation corridor shooters X and Y instead of BF2 and Quake Wars, right? -
Textures and Models need major overhaul !!!
Metal Heart replied to Loki Sunrider's topic in ARMA - GENERAL
You just can't have it all like in the flashy corridor shooters or the performance would be crap. It's a very simple mathematic fact, the more you have stuff on the screen and happening on the mission, the more work it takes to render and run AI, physics etc so you have to cut somewhere else or you'll end up with a slide show instead of an enjoyable game play experience. -
It's a nice thought but I'm afraid that the stock owners of UBI would not agree. It's good for Microsoft either way as Windows is still by far the best OS for gaming and simulators (not professional simulators of course). I think this is one of the biggest single reasons why so many people still use Windows and not some other OS that might even be absolutely free and be a better choice for them considering everything else. Of course Windows is also very easy to use and everyone already knows how it works but that's not really a big factor for the more experienced users.
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It's not that there isn't a market for intelligent games, it's just much smaller than the market for dumb games. So profitwise it's only smart to make dumb games. Unless you're a small independant developer that is. Then it might be best to go for the intelligent game vacuum because you probably couldn't compete with the big boys anyway in the dumb games front with their flashy graphics engines, huge teams, professional voice actors et cetera.
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Sounds very much like the setdammage bug. Setdammage a unit over 0.9 and have him disembark a vehicle: -He'll drop dead on the ground but won't really die -can take weapons near the corpse, even set and detonate satchels -can use radio normally and command troops -can't move or fire, sit down, salute etc This also breaks respawn in multiplayer missions. There's no way to kill the living dead. Actually, they are not in their corpses anymore, you can take the corpse away but the soul will stay where it left the body.
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It wouldn't be that much trouble to make such pdf or image by yourself, that way you would also get just the result you want (size, amount of details visible). Either by combining screenshots from the map view or using the topography command if it's in ArmA. You could even have a color scale for height by layering a shot from Visitor on top of it.
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You could also just use a waypoint or a trigger. Script is a text file with extension .sqs. Create it with Notepadâ„¢ or compatible and save it as scriptname.sqs in the mission directory (ofp/users/playername/missions/missionname.island/). Execute script with the command: [] exec "scriptname.sqs" You can put variables or parameters in the array to be passed on to the script. Like ["Shell120",getpos player,100,1] exec "bomb.sqs"
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unitname playmove "FXStandDip" Unit will do 3 push-ups. Note that playmove and switchmove won't work from the init line.
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This sounds highly interesting! I've thought about making something similiar for a very long mission with group respawn and AI units that join the group later on if you lose some. But both ways that I came up with had some serious problems (note that I didn't actually try them, just guessed what would happen). 1. Normal base respawn, swap the units when the respawn takes place and deletevehicle the AI unit. Problems with changing all the gear from the AI to the player, like half empty magazines and such. Injuries, sure you can setDammage but it's not easy to have somebodys hands hit. And the biggest problem for some missions, the unit will look different, imagine a sniper or a civilian AI being swapped to a regular soldier model all of the sudden when somebody respawns. Other than that, normal respawn would be very flexible and without risk of getting players stuck as a seagull. 2. Group respawn. A whole lot of problems. Like when a whole group dies at the same time in a vehicle you don't have time to join them to another group for respawns so they will became seagulls and there's no way back to a regular unit then. Or when there's no respawn left in the currect group and you die, you would have to either predict the exact moment of death and join the unit to a different group right before it or have an annoying extra unit in the group at all times. Also the group respawn has some bugs, sometimes it just fails to work for no apparent reason (especially with vehicles). So. I'm intrested to know do you use group respawn or base respawn?
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Glasses in a Cfg script
Metal Heart replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
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Glasses in a Cfg script
Metal Heart replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
You do know how to unpack pbos, just look at the description.ext of 1985.pbo. Here's a good program: http://www.ofpbase.com/pafiledb/pafiledb.php?action=file&id=8 -
-You don't like how it looks? Can be changed relatively easy, just change the textures or download a mod that does so. Or disable it altogether like most ofp veterans, it's not like there's a crosshair on your view in reality. -Or that they don't float like OFP? This is said to be optional. It's not certain if the ironsights can float too Å• la Infiltration (or is it?). -Or that they consist of two parts (the 'cursor' and the point that represents where the gun is pointing at the moment) like OFP? It would be a sacrilege to change this to some standard counter-strike point'n'click aim & nonsense cone-of-fire type dispersion.
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May i compare it with Soldner secret wars ??
Metal Heart replied to The_Trooper's topic in ARMA - GENERAL
That's correct because first of all Soldner is not a wargame: all the game types seem to focus on arena deathmatch with respawn, buying of vehicles and weapons from magical "terminals", counting points, capturing flags... all that crap and then some. Second, you gotta be joking to call Soldner realistic. Let's see: -No ballistics on small arms whatsoever, check -One-man tanks, check -No difference between getting hit in the head, torso, legs or hands, check -Vehicles that immidiately catch on fire and explode 3 seconds later when coming into contact with water, check (almost the same on OFP btw) -No server has 3rd person or crosshairs disabled as far as I know, check -Invisibility-kit, check -Jets that make near-instant 180 degree-turns without losing speed, check (not that ofp planes fly that nicely but at least it's not utter sci-fi) -Thermal vision that sees through buildings, check Ok, that's enough to get the general idea. OFP isn't and ArmA won't be exactly hard-core realistic either but at least they're a huge leap to the right direction from Soldner, Battlefield and such and there will be mods that focus on realism. And there will be faster arcadey game types too so I'm sure you'll like it whether you're into that or the more realistic missions. -
problem with hungry script
Metal Heart replied to mrbean1112's topic in OFP : MISSION EDITING & SCRIPTING
I think conditions w1hunger==.9 and w1hunger==1 are not met because of the way OFP handles floating point numbers. Try this script to see why: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">f=0 #loop f=f+.01 player sidechat format ["%1",f] ~0.2 goto "loop" It's some sort of rounding error having to do with floating point accuracy, binary-decimal conversion or something like that. In this case it would be better to use integer values, like 0 through 100 and only add whole numbers. Also, there's a bug with setdammage. If you setdammage somebody over 0.9 and he enters a vehicle he will get kinda stuck between life and death when he disembarks. -
make a player black out
Metal Heart replied to mrbean1112's topic in OFP : MISSION EDITING & SCRIPTING
Player returns the local player's character. So: ?player == w1 : titlecut ["You don't feel so good...", "black out", 1] Would only black out on the player who is playing w1. -
Help with Intro Cutscene and Waypoints?
Metal Heart replied to Wabbit's topic in OFP : MISSION EDITING & SCRIPTING
You could sync the script with the waypoints using a variable and wait command. For example, have a variable introScene = 0, on the 1st waypoint onActivation set this to introScene = 1, on second introScene = 2 and so on and then in the script: ;move camera to see wp 0 @introScene == 1 ;move camera to see wp 1 @introScene == 2 ;move camera to see wp 2 @ is equal to "wait until this condition is true" -
That's how it works. Are you sure the trigger is activated?
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OFP has walk/run toggle and a separate key for sprint and it works just like INF. Only difference is that with the default animations, shooting while sprinting is actually more accurate than while running.
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I think the animations in WGL 5.1 have it quite right, you can fire aimed shots or accurate hip shots when walking, hip shots forward when running and when you sprint the gun is braced against you and pointing to the left. It is useful in urban combat when you don't have the time to stop to peek around by each and every corner. Just run and if someone happens to be behind the corner facing you, fire a burst at him and continue running to cover before he has the chance to fire back. If you had stopped to aim first, he would've had the advantage in case he was already stationary or maybe even waiting for you behind the corner. Of course that's a ramboesque maneuver but you should be able to do it because it's not impossible to do so in real-life.