Metal Heart
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Everything posted by Metal Heart
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Only the thing is, VBS2 isn't even out yet (for the general public). You couldn't possibly tell this from a video with no emphasis on the subject.
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Uhm, are you attempting to pull some kind of practical joke here or what? It's not a mod or a script, it's not even possible to read the chat from scripts. It's a custom sound in the users folder and they're played via the radio menu: http://community.bistudio.com/wiki/Multiplayer_Custom_Sounds_Tutorial
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Hand Glitches Through UnderslungGrenade Launcher
Metal Heart replied to OkitaMakoto's topic in ARMA - TROUBLESHOOTING
If they can't let a little animation issue pass then how do you suppose they're going to deal with all the real glitches? -
Destroying the bridges on FDF east border
Metal Heart replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Did you get references for the objects? (variables pointing to the bridge parts) If not, set them with the method described earlier. With them you can make a couple of triggers: condition: {getDammage _x >= 1.0}count[wb1,wb2,wb3]>0 onAct: "1" objStatus "Done" condition: {getDammage _x >= 1.0}count[eb1,eb2,eb3]>0 onAct: "2" objStatus "Done" wb1 means west bridge part 1. -
Oh really? Then how come the aim point doesn't work, TOW's aren't steeable, there's no ironsight's for grenade launchers, I can't lase target's as tank gunner, there's no auxiliary reticles, no TIS screen for the TC, all weapons have tracers on EVERY bullet, the AT-4 is a rocket and so on and so on...... It's not like they don't know. You seriously think that BIS considers ArmA's weapons and vehicles realistic?
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Your post doesn't seem to make sense, did you miss the fact that OFP2 is made completely independantly of BIS and there's nothing they can do about when or if it's released? Codemasters own the rights to the name and they no longer work with BIS, that's why Armed Assault is called Armed Assault. This thread is about Codemasters' OFP2. There's no release date set for Game2 nor OFP2. Expected, projected, estimated, planned or whatever dates don't count, they're almost always way off: ArmA was first estimated to be released Q4/2005 (actual release Q4/2006 but only in Czech and German, English was Q1/2007): http://web.archive.org/web....ttp The Next-gen Game aka Game2 (back then, aka ofp2) was first (june '03) expected late 2004: http://web.archive.org/web....ttp Then by december '04 it was 2006: http://web.archive.org/web....ttp Then august '05, late 2006. Not anymore as OFP2: http://web.archive.org/web....ttp And now it's expected 2008. See a pattern? I estimate that it will be expected 2009 by late 2008 but not released until late 2010. English version in 2011 You've heard a rumor that Game2 will not support the same scripting format from who? Sounds like nothing but a random speculation.
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OFP2? Nah... I'm still waiting for Enemy In Sights At least it has some [what look like] in-game screens out, already a couple years old though now so they're not quite so entertaining to stare at anymore. On another topic, don't you just love it when people who know nothing about nothing rant how great DX10 is and how it automaticly makes any game that uses it look about 100x better.
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Destroying the bridges on FDF east border
Metal Heart replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Sure. First you go hunting for the correct position with something like this: onMapSingleClick{hint format["%1\n\n%2",nearestObject _pos,_pos]} (note that you must use onMapSingleClick _after_ the mission has started or the fdfmod's mapclick handler will overwrite it) When you find a pos that returns something such as: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">153513: most_stred30 [1234.56, 7890.12, -0.987653] That's a bridge part, write down the position. Then, in the actual mission's init.sqs you store the bridge objects like this: bridge1part1 = nearestObject [1234.56, 7890.12, -0.987653] Then, to destroy them: bridge1part1 setDammage 1.0 -
Multiple viewport & customized HUD ?
Metal Heart replied to m_guillaume's topic in OFP : MISSION EDITING & SCRIPTING
You could do it with three computers and monitors though. Or even by running three instances of OFP on the same computer in windowed mode. HUDs can be modified, in the vehicle configs and bin.pbo/config.cpp. -
Destroying the bridges on FDF east border
Metal Heart replied to sputnik monroe's topic in OFP : MISSION EDITING & SCRIPTING
Maybe it's the same problem as with summer East Border, the ID numbers are displayed incorrectly in the editor so you have to use nearestObject or nearestBuilding. -
Well of course they have hit points, it's just a form of abstracting the damage, it's not like you can simulate the stuff at atom level in real-time. It could be a little more complex of course but the tanks work like toys to begin with so what's the point of going any deeper with just the armor simulating if you won't do it for a ton of other things too (which won't be happening). And no, it's not a real mil-sim, just a computer game. Even if it were, well, even they simplify and omit a lot of things.
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Mapfact releases: AH-64A and CH-47D v1.08
Metal Heart replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Is the FLIR just nightvision or does it make soldiers and vehicles more visible as if it was a thermal image? -
Problem with Marker Script
Metal Heart replied to GotheriK's topic in OFP : MISSION EDITING & SCRIPTING
Nah. Pay attention to the syntax of the commands: string setMarkerPos position getPos object String is a variable that stores a series of characters and is defined by quotation marks as: str = "this is a bunch of letters in a variable named str"; Name of an object is a variable name, not a string. What you have: "markername" setMarkerPos getPos "objectname" What you should have: "markername" setMarkerPos getPos objectname And we don't know you. For all we know, you might have absolutely no idea what you are doing so there's no need to get all defensive if somebody asks or suggests something that you think is obvious. -
Hover the cursor over a placed marker and press delete to delete. Btw, can you delete markers that are invisible to you, anyone tested that in ArmA? I think that might've been possible in OFP.
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Run the server with a speedhack The server "fps" is in effect the maximum tickrate under the current conditions, there's no help setting the limit higher if you can't reach it in the first place.
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There would still be the auxiliary sight even if the optics would be damaged so the gun shouldn't be disabled altogether anyways, just the lead and elevation computing and thermal imaging.
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Maybe there was a HEAT loaded and the MG rounds hit it via the barrel.
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What parameters did you use for the script? I think it expects an array _this with the first element being a nested array of objects or a single object. There's a difference between: thing1 execVM "script.sqf"; [thing1] execVM "script.sqf"; [[thing1]] execVM "script.sqf";
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Perhaps it was the BRDM with a missile launcher. Or a RPG soldier. I don't think the AI even shoots tanks with MGs.
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Nah, it's pretty much a animation issue. If it was a feature it should be consistent because it's not like you have the time to look at which position your virtual feet currently are to estimate how long it will take for the running animation to end. Unless you played in 3rd person but that's just lame.
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Yes, I know it's displayed, but to whom. The fact that you see it doesn't mean that everyone else does, it could very well be displayed only to those within certain radius like the direct chat message. Messages on globalchannel aren't neccessarily broadcasted, case in point: if(local unit)then{unit globalChat "Hello, anybody see this?"};
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Perhaps the name of the sound is only displayed to those within hearing range when using direct channel, like the direct text messages. I assume it's that way but haven't bothered to test.
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Yes it would. That, and a thousand other things. *runs off to post a thousand new threads*
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That would be just dumb. It would be illegal, a lot more than hacking a computer game. Not that the security officials would take somerandomangrynerd@hotmail.com very seriously but you could easily be tracked down with the time stamp from the e-mail, eye-witnesses and various security camera footage in and around the library, internet-cafe or whatever.
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What would really make sense is to switch into OpenGL for gfx. That way everyone's happy: XP, Vista, Linux and maybe even MacOS users. Only if OpenGL gets an update that can match DX10. There's no magic in DX10, it doesn't turn bad games with crap art into gold or anything. While it may initially support some gfx card features that OpenGL doesn't, I don't think any of those will be neccessary for a large scale sandbox like game as Game2 since it can't compete graphically with the Big Evil Companies'® Corridor Shooters™ anyway.