Metal Heart
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Everything posted by Metal Heart
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What mods are compatible with each other?
Metal Heart replied to Commie's topic in ADDONS & MODS: DISCUSSION
Generally mods don't work together with the exception of a sky mod with a config mod etc but not two sky mods or two config mods without manually making a mixed version of both. Stand-alone addons / addon packs, such as BAS stuff should work with any mod. Here's a short summary of exclusive (only one of each can be used simultaneously) mods: config mods (fx mods, most large mods): bin/config.cpp sky and other texture mods: dta/hwtl/data.pbo animation mods: dta/anim.pbo model modifications (such as compass): dta/hwtl/data3d.pbo So, for example, you could combine an animation mod and a sky mod with FDFmod because it doesn't have its own data.pbo or anim.pbo. -
Maybe something wrong with ofp\res\dta\hwtl\data.pbo. Reinstall should fix it or copying the original file from the cds. Did you try to install a custom sky or some other gfx modification before it happened?
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Not true unless both are laying down. And how often are you fighting on a perfectly level grass field, not very I'd say. If you were setting up a position to fire on a level grass field, obviously you'd set it up higher, not on the ground level.
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Real grass isn't out of phase from our dimension so that it can't be trampled down to make a better firing position nor does it turn invisible at distances over 100 meters.
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Custom MP sounds
Metal Heart replied to SouthSaturnDelta's topic in OFP : MISSION EDITING & SCRIPTING
Not a mission editing question and answered dozens of times in the past. Place ogg files into ofp/users/name/sound and you can use them via radio menu, maximum of ten files. Some servers might not let you join with too big files. -
Civillian mind. (OOOOOOOOH!)
Metal Heart replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
Not quite that easy neccessarily if you have anything more complex than a single area for a group. For example, it's not enough to see if the random waypoint is not in a disallowed zone, you must also see that the path there doesn't go through one but you have no way of knowing what path the AI will take around obstacles. With complex areas, like you might create for larger towns, there's a lot more problems such as performance and areas with very little chance of getting visited because of the surrounding disallowed areas etc. -
If there was no other limiting factors it would only take roughly 66ms to the other side of the globe on a straight cable. Triple for curves on the route and double for the trip there and back, it would still be "only" about 400ms.
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Try taking the ".pbo" extensions out. <s>... or maybe enclose the mission file names with "quotation marks"</s>
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This might come as a surprise but almost everything you buy is overpriced. It's called making profit which in effect is the opposite of going bankrupt.
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http://community.bistudio.com/wiki/Camera.sqs
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Yes it is. The lag added by the destruction system is constant. That doesn't mean that it doesn't exist, just that it doesn't grow over time. It's pretty obvious that it causes lag if disabling it allows 3x more players, eh?
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Wrong. The destruction adds a lot of "lag" in online games, you can only have around 40 players on a good server.
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Here's a good set of addon making tutorials by Brsseb: http://ofp.info/brsseb/ Unless they're identical models with identical texture mapping you can't just copy+paste the textures from one to another, you have to redo the mapping which is a lot of work.
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I wrote a little program a while back to lock the cursor so it won't activate other windows (toggle with CTRL+L). Sometimes the toggle acts a little strange so you might need to tap ctrl or L once before it will work, something with the return value of GetAsyncKeyState(). I guess it would be possible to also hide the cursor but locking it was enough for me. Here's the lockmouse.exe and here's the source if you're paranoid about downloading compiled programs: lockmouse.cpp
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Unless it's a dedicated server you will need to tell your IP too for people to join since listen servers don't show up on the browser.
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THE MATRIX (A series of single missions)
Metal Heart replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
It's all the same, scripts or init/activation lines. Well, not exactly, you get some more control with scripting but the commands are the same. I'm sure you've been told that about a dozen times already yet you insist that scripting is something magical and super-complex techno wizardry that no mortal can hope to grasp. -
That shouldn't happen. Perhaps something to do with the key bindings.
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Adjustable shape of gameplay character
Metal Heart replied to baddo's topic in ARMA 2 & OA - SUGGESTIONS
That might not be wise Plaintiff, there would obviously have to be some disadvantages for thin and short frames, such as not having the muscle to carry stuff around like a normal weight/height character. Perhaps not realistic as people can be of different physical fitness but that way everyone wouldn't play a super-dwarf. -
positioning player on a building
Metal Heart replied to Supernova's topic in OFP : MISSION EDITING & SCRIPTING
The array for setpos is [x,y,z] with z being height in meters. -
Yes, it's not made for multiplayer. Although it can work without crashing the server, you'll probably make a lot of features not work as expected. If you play on a server without the mod, the leaning animations can crash the server. That can happen even if the server has the animations but one of the clients doesn't. I think you'd be better off with a mod that is intented and tested for multiplayer such as FDFmod, CSLA2, WGL5, ECP etc.
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Small arms enemy to fire at helos
Metal Heart replied to bigduke6's topic in OFP : MISSION EDITING & SCRIPTING
It's under Empty/Objects/Inv.target mann west. -
You misunderstood, what I suggested would only make it realistic. It'd take some time to fiddle with the magazines and loose rounds so it's not something you'd do in the middle of a fire fight. To unload a typical 30 round assault rifle magazine it takes something around 10-15s and 25-35s to fill in real life, less time for less rounds obviously.
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Getting Rid of Partly Empty Mags
Metal Heart replied to -Variable-'s topic in OFP : MISSION EDITING & SCRIPTING
You misunderstood, what I suggested would only make it realistic. It'd take some time to fiddle with the magazines and loose rounds so it's not something you'd do in the middle of a fire fight. To unload a typical 30 round assault rifle magazine it takes something around 10-15s and 25-35s to fill in real life, less time for less rounds obviously. -
Small arms enemy to fire at helos
Metal Heart replied to bigduke6's topic in OFP : MISSION EDITING & SCRIPTING
Haha, the AI shoots from mid-air?! That's badass! I meant to use an addon that has a target for infantry such as Les' invisible targets addon. -
Getting Rid of Partly Empty Mags
Metal Heart replied to -Variable-'s topic in OFP : MISSION EDITING & SCRIPTING
Magazine with the least ammo will be dropped first with the exception that the one that is currently in use is dropped last of course. Mag with the most ammo is used when reloading. It would be nice if you could check them though and fill partially used mags from others.