MulleDK13
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Everything posted by MulleDK13
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May? It's expected Q1, 2009... May is Q2.5
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Just imagine ArmA 2 with DMM (Dynamic Molecular Matter)! :O http://www.pixeluxentertainment.com/video/twist.mov http://www.pixeluxentertainment.com/video/trestle.mov Would be awesome... CPU expensive, but awesome
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Couldn't really do this on the GPU, as I'm sure it'll have a hard time doing the graphics already. ArmA 2 (unfortunately) won't have physics that looks different from ArmA 1.
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Hi. After I install patch 1.05 the graphics starts to suck... Models only consists of very few polygons, and the trees are just flat squares. Only in patch 1.05! I've tried everything! As soon as I go back to 1.04, it works like a charm!
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My system specs is: Motherboard: ASUS A8V-X Processor: AMD Athlon 64 3700+ RAM: 1gb Ram Display: Geforce 6600gt (128 mb ram) Sound: Onboard I've tried all settings.. Very Low and Very High... Makes no difference... The graphics is still messed up. Also... I've noticed that if the graphics occur and I restart the game, they are still there... But if I close the game and remove the profile settings from "My Documents", the graphics are back to normal (for about 5-10 minutes).
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Editing unit which has a waypoint on it??
MulleDK13 posted a topic in ARMA - MISSION EDITING & SCRIPTING
This has been bugging me since OFP!! How do I edit a unit which has a waypoint on top of it? -
I get that graphics issue too. On 1.04 and below the graphics are perfect, and works just fine... No matter what setting I choose. But as soon as I install patch 1.05 the graphics starts to fuck... and looks like the picture in post 1.
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Editing unit which has a waypoint on it??
MulleDK13 replied to MulleDK13's topic in ARMA - MISSION EDITING & SCRIPTING
You newer use the "destroy" waypoint type? or join and lead? or join? -
No one else has this problem, and found a fix?
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The big Patch 1.05 INTERNATIONAL should work for 505 Games English!
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Yeah.. Thnx Ziggy... Forgot to change the "internal" to "terminate" before posting... :P
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Not that I know of, sorry:( I think the only way is to guide it manually.
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(I hate when you reply simoultaniosly ) If you want it to wait after commiting one camera, put in a sleep function. The number represents the number of seconds to wait before executing next line in script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">some code ~1 some more code Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;=== 23:58:35 _camera camPrepareTarget [65260.85,74635.02,-29443.72] _camera camPreparePos [2535.93,2543.26,11.49] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ~3 _camera camPrepareTarget [65260.85,74635.02,-29443.72] _camera camPreparePos [0,0,0] _camera camPrepareFOV 0.700 _camera camCommitPrepared 7 @camCommitted _camera The above code makes the camera go to the initiate position, then wait 3 seconds and then again go to position 0,0,0 in 7 seconds. The line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@camCommitted _camera Is used to wait for the camera to move... The @ means "Wait for", and is used for lot of different scripts. The line stops execution of the script until the camera has moved into the new position. After this the script will be resumed. Other examples of @ use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">guy1 doMove getMarkerPos "marker1" @unitReady guy1 titleText ["Guy 1 reached marker 1"] The code above, will make a unit called guy1 move to a marker called marker1. It will then stop executing the script until guy1 is ready (He won't be ready before he have completed his objective, which was to move to marker1). When he is ready, execution of script will continue. Btw, if you want to destroy the camera (to make the player be able to control again) execute this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] Hope some of this were understandable!
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This is controlled by the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera camCommitPrepared 0 The number at the end defines how long it should take for the camera to reach it's new position. 0 means instantly. So this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;=== 23:58:35 _camera camPrepareTarget [65260.85,74635.02,-29443.72] _camera camPreparePos [2535.93,2543.26,11.49] _camera camPrepareFOV 0.700 _camera camCommitPrepared 7 @camCommitted _camera Would make the camera take 7 seconds to get to the new position.
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AddAction -how to detect who activated the action?
MulleDK13 replied to sealed's topic in ARMA - MISSION EDITING & SCRIPTING
LOOOOOOOOL! :P -
I assume you know some basic scripting for OFP/ArmA. Make a script in your mission folder. Call it init.sqs Enter this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player exec "camera.sqs" Start the mission and place the camera where you want it. W,S,A,D,Q,Z,L (crosshair),SHIFT and Numpad 4,8,6,2,+,- (and V turns of the camera) to control it. Press LEFT MOUSE BUTTON to copy the position of this camera into the clipboard. Go to your init.sqs and press Ctrl+V to insert that code. Should look similar to this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;=== 23:58:35 _camera camPrepareTarget [65260.85,74635.02,-29443.72] _camera camPreparePos [2535.93,2543.26,11.49] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera Remove the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player exec "camera.sqs" and enter these lines at the top of the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] Save and preview the mission! There you go!
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Here are the voices <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">adam_old alan amy bart brian chris damian dan dan_old dan_whisper dusan eduardo george_old greg_old howard howard_whisper james john_old jonah_old marc_old mark mathew patrick_old paul_old peter_old rich_old rob_old robert russell ryan ted_old tom_old tyler
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It doesn't work in OFP either.... Never has! And now BIS has implementet it in ArmA too, and still not working??? Are you guys, sure?? (I'll check this out when I get home)
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He must be in safe mode!!!! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setBehaviour "safe"; this addWeapon "Binocular"; this selectWeapon "Binocular"
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He must be in safe mode. Put this into the unit's Init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setBehaviour "safe"; this addWeapon "Binocular"; this selectWeapon "Binocular" Hope that helped!
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Foolish question, but at least it's easy
MulleDK13 replied to Hovis's topic in ARMA - MISSION EDITING & SCRIPTING
LOL! I saw right a way that you missed those quotes... But before I could reply, I saw that you already fixed it :P -
Yeah... Me too... It's so great... (I also use the multi-rename tool a lot)... And the excellent handle of archives (.zip, .rar, .tar, .gz, .7z, .pk3, .pk4, etc. etc.) Working with arhives as if they were folders... (Also the FTP-server tool. Total Commander (6.51 (don't know about older versions)) is real fast to upload... My upload is 50kb/s. but Total Commander uploads 192mb in approx. 5 seconds. (The mystery is simple... Many files, like bitmaps, often have very identical content. Therefore, if the file contains for example 500 #, Total Commander will just tell the FTP-server to create 500 of # instead of uploading each symbol. That's my theory.) I got the PBO plugin for Total Commander, but it doesn't work properly... The files it extracts are messed up... Only usefull for exploring PBOs. Total Commander < You can get Total Commander here... It's shareware, but the only difference between that and the registered version, is that you must press either 1, 2 or 3 when launching the application.
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Hi. When I make missions for ArmA/OFP, I use Total Commander to see my files, and edit files... Just click a file and hit F4 to edit it, no matter what filetype it is... Windows won't ask for a program to launch it with. (You can choose what program to edit files with under the Configuration menu. Default is Notepad.exe) Screenshot: It's a really, really nice tool! A MUST have for programmers, map editors, etc. etc.
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player addMagazine "LAWLauncher"; does not work!
MulleDK13 posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi. I'm working on my "2 Player Tournament" map, and it's going great. I'm working on the tournament settings, and buy-scripts... I have a dialog with some buttons. "Buy LAW Launcher" and "Buy LAW" The first is the weapon, and the last is magazines. The LAW Launcher is inserted correctly when pushing the button, but the magazines won't appear when clicking "Buy LAW". This is the Buy Mag script which is called when someone clicks the "Buy LAW" button. Executed with: ["law" exec "buy_magazine.sqs"] All the lines get executed buy not the law is empty! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;Script for Mortens Tournament 2006 (Written by MulleDK13) _magazine = _this select 0; ? (_magazine == "law") : goto "buy_law" ? (_magazine == "") : goto "buy_nothing" exit; #buy_law player addMagazine "LAWLauncher" Player1Saldo = Player1Saldo - MPriceLAW; _temp = "You bought a magazine!\n\nType: " _temp = _temp + "LAW" hint _temp exit; #buy_nothing hint "ERROR! An error occurred! You tried to buy nothing!"; exit; #ended exit; What is wrong? -
player addMagazine "LAWLauncher"; does not work!
MulleDK13 replied to MulleDK13's topic in OFP : MISSION EDITING & SCRIPTING
LOL, okay!