zwobot
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Everything posted by zwobot
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Define a relative position to objects
zwobot replied to Serpent's topic in OFP : MISSION EDITING & SCRIPTING
What about [OFPRes] calcrelpos.sqf by joltan or [OFPRes] anglefacingdiff.sqf by LCD ? -
OFP installed on new laptop but will not load
zwobot replied to SSG_yayamamasami's topic in TROUBLESHOOTING
Which version did you install and did you apply all patches? I'd suggest to go with Arma: Cold War Assault -
Hi Snafu, that's great, thank you. The Green Platoon missions are included. For sure the other ones are worth checking as well.
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Does anyone have a mirror for Kendo's realism missions?
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Hello, I am having trouble getting to grips with the track animations of a tank. The wheels and dampers are all setup correctly so that the animations work Buldozer and ingame. But how do the tracks need to be setup in O2 and cfgSkeletons and cfgModels? There are several selections regarding the tracks in the sample models but no real pointers how their animations are setup. Which selections are required for the tracks in the model and how are they setup in cfgSkeletons and cfgModels for the tracks to be animated? Selections pasanimL, pasoffsetL, pasanimP, pasoffsetP are assigned to the left and right track respectively in O2 What I have so far in the model.cfg is:
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I think I got this more or less sorted with assistance provided in private conversations from Macser and Alwarren. First of all, the track needs an .rvmat assignment which I was missing at first. This is also stated in the Wiki for config entry selectionLeftOffset by the way. Secondly, the names assigned in cfgVehicles of my addon for selectionLeftOffset and selectionRightOffset were not the same as the selection names assigned to the tracks in O2.
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Flashpoint Nostalgia Project part one : Everon 1995 - Released! (Version 1.4)
zwobot replied to The Matmus's topic in USER MISSIONS
Welcome to the forum. I think there are still some people playing Ofp / CWA (including myself) and even modding it but they are not very verbose about it. Good luck with your project, I suppose it will be hard to keep the motivation up and see it through, especially when working on it alone. -
Yuyu31999, have you checked these: http://ofpr.info.paradoxstudio.uk/addons/vehicles/994-lwp-truck-pack-beta.html http://ofpr.info.paradoxstudio.uk/6973-lwp-big-update.html http://ofpr.info.paradoxstudio.uk/7241-kraz-255b-by-lwp.html ?
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I'm looking for Dr.Rebus's weapon texturing tutorial referenced on OFP : O2 DOC subforum and news item from ofp.info - the archived site from archive.org seems not to work completely. Does anyone have a copy of that?
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Wanted: custom formation script pack (resolved)
zwobot posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi everyone, I am looking for a copy of General Barron's custom formation script which was released in around 2003. Unfortunately it is long gone from ofpec.com For your reference I'm quoting its readme (posted by BlackScorpion): -
Just an idea (Remastered models)
zwobot replied to prototype1479's topic in ADDONS & MODS: DISCUSSION
The *prefernces.exe gives 8192x8192 as maximum setting so this should be the maximum? -
Identity of the created vehicle in Multiplayer
zwobot replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
Regarding your questions 1. You have to distinguish between global/local arguments and global/local effect. The MP tutorial available at Ofpec.com might also help (it's for Arma but the principles are the same for Ofp/CWA). Checking the locality of ther server for the createVehicle command is necessary because otherwise the object would be created once for every player who is connected (and the server maybe). 2. I don't know, depends on what else you do in the script 3. It won't make _vehicle available in any other script you might be running. You can only refer to your created vehicle if you assign it to the global variable yourVehicle and then publicVariable it. If you do the follow-on processing (setting a marker for it etc.) in the same script in which you create the vehicle, then you might not need to use publicVariable at all but it really depends on what you want to do. -
Identity of the created vehicle in Multiplayer
zwobot replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
What exactly are you trying to do? If you want to know whether your created vehicle is within a certain distance of another object you can simply use distance. -
Identity of the created vehicle in Multiplayer
zwobot replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
I don't think there is a way to make a local vairable usable in another script. I'm not much of an MP scripter but you probably have to do something like: script1.sqs ?!local server : exit yourVehicle = "M113" createVehicle getPos player publicVariable "yourVehicle" script2.sqs (should be called after script1.sqs or you have to make it wait until script1.sqs has publicVariabled yourVehicle "YourMarkerName" setMarkerPos getPos yourVehicle Maybe CoC NS2 has some facilities which might be useful to you but I've never used it. Maybe it would be worth checking-out for you. [Guide] CoC Network Services 2 -
Identity of the created vehicle in Multiplayer
zwobot replied to Dunkelheit II's topic in OFP : MISSION EDITING & SCRIPTING
It surely would help if you post some code snippets. Do you assign the created vehicle into a global variable and then try to do something with it in subsequent scripts? Maybe you have to use publicVariable in between. -
Congratulations to the Beta release. It's good to be having a facility to search for addons again. Thank you for keeping this alive.
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When you say 'Arma' do you mean Cold War Assault? Do you load any addons/mods when you get the blue screen. Go to the installation directory of the game and look into the file ColdWarAssault.rpt (open with a text editor) and see if it says anything useful.
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Finding the position of bullet when it lands
zwobot replied to prototype1479's topic in ADDONS & MODS: DISCUSSION
Why not follow the position of the bullet in a tight loop until it is not alive anymore? The last position fetched in the loop should be where the bullet landed? -
Thank you for this mission Snafu. I liked the overview picture (couln't quite identify the vehicle in it), intro (especially the final perspective of the enemy sniper which supported the immersion for me - in a scenario like this I would expect the enemy to have eyes and ears on their objective. Some missions just give the feel that intel is miraculously acquired without any kind of listening/observation posts nearby) and briefing. Suggesting some defensive positions on the map in the briefing is a good idea. In this situation there likely would have been some sort of advance party to reconnoiter the objective or the defending units would be garrisoned nearby and should be familiar with the ground already. In the mission itself, I was surprised to see some foilage attached to the tanks. You setPos'ed a bush from the editor update in an endless loop? Nice idea, it block the commander's view a bit too much though in the 11 o'clock sector. Still I like it. It's a nice alternative which would be compatible with any vehicle - addon or official - on which you can't simply change the model yourself just for a mission. I liked the mission without another objective. With a 'realistic' scenario like this, another objective would shrink the realistic feel of the mission. You have just defeated the first wave of an enemy attack with dozens and dozens of follow-on forces inbound and likely have taken serious casualties. It would feel stupid to leave a favorable ground and conduct a counterattack or help out defenders in another sector with less than a company team of forces available. That's what you should have reserves for.
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Not so much News releases which are pro-actively gathered by a dedicated team. I guess that the forum here is where most of the Ofp/CWA activity is discussed so that it would not be necessary to copy & paste it to Ofp.info. Maybe addon- and mission makers could submit addons and missions to Ofp.info which are published by a moderator then. So it would be more about hosting all of the Ofp related addons and missions at a central place. But like you said, first things first - reviving the historic contet would be a great contribution in itself already!
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Great news, thanks for keeping the site alive! Edit: is the site going to receive news items like mission releasaes, addons etc.?
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You should be able to get it from https://cloud.mail.ru/public/LqSK/pqnB9aCY6/unofaddons2/ and browse to filename "bwmod_wiesel.rar". You'll also need the "Basic pack" I think.
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No idea, sorry. On the original site, Jdb is right that you keep getting asked for language selection when cookies are disabled. I'm not sure but probably the archive.org does not care about your cookies, it just does not have so many pages of the site stored, or it tried to store it but was redirected to the language selection. I'm afraid there is little more than the main page available on the archive.org
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That really is a hard hit. I was frequently using the site to search for addons. Even when the downloads had not been working anymore, you could still search it on ofp.gamepark.cz and then acquire it via posting in the addon request thread. I will really miss the site.
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You can try https://web.archive.org/web/20170426224315/http://ofp.gamepark.cz:80/index.php?newlang=eng But the search does not work then. For downloads, you can post in the addon request thread. Most of the time someone still can provide a mirror if you request something.