zwobot
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Everything posted by zwobot
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Is that true? That would be great. Is it ArmA or Ofp, which mods are used?
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Do you have a direct donwload link for the mission, the one you provided takes me to the ofpec.com home page.
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I wonder if there is some kind of "Unit tester" for Operation Flashpoint or Armed Assault scripts and functions. Do you know the problem of when you have some functions or scripts for your Ofp or ArmA mission and you write dozens of formatted hints to check the values of your variables? Some of you might know JUnit, PHPUnit and all the other xUnit testtools and I think something similar would come in handy for testing functions as they have a return value. Scripts are a bit different but they need to be tested too. What do you think? Is it possible, and useful to have a testtool for functions (and scripts)?
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Where did you get V 1.5 from?
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Some screenshots. They are all taken from the "Air cavalry" mission There are some strange guys in my carpool Everybody hassling perkele to drop a LAW http://img442.imageshack.us/img442....MG] Pulling security at the corossroad http://img62.imageshack.us/img62....MG]
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Dialog Template, plus Standard Dialogs
zwobot replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
I haven't tried it out yet but it definitely is a good thing to have generally as dialog making is quite annyoing. Especially placing the controls in a proper layout. -
Has anyone successfully run Operation flashpoint in a virtual machine with Vmware or Virtual PC yet? Both products are downloadable for free and support 3d applications to a certain degree, but I haven't managed to get Ofp working on neither of the two. A virtual machine would be a optimal for testing multiplayer missions/scripts on your local PC.
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I've noticed that, too I believe it's because functions are more structured thatn scripts with all theri gotos and stuff. And functions need variable declarations and have return values
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Mh, 6 to 10 times per second is much. According to the Biki functions are executed exclusively while scripts are executed quasi parallel to the rest of the game. This applies to Ofp as it does to ArmA afaik. Maybe you just give the functions a try and see if they really perform worse than scripts
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I don't know exactly how your script(s) are designed but if I remember correctly from when I had a look into the ArmA scripts the main effort of is to select the fired ammo type and the impact position. You could use one "main" script for Ofp which will use several pre-compiled functions to find out the fired ammo and impact position. I don't know if preprocessing functions in Ofp has the same performance impact than compiling functions in ArmA but it should at least be better than using scripts all the way in Ofp. And I once heared that you have to use a reasonable amount of delay in stressful loops. I don't remember if it was Ofp or ArmA related however.
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Have you released the Ofp version yet? If not will you do it and when? We would have to modify the scripts to work with different addons I guess?
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Kay, I did not mean to talk about large scale missions with many objectives like Evolution. I mean 2 player teams of platoon maybe company size each in an engagement with a realistic amount of objectives (realistic in the sense of real world military objectives assigned to a single platoon or company). For example a meeting engagement where both sides have to occupy a town in a given time or attack and defend mission. I would not consider playing something like PvP coop on a public server with random players I don't know. If you want to have fun in coop you have to play with a dedicated group you know and can trust.
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Isn't that the idea of PvP coop? To have platoon or company sized (meeting) engagements where there is every human player at least a squad or team leader commanding the AI. Large scale PvP coop without large numbers of AI needs really a lot of humand players and sadly that is rare.
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Even better news: CMSF has been announced for July 27th 2007: CMSF release date announced
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Well I would not need Ventrilo or Teamspeak for testing MP stuff locally. The suggestion to have multiple instances of Ofp running on the same PC works fine for me. And performance is not a big issue as I don't want to do stress tests of my mission but to have a look wether my scripts work correctly or not. I haven't tried the dedicated server in the virtual machine connected with 2 or more Ofp instances on the host machine but I think it would work too.
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That's very ignorant of you. I agree with Celery about everybody shall play ArmA as he or she wants to. I am a coop gamer. And I think there have some good points been made about the general attitude coop gamers have. Honestly I believe most coop missions are not very realistic: 1 squad against dozens or hundreds AI and trying to accomplish an unrealistic amount of objectives. So it is ridiculous to discuss wether pure PvP or Coop is the most realistic game mode as this: is the most realistic No, really it is worhless to discuss realism of the various game modes. You should define realism first before talking about it in the first place.
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So I can start Ofp twice or more on a local PC and join the two instances in a multiplayer game? Or do you mean I setup a dedicated server in a virtual machine and then start two Ofp instances which I connect with the dedicated server? Have to try that out...
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[Request] A tool to design Dialogs
zwobot replied to Lolsav's topic in ARMA - MISSION EDITING & SCRIPTING
Back to this Dialog maker for Ofp: Is anyone using this thing lately? It's very useful for me but it cannot save and reload a dialog file as the program freezes after loading a saved dialog @Anyone who is planning to work on a new dialog maker tool: Would you consider a "Ofp reverse compability" mode for your tool so that it could be used for Ofp dialogs also? -
Mission maker collaboration project
zwobot replied to maddogx's topic in ARMA - MISSION EDITING & SCRIPTING
Use cakePHP instead. Convention over configuration The idea is good, but honestly I doubt the acceptance (and discipline to keep the designers' profiles clean) would be great on a long time scale. -
I've tried that too and honestly the platoon interface did not work properly. I ordered the whole platoon to mount the strykers and all got in. But then only 1 stryker obeyed my move orders the others drove directly into the occupied town and got destroyed
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Wow, it would be cool if there were more people on the ofp.info server again.
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Mapfact DAC Script Compatibility
zwobot replied to Billabong81's topic in ARMA - MISSION EDITING & SCRIPTING
I'd bet it is not compatible to ArmA. We might see a DAC for ArmA soon anyway... -
Testing functions and scripts?
zwobot replied to zwobot's topic in ARMA - MISSION EDITING & SCRIPTING
Uh, the consoles obviously slipped out of my mind. I have used one some months ago actually... But I think they must be sufficient for most scripting purposes. Also many people still seem to use scripts rather than functions, which makes a real "unit tester" not very applicable indeed. Thank you for mentioning the consoles though, CrashDome. They are very much what I was looking for for testing the outcomes of my functions and scripts. Probably one cannot check values of private/local variables with a console. I haven't checked yet but I cannot imagine that it is possible. -
Yes, I like this thread too. What if the universe never has been created?
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Car/Truck Bombs & Suicide Bombers
zwobot replied to -=FW=-Platty's topic in ARMA - MISSION EDITING & SCRIPTING
Try something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ied = "G_40mm_HE" createVehicle [getPos car select 0, getPos car select 1, 1] Where car is the name of the vehicle you want to make explode. G_40m_HE has limited explosion power to setoff a car, try something more heavy. Have a look in Biki - CfgWeapons (Vehicle Weapons) to find out the ammo class names you can use. You can use the above code in the on activation field of a trigger that is positioned directly on the vehicle and has a radius of let's say 20, activation West/East/Resistance (whatever you need), present. Then the IED will set off as soon as a West/East/Resistance unit is inside the trigger.