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zwobot

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Everything posted by zwobot

  1. zwobot

    Tank track animation woes

    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.
  2. 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.
  3. zwobot

    OFP Addon request thread

    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 ?
  4. zwobot

    OFP Addon request thread

    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?
  5. 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):
  6. zwobot

    Just an idea (Remastered models)

    The *prefernces.exe gives 8192x8192 as maximum setting so this should be the maximum?
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. zwobot

    OFP.info 2.0

    Congratulations to the Beta release. It's good to be having a facility to search for addons again. Thank you for keeping this alive.
  12. 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.
  13. 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?
  14. zwobot

    SP The Bridge at Davle

    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.
  15. zwobot

    OFP.info 2.0

    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!
  16. zwobot

    OFP.info 2.0

    Great news, thanks for keeping the site alive! Edit: is the site going to receive news items like mission releasaes, addons etc.?
  17. zwobot

    OFP Addon request thread

    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.
  18. zwobot

    OFPr.info / ofp.gamepark.cz

    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
  19. zwobot

    OFPr.info / ofp.gamepark.cz

    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.
  20. zwobot

    OFPr.info / ofp.gamepark.cz

    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.
  21. zwobot

    OFP Addon request thread

    How about the one from stgn? You also already posted in this topic, haven't you?
  22. zwobot

    Finding out the addons used

    The vhicle calss names have absolutely nothing in common with the addon name (.pbo file), that's what everyone is telling you all the time and I think you did not fully understand this. An addon is a file of type .pbo and it usually contains a configuration file: config.cpp The config.cpp consists of several parts. One of it is the CfgPatches class. As the Biki says, it contains meta-information about the addon. To be precise, the name of the addon which you will find in the mission.sqm's addons array is defined in the name attribute of the CfgPatches class of an addon. To be able to use the addon in Ofp it has to be packaged into a .pbo file - when you put everything into a .pbo file you tell the tool you're using for that which file name to store the addon with. Now this file name can be completely arbitrary. I. e. you can name your .pbo file "My_super_addon.pbo" but in the config.cpp wich is put into this file you can have the name in the CfgPatches calss defined as "xyz_who_cares_about_pbo_names". When you have the addon "My_super_addon.pbo" loaded in Ofp and place a vehicle from this addon in the mission and save it, then the addons array will contain the value "xyz_who_cares_about_pbo_names"! How do you know that "xyz_who_cares_about_pbo_names" corresponds to "My_super_addon.pbo"? You don't! Unless you are the author of the addon or check the contents of the .pbo files to find out what their names defined in the CfgPatches is.
  23. zwobot

    Finding out the addons used

    Yes, that's what I've said (if by "addon names" you mean the .pbo files). I've not been aware of addons not showing up in the addons section of the mission file. But I usually don't spend any time verifying the mission.sqm's content. What exactly are you trying to achieve? To you have problems loading a specific mission file? What error message does the mission editor display to you? Then it might help if you post the file as Prof suggested.
  24. zwobot

    Finding out the addons used

    Yes. The addon names which are listed in the addons and addonsAuto arrays of the mission.sqm file correspond to the names defined in the CfgPatches class of the addon's config file. The names in the CfgPatches do not have to match the .pbo file in which the config is packaged. The only way to find out which vehicle class names correspond to which addons mentioned in the addons array of the mission.sqm is to compare all vehicle class names from the mission.sqm with the config files corresponding to all CfgPatches names from addons section. Mando_OFPClass could somewhat help with that, I've never used it but it claims to extract all vehicle class names from a mission.sqm file.
  25. zwobot

    OFP Addon request thread

    modEmMike has updated the download links in the hx3 forums.
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