Nicolas Eymerich
Member-
Content Count
167 -
Joined
-
Last visited
-
Medals
Everything posted by Nicolas Eymerich
-
Thanks
-
As from the topic. I can't execute the action given by pressing the third (central) mouse button. Is that me or even someone else got this problem?
-
Need an unbiased opinion from a veteran
Nicolas Eymerich replied to iGnitor's topic in ARMA - GENERAL
Things to consider: Â There's very promising things on the horizon in the 1.05 patch - ie. the new ironsight system and apparently reworked flight model (I hope? ). And the BIGGIE: This project that's under way to port the original OFP Campaigns over to ArmA! I'm usually pay for what a game is. Not for what a game will be. I've got Arma since yesterday and in my opinion it is a back-step since flashpoint. Some example? Ai is cheating. one shot in mostly case = head shot. It makes unplayble some mission. Ai knows always where you are (after you've shooted, of course)... Some animations (look when your character is running or, even worst, when he get up a ladder to understand what I mean) aren't good. Yes, It's true... The graphics is very very improved But is the graphic a reason to purchase a game? -
Okay. Yesterday evening, after 10 hour of hard work, I've bought my Arma copy. I've installed it but when I tried to launch, the application, after the copy protection check, was usally to reboot system.I've tried to unistall and reinstall again but nothing.... (Btw: I Had this problem even with the demo) Those are my specs: P IV Prescott, 3.4 2 Gb Ram Ati 1950 X, 512 Mb (Catalyst 7.1) and.. Sound blaster audigy 2zs platinum pro. After I've tried to update any driver possible (the newest directx) I've tried to update the sound card's drivers. Result? It worked.
-
Great Bis! Congratulations. I hope I'lle be able to play Armed Assault as soon as I can Regards Nicolas
-
Multiple squad control
Nicolas Eymerich replied to stiff's topic in OFP : MISSION EDITING & SCRIPTING
That's a brillant idea... Something that I'm going to use in my next mission... -
--->  R E S I S T E N C E ' S  D A W N <--      REALESED --> Mission.1\Mission.2 <-- ---> Feature 0) Only a few add-on required (see below) 1) Ability to play this mission with Your own set of Add-on 2) Ability to purchase and to control up to 5 infantry team and 5 Apc units  (more powerful units will be aviable in the following missions) 3) Mission User Friendly and possibility for player to modify  the mission according to its own Pc configuration 4) Intro outro Overview and Briefing and some Cutscene 5) Actor's voices 6) Custom music avaible to be listened during the mission 7) Dynamic Wheather 8) Possibility to choose the unit of the Main character and other interesting  modification 9) Little or no lag at all (depending the add-on choosen) 10) Two Languages: Italian and English 11) T.e.p (time estimated of playing) : 1.5 hr \ 2 hr 12) On monday 24\09\06 Mission2 && Mission3 Will be released... 13) Mission Size 18 Mb (.rar on rapidshare). --> Requirements: 2.8 Ghz, 1Mb Ram, X700pro - 256Mb --> Only the Best for the OFP Community P.s. Read the Readme cerefully. It's all explaned there.    Due to lack of time (They're really stressing at work)    I will not answer nor provide support to any questions    can find its answer on the readme. P.p.s Due to a Bug of the last minute, I've no chance but to     split the orignal mission in four different ones. I'm sorry     about this. P.p.p.s Please note that mission n.2\3\4 are only 5 mb. I'n not      going to realese the music again. Special Thanks to BiS (Placebo) for mirriroring this mission Mission Link: http://rapidshare.de/files/34001879/Mercenaries.rar Add-on Needed: Bas Pavewacks http://ofp.gamepark.cz/index.php?showthis=6771 Mi26 1.1. http://ofp.gamepark.cz/index.p....&page=5 Mapfact oil http://ofp.gamepark.cz/index.php?oblast=addons&search=Mapfact+oil Mapfact-Nogova ver.1.22 http://ofp.gamepark.cz/index.p....&page=2 Barracks v 1.5 http://ofp.gamepark.cz/index.php?showthis=7804 EditorUpdate 1.02 (general Barron) http://www.ofpec.com/ed_depot/tools.htm Nicolas
-
From the Saga Mercenaries on Battlefields
Nicolas Eymerich replied to Nicolas Eymerich's topic in USER MISSIONS
Okay, I've now uploaded the second mission. Same feature as the first one, execpt that here you'll be able to purchase and use Chopper apc && infantry team... This is the link http://rapidshare.de/files/34359976/Mercenaries_Part_II.rar Download size: 2.5 Mb (more or less). P.s. No music in this second mission. If you want to hear them, then download the first mission and follow the instruction in the readme. p.p.s To download this mission click on the link and in the opening page click on "Free". Enjoy!! Â -
This is the problem: As you know, any time you place an unit in the editor mission and then save your mission Flashpoint make an automatic list stored in the mission.sqm. Add-On ... ... Addon Auto ... ... Now, if you want to remove an addon from that 2 list you should do like this: Removing the unit in the editor Saving the mission Open the mission's sqm file and then remove by yourself the name of the add-on Unfortunatly, there's one add-on that is immune to such purgation... --> It is the Vit-Hind 1.23. I've removed it in the editor, I've saved the mission and then I've removed the Vit_addon by myself in addon an addon-auto list. However, any time I save the mission this add-on (please note that the Add-on Is not present in Editor) magically returns... How do the hell I can remove IT???
-
Removing an Add-on
Nicolas Eymerich replied to Nicolas Eymerich's topic in OFP : MISSION EDITING & SCRIPTING
Unfortunatly no... In my mission units are created. Any unit in the mission is a standard bis one... Thanks However Thank you too... I'll have a try today afternoon. By the way tomorrow the missions will be realesed -
From the Saga Mercenaries on Battlefields
Nicolas Eymerich replied to Nicolas Eymerich's topic in USER MISSIONS
Tomorrow, in the early morning, The first Mission will be realesed Thank you for your support -
Chopper groundstart with engine running
Nicolas Eymerich replied to MetalG's topic in OFP : MISSION EDITING & SCRIPTING
[choppername] exec "StayDown.sqs" Staydown.sqs _chopper = _This select 0 Glabalcondition = FALSE #lp ~.1 _chopper flyinheight 0 ? (GlobalCondition) : Goto "Lp" _chopper flyinheight 60 exit With: globalcondition as a global variable to be activated on the editor or in one different script (GlobalCondition = True) when you want the chopper leave the area. -
From the Saga Mercenaries on Battlefields
Nicolas Eymerich replied to Nicolas Eymerich's topic in USER MISSIONS
Unfortunatly no... Sorry -
From the Saga Mercenaries on Battlefields
Nicolas Eymerich replied to Nicolas Eymerich's topic in USER MISSIONS
This is the UserFile.sqs This is the link to an Ofp bug. Here the address if you want to know more : http://www.flashpoint1985.com/cgi-bin....t=53503 ). The original mission will be splitted mission in four seperate missions. After the realese of them all I'll make a general fix and I'll realese them as (mini) Campaign. Thank you very much... Thank you for your suggestions. Don't worry. Even the music will be friendly user (I mean that player can choose even his set of music add-on and can remove it if they don't like him). Nicolas -
From the Saga Mercenaries on Battlefields
Nicolas Eymerich replied to Nicolas Eymerich's topic in USER MISSIONS
Absolutly yes. --> by putting the name of the add-on you want to use in a general array stored in the User.sqs File Because of this the Mission will not be realesed in a .pbo format but in the same format as of the editor. Then, it is sufficient to modify the User.sqs File and convert the mission in Pbo and voila'... You've the mission with your own set of add-on! -
Okay I've got this problem: I've noticed that if you use the Strm command, defined in the decription, the Language (i mean the subtitle stored in the stringtable file) will appear only if the unit is in the range of the camera. However, since the brifieng of the mission is done with a camera targetting a radio the Voice's Text will not appear. In this case I've to use the Titletext command but using only a single language. In my mission, instead there're 2 languages (english italian). How can I fix this?
-
Please, explain yourself a little better... If I've understand what do you mean, you could crete a weaponHolder. By the way, who is dropping and picking various the item? The player or the aI? Maybe if you would explain what is your task I could help you better  Nicolas
-
To be honest... up to five. At the moment only three are tested. However, user can choose to increase the number to 5 for any kind of units he wants (apc, Chopper, Plane, tank) Yes... Btw, user can choose also the name of the unit he has choosen for this mission At the momento no. Ofp Mp scriptin is a tricky beast... But with a little of work, it should be possible to convert the mission for mp. I'm not interested, at least at the moment, in doing that. Sorry... Don't get it. The global variables (array) are all related to unit controlled by Pc (in other words, they aren't playable). There're two problems: 1) Altgough the mission isentered in Beta Stage, at the moment some things must be corrected (some actions aren't removed and some othr things aren't completed). 2) If you're interested as Beta Tester, send me a Pm Regards Nicolas p.s One more thing: I've just noticed a mistake in one of my post: I've written this: Instead it is: "T-80" --> is related to the first Global Array (P_Tank1) "Black Eagle" --> is related to the second Global Array (P_Tank2) "M1A2" --> is related to the third Global Array (P_Tank3) p.p.s By the Way, Have a look here: http://www.flashpoint1985.com/cgi-bin....t=53594
-
Hi guys:who can explain me how does the function "set" works? This is the problem: At the moment I've two array. In the first one it is stored the crew vehicle. In second one it is stored only the vehicle. Sounds like this: P_Tank = [] P_Crew = [] P_Tank = P_Tank + [_vehicle] P_Crew = P_Crew + [units _team] And _team and _vehicle are two local variable in the script. Now, any time the vehicle is destroyed, I've to reneitialise the array. P_Tank = [] Due to fact i'm using over 150 global variable It would be preferable to get one single array to store both: _team and _vehicle. Something like this P_Tank = [] P_Tank = P_Tank + [[_vehicle], [_team]] So when the vehicle is destroyed P_tank should look like this P_Tank = [[], [_team]] The question is how do i do this? I've thought about the set command but it's quite unclear for me. Thanks in advance...
-
Thanks again for your reply and sorry for mine (I haven't internet so the only way I can use it is when i'm at work). Thanks also for trying to help me. I've really appreciated it. Any Global Array (P_tank1, P_tank2 ...; P_Apc1 P_apc2...) is intialisated at the beginning of the mission in the init file. It looks like this: P_Tank1= []; P_T_Crew1= [] P_Tank2 =[]; P_T_Crew2= [] P_Tank3 =[]; P_T_Crew3= [] P_Tank4= []; P_T_Crew4= [] P_Tank5= []; P_T_Crew5= [] P_apc1 = []; P_L_Crew1 = []; P_apc2 = []; P_L_Crew2 = []; P_apc3 = []; P_L_Crew3 = []; P_apc4 = []; P_L_Crew4 = []; P_apc5 = []; P_L_Crew5 = []; and so on (except for infantry unit. In this last case there's 1 gloabal array for a single group) Fine and interesting idea. One global array (P_tank) for all tank unit. But you've also 6 global variables. (P_tank + the different global variables created by the call function [AT least: I think so]). Instead I've used only 5 global variables. Besides, I've not understand, how can you reinitialise the array after that the related unit dies. By the way, I was forgetting something much important: Due to the fact that Action given are static (I mean you can't manipulated it as an array, but you've do define first the action and then the code to execute) any global array must be related to a specific action. In particular (in the Purchase Menu) "T-80" --> is related to the first Global Array (P_Tank1) "Black Eagle" --> is related to the second Global Array (P_Tank1) "M1A2" --> is related to the third Global Array (P_Tank1) So, If you want to purchase only the M1A2 the tank global array should look like this: P_Tank = [ [], [],[_vehicle], [], [] ] If you decide to purchase also the t-80 then the P_tank should look like this P_Tank = [ [_vehicle], [], [_vehicle], [], [] ] As far as I know, you can't do this with the function: P_tank = P_tank + [_vehicle] In this case, If you buy the first and the third tank (the t-80 and the m1a2) you 've something like this: P_tank = [ [_vehicle], [_vehicle],[], [],[] ] And when you launch the Move script it doesn't works (because any action is relate to a specific unit array). Quite complicated don't you think? And because of this I consider myself as a mediocre scripter  Regards Nicolas
-
ChaosStudios Body remove Script
Nicolas Eymerich replied to Chaos's topic in OFP : MISSION EDITING & SCRIPTING
Sounds interesting... I've downloadedn it I'll have a try as soon as I can Thank you -
Really thanks for you reply... This were the original idea. But due to a lack's time I was forced to semplify so I've added only one vehicle. Okay.. I'm going to show depper my scripts... By the action command, you can purchase differents objects. Any action launch a script which creates the related unit. _Vehicle = (Global Array) createvehicle getpos P_Tank = P_tank + [_vehicle] --> global array is choosen by the user in one of my script In this way, you can choose your own add ons to use on the battlefield. Any unit has its own personal array. So for tank1 you've P_tank1; for Tank2 you've P_tank2 and so 'till tank five. This is the same for any other units you purchase. In Those array, however, it is stored only the vehicle created. I've add another array which is called P_crew1 which store the crew for the array's related vehicle. So: You've 2 array for any unit: P_crew1 = [_driver, _gunner, _commander] P_Tank1 = [_vehicle] and so on P_crew2 = [_driver, _gunner, _commander] P_Tank2 = [_vehicle] I've used this idea for any (except infantry because there you don't need to have a 2d array) other unit you purchase. This were the fastest way to achieve my purpose. But as often happens, this is also the more complicated too (and infact, even if now is it all working, I've had several headache in debugging it). Once you've the information stored in a global array, it's quite simple to "control" them over the battlefield. Infact In the "move" action tree you've two option: Support and set waypoint (for any team you've purchased). Those actions, on the other hand, launch a general script which give the order to the troops and check the status of the vehicle. Those scripts are almost egual and infact, in the script itself, you've displayed something like that: (get the commander) \ get the tank vehicle _crew = P_crew select 2; _tank = P_tank1 select 0 Now... Since you're on a battlefield, there some condition inside a loop to check if unit is alive or dead (Unit is only vehicle because crew, once have been created can't die). So when the loop discover that the vehicle is dead or isn't moving then a variable remove the vehicle from the P_Tank1 and reinitialise it. P_Tank1 = [] In my original version of the script, I've used your first idea: Store in a global array the vehicle as well the crew. ;in the createunit script P_Tank = [] P_tank = P_tank + [_vehicle, units _team] And then, when the vehicle is destroyed on the battlefield i was use to write: {Deletevehicle _x} foreach P_Tank; P_tank = [] In this case, however, I've to create any time a crew squadron. Now, considering the limit of 63 group I was afraid player would reach it, when he was near to complete the mission. As I've said, createunit also give a lag which is not good for the game experience. So, due to my lack of knowledge about scripting, I've choosed the fastest way: Use two different global array (one for crew and the other for the vehicle). Now, the mission is almost finished and, since it works i wuold like to improve it. Having a look of some function I've noticed the Set function but it's own way of working still remain unclear... I hope it's more clear what I've tried to do.
-
From the Saga Mercenaries on Battlefields
Nicolas Eymerich replied to Nicolas Eymerich's topic in USER MISSIONS
ScreenShots Post (Edit -> Updated 12\09\06) ---- Scrensoots 08\09\2006 --> Apc Reinforcemnts on arrive http://www.putfile.com/pic.php?img=3344351 -->Infantry Drop http://www.putfile.com/pic.php?img=3344350 -->All Plane units avaible http://www.putfile.com/pic.php?img=3344349 --> All military chopper http://www.putfile.com/pic.php?img=3344347 --> a view of your  H.q http://www.putfile.com/pic.php?img=3344346 -->An Apc drop on the ground (covered by other messages...sigh! http://www.putfile.com/pic.php?img=3344344 ----- Scrensoots 12\09\06 ;Assaulting Varta http://www.putfile.com/pic.php?img=3375325 ;From The Intro.sqs 1) http://www.putfile.com/pic.php?img=3375324 2) http://www.putfile.com/pic.php?img=3375323 ;An Hint txt showing a list of the unit avaible http://www.putfile.com/pic.php?img=3375322 ;Assaulting a Rebel Outpost http://www.putfile.com/pic.php?img=3375320 ;a briefing during a plot mission http://www.putfile.com/pic.php?img=3398940 ;a plot mission http://www.putfile.com/pic.php?img=3398939 http://www.putfile.com/pic.php?img=3398938 ;a cut-scene of a plot mission http://www.putfile.com/pic.php?img=3398937 http://www.putfile.com/pic.php?img=3398936 ; cut scene of the intro movie http://www.putfile.com/pic.php?img=3398930 http://www.putfile.com/pic.php?img=3398929 http://www.putfile.com/pic.php?img=3398928 http://www.putfile.com/pic.php?img=3398927 ;units at your command (part 1) http://www.putfile.com/pic.php?img=3398932 (part2) http://www.putfile.com/pic.php?img=3398933 (part-3\4) http://www.putfile.com/pic.php?img=3398934 http://www.putfile.com/pic.php?img=3398935 ;on the battlefield http://www.putfile.com/pic.php?img=3398931 -
--> --> Thanks, I did'nt know his english real name... Thanks to both of us for the replies... About Unn ideas it ia a really good one... but it doesn't suit my need. That's because I've said only a part of the problem. Sorry... I'm trying fo fix some problem (before the realese) in the mission I'm working on. In particular, you're able to purchase differents vehicles. Now let's focus on the tank array (which is the same as apc, plane or chopper but not for infantry units). Once the vehicle (i.e: the tank) is destroyed, I reinitialise the related array. So: If you buy the tank the first time, you have this array: P_tank = [_vehicle] When the tank is destroyed the global array is P_Tank = [] And another global variable allow to purchase again the vehicle destroyed. When you purchase the second time the array is again P_Tank = [_vehcile] and so on... and any time the tank is destroyed the related array is: P_Tank = []. Okay, now, but this is due to a lack of my knowledge, if I set 0 the first element of the tank array, I don't know as I can use again the same array for a new tank. All I need is a function that removes the first element of the array making it looks like : P_Tank = [[],[units _team]] and another function that add an element to the first element of the array P_Tank = [[_vehicle], [units _team]] Please note: I've written "function" in the reply. If they're not too complicated I'm able to script them... In any case, I'd like to know how to realize this idea (unless, of course, if is it possible). About the crew vehicle (btw: did you realise that if put the vehicle's crew in an empty created unit, The function "crew" doesn't works?), well, it is nearly invincible. Due to the 63 side groups limitation, the crew is killed and instantly set on another part of the island. In this way, since you've already created the crew, I've avoided Flashpoint's lag related to the "createunit" function. And yes, Only one vehicle for unit (but it would be quite simple to adding more).
-
You'll get an error message. In the editor, only global variable are allowed (excepet for game logic server which is local [don't ask me why]) tank = "M1Abrams" createVehicle getMarkerPos "tankFactory" This is the right sintax...