OneStiffRod
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There's been a slew of ppl who have gotten a hold of id_changer's and are stealing other ppl's online id's infact connecting to servers just to knock other ppl off by stealing their online id - this should be prevented in the next OFP2 as it is just about ruining MP play. These ppl can also steal the server owners id and gain access to his priveleges and ban authority. These same ppl have created programs that allow them to script hack in MutliPlayer games - i don't know how much can be done to try and prevent this but plz look into it... It would be nice if server owners could see the mac-address or IP address or some other information about connecting clients other than just name and id as these ppl have figured how to defeat that already.
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Yep, it was Codemasters who sold it to me... and now there system says it has no record of my purchase order?? What do I have to do, search through my billing receipts for my credit card from 1.5 years ago -- how ridiculous! motherf****Krz
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Hey, I BOUGHT the Red Hammer Campaign a long time ago when it came out for like $10 bucks - however, i have switched OS's and have revamped my system several times since. Shouldn't I be able to redownload this campaign??? I paid for it afterall... I downloaded it from BIS - where's the customer service BIS???
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Graphics wise I think OFP2 needs hi-frequency textures... These are very small textures that are tiled - think of it like the background of a webpage - these textures are tiled and layered in a small radius around the player/camera/or visible short distance. This is the technique they use in racing games to give texture to the road and ground so you can see even the little pebbles and grass blades. Right now I think OFP uses a triple layer general texture effect - with hi-frequency textures you could give very nice visual effects to the road/grass and even the outside of buildings.
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I had this idea to make a script that generates, randomly, sparks using the drop command and the fire script from OFP. The sparks would fly out in a circular pattern from the epicenter of the explosion - I thought this would be challenging but not impossible but I'm running into problems -- namely creating the circular pattern. 1) What is the best formula for creating a circle? Trigonometry question... I saw a tutorial in Javascript once by Dan Steinman of Netscape and I think he did something like divide sin/cos and it made a continuous loop I would love something like that since it might be faster than doing the math to get 360 points - I'm not a math major so I'm just looking for some help in this area... 2) I kinda need clarification - say I get to the point of creating the drop command sparks but I want to give them a velocity - How do I figure which way to aim the sparks - I want them to shoot outward in a semi-random direction - what I'm asking is how do I decipher direction from a velocity vector? 3) I plan on putting this script in my "Mayaguez Incident" single mission that I'm working on - to find out what that is just search google for that phrase... On that note I'm looking for a working CH-53 helicoptor addon and also a C-130 spectre gunship addon if they exist - I would appreciate it if someone could help me find these. Thank you.
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AllowDamage() should be brought back but maybe enhanced so we can set the scalar value on how damage will occur by a particular weapon on that vehicle - set weapon and scalar value of weapon effect on vehicle. I would love it if the HIT event handler returned the weapon it was hit by and not just the dude who did it... :weaponCausedBy
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Re-goddamn-dickulous
OneStiffRod replied to OneStiffRod's topic in OFP : MISSION EDITING & SCRIPTING
So how do I create a group? The group command couldn't be any vaguer or useless as it is described in the com ref... I know there is a groupId command is that the one I'm supposed to use??? This guy needs to be a civilian - he's not part of any group per se as he will operate on his own... is there any way to spawn a vehicle with dudes in them arleady?? Maybe if someone could show me an example code from the many RTS flashpoints like islands or RTS 3.0 or something - I know they spawn - maybe if someone could show me how to spawn a dude using the camCreate... -
Re-goddamn-dickulous
OneStiffRod replied to OneStiffRod's topic in OFP : MISSION EDITING & SCRIPTING
Ok the dude spawns and gets in the bus as driver but still he won't obey any commands... Even the BUS won't comply even tho it has a driver now. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Bus="Bus" createVehicle getMarkerPos "BUS_SPAWN"; _Bus setDir 85; _Bus setIdentity "BUS2"; _grp=group this; "Civilian" createUnit [getMarkerPos "BUS_SPAWN_5",_grp,"Man=this"]; Man moveInDriver _Bus; Man doMove getMarkerPos "BUSSTOP_BUS_DEPOT"; <span id='postcolor'> What is missing in this code??? -
I am using createUnit to try and spawn a civilian dude - I don't want him to be part of a group but since he has to be I set him as groupAlpha I've even set him as grpNull... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Man="Civilian" createUnit [getMarkerPos "BUS_SPAWN_5",groupAlpha]; <span id='postcolor'> Now when I use createUnit he won't friggin spawn at my spawn point??? I can solve this by using createVehicle but then he just sits there and does Sh** I have it scripted so he is a bus driver but once behind the wheel he ignores all commands...this is why I guess i'm forced to use createUnit. But this createUnit don't goddamn work... how the hell can i make this fool spawn where the hell i want him to with createUnit??? This crap is giving me a headache... I have version 1.91
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How do I get an M60 tank in particular to select it's HEAT weapon - I know of the selectWeapon command but it doesn't seem to work... Maybe I'm just mislabeling the weapon in my initialization I have </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this selectWeapon "HEAT105" <span id='postcolor'> I've tried the other strings such as "HEAT", "HEAT120", "HEAT73", "HEAT125"... none of them seem to work? What the hell am I supposed to do to get the tank to select it's HEAT... I want it to do this whether i'm in the tank or not - I'm currently the commander of the tank. v1.91
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Thank you.
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How do I set the View Distance like 900 or 1500 or whatever, is there a command in Description.ext or I can put into mission.sqm ? I have a mission that uses alot of vegetation in one small area and i need to set the view distance to 500 which is the smallest so it runs smoothly on most comps. How can i do this - I don't want to use fog if i don't have to since the mission is supposed to be on a sunny clear day... Anyone know the command or even if there is one for setting the view distance?
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I wanna make a script that does REAL RPG effects - meaning it's closer to what happens in real life when an rpg hits a medium armored tank. Say I shoot an rpg at a BMP if the rpg hits the front armor the damage will be minimal or not enough to disable a BMP. 2nd if an rpg hits the side of an APC it will disable the apc and allow the crew and occupants to bail out safely. 3rdly, only if the rpg hits the vulnerable rear of the APC will it blow up as it currently does in OFP. I mean what I want is closer to when u shoot a HEAT round at a bmp if your in a tank. It takes 3 HEAT rounds to destroy a bmp and it only takes one rpg round to do the same, COME ON!!!! ridiculous... I have major plans for this script but right now I will settle for changing the rpg explosive round to a heat if that can be done in OFP script? I've asked around and there seems like there is no way to control which area of a model is damaged but rather must set the damage as a whole, am I right?
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Thank you. U answered it.
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Firstly tell me the proper way to create an array - the script reference does a terrible job at actually showing syntax. is it: _myarray [0,0,0,0,0] like this? or _myarray = Array(10) can I do it like this? 2ndly, I need to have psuedo objects like classes in C++, I can do this with a 2D array but not sure if OFP will recognize.