Operator of dissidence
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Everything posted by Operator of dissidence
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Can AI stand and/or patrol on roofs?
Operator of dissidence replied to Kyle_K_ski's topic in OFP : MISSION EDITING & SCRIPTING
Kyle_K_ski, try loadind OFP vanilla and add a unit over the apartment building. I loaded the map and placed some units over the buildings and they all stood on top. Might be a custom AI script or something. -
Can AI stand and/or patrol on roofs?
Operator of dissidence replied to Kyle_K_ski's topic in OFP : MISSION EDITING & SCRIPTING
Hi Macser, Â Â Great observation! I tried that too and it would be the simplest way of doing business. Very well, I agree. To my defense though; the impression I got is that the createUnit command was being use to spawn soldiers. -
Can AI stand and/or patrol on roofs?
Operator of dissidence replied to Kyle_K_ski's topic in OFP : MISSION EDITING & SCRIPTING
Hi Kyle_K_ski, Â Â I'm not sure if you got this far yet,but try setting the position of the unit using the object command. Reference the house by ID to get an accurate pos on the the building and set the z axis to 10 or fifteen; well to the hight of the roofs. I'm not sure about getting them to patrol on top, that'll take me a while to figure out if it's possible. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {<unit type>} createUnit [[0,0,1000],unitGroup,{Soldier_1 = this}]; housePos = getPos (object 60);Soldier_1 setpos [(housePos select 0),(housePos select 1),10] Thanks 0perator -
CreateVehicle
Operator of dissidence replied to iceman77's topic in OFP : MISSION EDITING & SCRIPTING
Hi Texas*BDA*, Â Â If you're talking about a fixed direction; that should be easy enough. Just add m113 setDir <number between 0 and 360>; i.e. make it face east. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> m113 = "M113" createvehicle getpos armor;m113 setDir 90 -
Very n00b question
Operator of dissidence replied to Neo-Babylonian's topic in OFP : MISSION EDITING & SCRIPTING
Neo-Babylonian,   You need a marker named respawn_west, respawn_east, respawn_guerrilla, or respawn_civilian for the kind of respawn you're using "BASE". another note, the respawn effects  defined in the description.ext don't work unless you are playing the mission in muliplayer mode instead of single player. That's what allie was also trying to say. Edit:   Testing it in the mission editor won't work, so export it as a multiplayer one. it's in the save dialog of the mission editor. another route would be to copy the mission folder from your users Missions folder to the MPMissions folder, which should be found at the same location as the Missions folder. If it's not there; create it and put your mission in there. Ok, now you can edit it in multiplayer mode. launch OFP:Res with the -host command switch to start a multiplayer session. if the server creation fails you'll know because it boots you back to main menu. if you get a list of islands choose the island your mission was created on and it should show up in the right hand list. double click on it to start editing the mission and you can even test it because the respawning will work now with the preview button. -
Very n00b question
Operator of dissidence replied to Neo-Babylonian's topic in OFP : MISSION EDITING & SCRIPTING
Allie, base respawn does require a marker labeled respawn_<side> for it to work; very good point. That probably was the problem. Great work. -
Very n00b question
Operator of dissidence replied to Neo-Babylonian's topic in OFP : MISSION EDITING & SCRIPTING
Ok Neo-Babylonian, What OS are you using? Vista usually puts people through loops because of the new security features. You should try deleteing the description.ext and see if you still get that error message, which would reveal that the error is being generated from an addon or if you're on Vista it's being stored in the virtual filesystem. However, it might also mean that as you put it, "The game is spazzed up." I put up a batch file that I used to quickly create a description.ext file, a sort of outline with all the options availiable in it. $'s indicate where customizable data can be set. use notepad or any generic derivative to edit the description.ext file it generates. the link is below and that's pretty much my last ditch effort. Sorry, I can not help you more. Oh, yeah the download is a rar so, if you can extract the bat file download winrar at rarlabs.com Edit: Updated the link. Much more easier to read this version. http://files.filefront.com/Descrip....fo.html -
Very n00b question
Operator of dissidence replied to Neo-Babylonian's topic in OFP : MISSION EDITING & SCRIPTING
Hi again Neo-Babylonian, Thank you, it's my pleasure to help you. Bellow is an example on how your description.ext should look. You only need the respawn lines, but I added the class too; so you could also see how to set those up. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> /********************************************* Many of OFP's configuration files use the C code syntax; which means after every definition you should add a semicolon. This is an example of how to initialize variables and declare a class in the description.ext **********************************************/ // When assigning a value to a variable end it with a semicolon. respawn = 3; respawndelay = 10; // bellow is a class declaration, which allows you to use your own music. class CfgMusic { // put the class names in this array. i.e {MyMusic,EndingMusic};   tracks[]={MyMusic}; // You name this class yourself. This is the representation of your music file in OFP.   class MyMusic   {     name = "<Music Title>"; // the first element is the relative path from your mission's folder to the music file.     sound[] = {\music\<Name of music file>.ogg, db+0, 1};   }; // end class declarations with a semicolon. }; -
Very n00b question
Operator of dissidence replied to Neo-Babylonian's topic in OFP : MISSION EDITING & SCRIPTING
Hi Neo-Babylonian, That is a syntax error. It's saying that there is a property that should be initialized. Look before where there is a "}" for an extra "}" or a declaration without a ";" at the end of it. If you post the contents of the description.ext or send it to me I can find it for you as many other here could too. -
Ruff, Â Â I can't believe I missed that. I know what your problem is; don't terminate the -mod line with a ";" That is used as a separater so the game can parse the mod folders out of the string when you specify more that one mod folder. Use... -mod=mod\@So instead of... -mod=mod\@So;
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Hi, ruff Try changing that slash in your, "-mod=mod/@So;", to a backslash like in Baddo's example, "-mod=mod\modname; ".
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Thats good to hear, Padooka. I would go with the 2xQ because it offers better quality with least performance hit. If it looks blurry to you, anisotropic filtering will clean up the g36's sight too. That's funny how it's usually always the last thing you would ever think of checking. Â
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MP mission scripting question.
Operator of dissidence replied to Kirby's topic in OFP : MISSION EDITING & SCRIPTING
Ok, Blazin   I made a new version of my old scripts to use the "say" command. Unfortunately it's not very easy to implement as the previous one. I converted all the music from the game to monaural and place them into two separate pbo files; one for each campaign - CWC/Res. I uploaded both in a single rar file so it’s big. With this version you have to derive your own vehicle and add the useractions/eventhandlers sections detailed in the readme. There’s a example addon called MusicDemo included so you can see it in action right away. The vehicle can be found under “West/OPR – vehicles†and the unit is called “Jeep Jammaâ€. I also couldn't get the mute feature in: it was a cluster #$%^ just to get them to stop playing after they were started. Mute woulda been possible if it was possible to change the volume from one source. If you would like to try it out the links are below. Operator's Music libraries Operator's OFP Music Player Thanks, 0perator Edit: After a good week of coding I finally got the kinks out. No more studdering, maybe on fast moving vehicles that go above 200. However, my testing on a LAN faired well with the cessna. Thanks again for the interesting challenge. -
MP mission scripting question.
Operator of dissidence replied to Kirby's topic in OFP : MISSION EDITING & SCRIPTING
Hi Blazin, I rigged together a script pack that'll cover your requirements. It builds an interface in the action menu. I haven't tried it in multiplayer yet, but following the logic It should work. Anyway, there's an example mission and you can download it here. Here's a quick reference on how to add it <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [<a string array of the song's classnames you want it to play>,<the unit you want the menu on>] exec {MusicPlayer.sqs} i.e. [{Track1},{Track2},{Track3},{Track4},{Track5},{Track6}],this] exec {MusicPlayer.sqs} Later. -
Hi Padooka, I'm sorry none of my suggestions help. You suggest it most likely is software related. Hmm, works with Falcon 4.0: Allied Force. Here are some more suggestions: 1. Try different resolutions and color depths. 2. If you are still using a CRT or analog cable. try varing the refresh rate. 3. Run msconfig and disable all services, but the drivers. 4. Reset all the defaults under the nvidia control panel or advanced display settings (depends how new the drivers are, personally I like the old way of doing business). 5. This is like suicide, but run dxdiag and disable hardware acceleration for all devices from here. Don't forget to reset them after testing 6. I'm sure you're doing this already to conform with the systematics, but try running flashpoint with the -nomap command switch and don't load any mods. 7. Here's your last ditch again, try the patch found here. Now that's all I got. Good luck, 0perator
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Hi Padooka, I know this sounds Cliché, but it looks like you're having thermal issues. You might want to try downloading hardware monitoring software which supports you're version of windows. I'm guessing it is windows XP or 2000 from looking at the driver version your using. Anyway have the hardware monitor run in the background while running the game and have it log your system temps or bring it up and monitor it yourself. Here are some things you can check right away. 1. make sure your drivers are up to date. The nvidia driver 163.71 still has the 6200 series under it's support list, but if it complains it doesn't backstep to olderversions until you find the version that does. They have a driver archive page on their site. here is a link to their windows xp archive page. 2. Check your BIOS for the PCI Latency setting. if it exists try setting it to 32 or 64 depending on what it is set to already. if it's higher than 32 then try 32, and if it's bellow or above 64 try 64. 3. For a last ditch effort you could remove all your cards and install only the graphics and audio card. If it still gives you crap; try switching slots and slowly adding back in the other cards after test running it each time. Make sure to test you memory while at it. If your Mobo isn't dual channel only install one module(the one your most confident that works).
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Hi Mike31, You can find your mission at the following location. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">C:\Users\<your windows logon name here>\AppData\Local\VirtualStore\ Enter the above in the address bar of windows explorer; remember to put your windows logon name inplace of "<your windows logon name here>" From there you should beable to find your file relative to the path OFP is install. for instance, if it's install under program files you'll find your file by browsing to the program files under this path. Anyway that is where it would be if you don't run the program as administrator, so it has the authority to write to the system directory "program files" or otherwise.
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                                   Click here for screens I would like to introduce my program, OFP Mod Selector, to the public. I created it to experiment with the new IDE and it was just something I thought I could really use. In short it is a OFP Launcher that allows you to create a list of mods that are to be loaded with OFP and now, I want to share it with the community. I tagged it Beta because it is my first release, so just to be safe. It requires the .Net Framework 2.0, but the setup program will download it for you if you can't find it. So now, where do you get it? Here at  File Front                               Please send bugs and comments to OPR_AOTA@Hotmail.com
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OFP Mod Selector - Release
Operator of dissidence replied to Operator of dissidence's topic in ADDONS & MODS: COMPLETE
Thanks for the support, SeanTate. I appreciate it greatly. Â -
@Topgun - I'm glad that you've found help for your problem and wish you luck. I can't really help you with Kegety's launcher because it's not my project, but from looking at the screens you gave it looks like everything is in order with the launcher. The only other thing it could be is that flashpoint hasn't written its configuration file yet, which i doubt because you ran it fine without the launcher. Try running it again. If that's the case then it would work after running it once more.  Now if you're having problems with my project, OFP Mod Selector, I could help you there. @Blazin - By convention it is not wise to use spaces in mod folder names. Otherwise, it is possible to load mod folders with spaces in its name if you know the short name of the directory. My launcher will work with mod folder names that have spaces, but if you want to know how to find the short name of a file or folder manually just launch the command interpreter by typing cmd in the run dialog and type < dir /x >. This’ll make dir display the short name and long name of files and folders. The short name is the one with the tildes in it and of course you use this name instead of the long name when using the '-mod=' parameter. For example, the long name "Program Files" would be expressed as "PROGRA~1" in short name.
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OFP Mod Selector - Release
Operator of dissidence replied to Operator of dissidence's topic in ADDONS & MODS: COMPLETE
Mr. Tea A bit late reply for your matter, but FileFront has basically came back up one or two days ago. My Page on FileFront will always have the latest versions, But if you web search {OFP Mod Selector} or {Operator of dissidence} (minus brackets "{}") a few OFP Fan sites should show up that mirror my files. Below are some mirrors that I discovered. http://ofpc.de/downloads.xhtml?cat=tutsntools http://www.ofpbase.com/pafiledb/pafiledb.php?action=file&id=737 http://ofp.4players.de/cms/news.php?id=359 Wow, I made it on the BIS site. Cool!   Flash News actually, I'm just one out a few billion other people's stuff. Guess I'm pretty lucky.   Ok, Enough of that Back to business. While testing on Win98 I found an graphical artifact; where the checkbox in the mod list would resize to the same size as the icons when changing the icon size. My friend also said that happens in win2003. Thankfully I figured out how to fix that and plan to update it once or twice more on my site for a few more little tweaks like that. The current Release 9 only resolves some issues that inhibited my program from running on Win98.                                                        Thank you, Operator of dissidence  -
OFP Mod Selector - Release
Operator of dissidence replied to Operator of dissidence's topic in ADDONS & MODS: COMPLETE
Q,Gnat, Algrab. I appreciate your vote of confidence and support guys, but I do remember posting this. Â Â I did not give up with working on OFP Mod Selector. as it stands now, I just don't think it's worth releasing it to the public anymore. I admit maybe I over dramatized by posting that I was going to throw in the towel; So don't worry about it. Gnat, That's a niffty tool there! Good for keeping track of your addons. Â Â Personally, I would rather see BIS integrate some sort of mod organization funtion into ArmA, but if not I'll see what I can do. Thank you, Operator -
OFP Mod Selector - Release
Operator of dissidence replied to Operator of dissidence's topic in ADDONS & MODS: COMPLETE
Algrab, you finally broke me down. I went out and looked at my competition and it's quite disappointing. Kegetys' launcher already came out 5 years ago; so I've pretty much re-invented a practical wheel which so many people are devoted to already. I now know why every one said my app is like his and where all the great suggestions came from. I mean I'm lucky to get even one DL a week, a squirt of pee in the ocean sort'a speak. Heh, and to even come close to what the OFPWatch App offers would take atleast another year which by then only a few hardcore players will be left playing OFP because it's successor is coming out just around the corner. I think I'll be better off to reside this project to a personal one for now. Â It's been cool while it lasted, but I'm throwing in the towl on this one. Thank you all, Operator -
OFP Mod Selector - Release
Operator of dissidence replied to Operator of dissidence's topic in ADDONS & MODS: COMPLETE
Very good question Jackal326. You can manipulate the loading order of the mods by dragging and dropping a list item or mod entry in the modlist box of a modset towards the top or bottom of the list. The mods are load consecutively in acsending order from the top of the list to the bottom. For example if you have three mod folders in your mod list (@ECP, BOH,  Y2K3) and they were in aphebetic order with symbols and numbers listed first at the top of the list; @ECP would load first, then BOH and etc... Right? But say for instance you wanted Y2K3 to load first. What you would do is Drag Y2K3 from the bottom of the list to the top above the @ECP. Now the load order would be Y2K3 first, then @ECP, and finally BOH. Basically it loads a mod by  its index in the list starting at 0 from the top of the mod list to any real number above 0 [0,~) depending on how many mods you have added to the mod list. In short it loads mods in order from the top of the list to the bottom. -
OFP Mod Selector - Release
Operator of dissidence replied to Operator of dissidence's topic in ADDONS & MODS: COMPLETE
Metal Heart Actually it is supposed scan every folder in the OFP Directory and it will add any directory that contains any folder with these names("addons", "bin", "dta", "campaigns") and atleast one of them must contain a PBO file. If your having problems with it detecting a mod folder. I would be glad to work the problem out with you to the best of my ability. The net code actually did cross my mind; This'll take a while to complete as I need to learn it. I'll be looking for a programatic way of figuring it out like tapping into one of OFP's Dll's if they have a library of methods that'll allow me to query the GS server for a server list and player stats. I 'll Look into the delimited file as an exclusion list for mod folders. Very intuitive, Nice work! I thank you for that Idea. Your welcome Q. thank you! Baphomet I'm not defending Microsoft or anything, but this is funny to hear. They must hold a secret order that has found an ancient Hex breaking relic because as many times as I've heard people cursing that name; the Redmond headquarters should have been vaporized and Bill Gates bumming around L.A. for his next hit of crack.