Pimmelorus
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Everything posted by Pimmelorus
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Hmmm, I can feel along with many people that contribute here. Fist of all, we are have started this thread to initiate a sort of gathering of people that TOGETHER make and release maps. To do so, we need, if you like it or not, certain "rules" the missions have to live up to. Else, there is no point in getting people together as such, because "just some average missions" could also have been released without any form of collaboration. So, some quality guidelines we have to make... However, I do not agree with the approach Terox is heading for and that is to meticulouly plan each and every element of the maps. Personally, I see the OMS (or what its name is gona be.. ;)) as a gathering of enthousiasts that TOGETHER put the missions of the individual members to the "rules of quality" that are to be set. I do feel, on the other hand, that since the start of this whole thread not much has been accomplished in even starting to setup an organized form of collaboration. It has been mentioned twice (by me and others) if we should set up a forum in which we can start seperate discussion topics. No responses have been posted... I mean where do we want to go? Terox, is right that if we do NOT start to seriously do some initial work , the whole thing will bleed to death as many good intentions do. Also I feel that nitpicking now already on -if or not- to use Tonal does not help us much in the initial stage. And M21man, why contributing to the project if you have no intentions to change your missions? You can release your missions as they are not? Ok, no flame intended. Cya!
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m21man, as I want to contribute scripting-wise to the map initiative I was thinking of, as a standard, including scripts that at the beginning of the mission remove all units from the map until they are needed (script by Doolittle) or scripts that spawn groups of enemys from scripts and are not placed via the editor (Enemy Stack by CoC was just brought under my attention). Of course making missions using these tools will take some time of you mission makers to get used to, but have the benefit of drastically reducing the CPU strain, so the playability of missions increases. My task I see in first getting to know these scripts well, and where needed addapt or modify scripts, and help implementing them. I am a technocrat; technology will improve quality. BTW. I need some hands for getting the forum on-line. What are opinions regarding this matter?
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A quick reminder. Ex-Ronin has opened a sticky <span style='color:blue'>topic</span> in the User Missions section that is supposed to gather contributors to this initiatve. Plz drop by if interested.
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Guys,should I ask Shrike to prepare a section of the ZEUS forums only accessible to seriously interested people? This way we can start diverse discussion topics fast. Also we can make downloads for the pieces of missions that contributors have. A very important topic that I think we should start is on the quality standard that we are going to offer. Of course if you want to be succesfull as collective people should be able to rely on a certain standard... OK, just give me some green light and off we go... If not, I will just hold my ground. Oh yeah, Shrike has offered me the ZEUS test server for use of our -yet to be named- coorperation. This dedicated server is open for us to test functionality of MP missions and runs addons. I am sure that if we need other addons on the test server this can be arranged.
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Why would SP missions and COOP missions be so much different. Ok, some SP missions do not convert nicely to COOP maps, but many in whick you command a squad will. I just say, IF the mission allows it release a SP and COOP version. Look at BAS, they did that for the Delta/Ranger add-on pack missions.
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I don't really mind, but how does getting rid of "old missions of the shelf" combine well with the themed approach? Don't get me wrong, I do not object to any agreements (apart from the name.. ), I don't just wanna see that some missions stay in the waste bin just as they do not fit into a theme. Oh yeah, would it be a wize idea to release all missions (apart from PvP missions) as SP and MP? Its little trouble I guess and adds lots to the playability of the missions.
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Always the studio's at the end Well, I do not object.
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I agree fully with acecombat
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Oh yeah, for COOPS I already have a piece of template that contains the weapon loadout dialog (so the squad leader does not have to choose the weapons for all teammembers in the brifing section) and the Kegetys spectator script. Maybe something to add to all MP (COOP) missions. PS. I do not like the Flashpoint Revival Team name; are we singlehandedly reviving OFP? Is OFP dead? I was more thinking of OFP Mission Collective (OMC).
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Guys, I love to contribute to this whole operation. As I do lots of scripting I am offering my services for that. If you don't know what I can contribute read <span style='color:blue'>this thread</span> So, if you guys need a help with COOP, PvP or SP scripts, or have scripting ideas, don't hesitate to contact me. Also, Shrike (owner of ZEUS servers) has offered this initiative all the logitical backup (forum, bandwith, etc.) so this does not need to be very complicated. Personally, I would like to get this initiative close to a MP server as this provides people immediately a place to get on-line and play the missions (e.g., on ZEUS resistance or add-on servers). ZEUS has OFPwatch running so that eliminates many add- on troubles. How do you guys feel about that? Greetz, Pimmelorus
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Dinger, I promiss that I will look in to the CoC_NS to gets its handy parts. But I hope you'll see that the explanation you give here is also for advanced users; peer-to-peer data transfer, secure messaging are not in my vocabulary. I must say that I like the examples in which the server is controlled from the clients side.
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Ok, in the pre-OFP watch era we (ZEUS) have tried to agree with other servers on a standard set of addons to use. This, for various reasons has not worked out, not in the least because people have a hard time on agreeing on what they like best Out of experience I know that addon-makers are really pissed off when you try to get to a total consensus on what addons to use, especially the ones not elected ;) And on the CoC_NS, I would love you to inform me on its possibilities. I must say I find its appearance quite overwhelming and all essential stuff we have accomplished using solid scripting and common sense. But please, tell me what the benefits are, I am all ears...seriously
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OK guys, I support this initiative. Together with Terox I have been making MP mission templates as described in the previous post. In fact, we have been designing it for sake of the EFL competition, and after that I continued to refine it for use on the ZEUS (regular and add-on) server. What Terox want to say (he always takes a lot of words ;)) is that when you have a good working template, the release of maps will increase when more people are ABLE to make maps; using templates all you need is some basic knowledge of the editor and scripts to place objects on a map (and adjust some otehr small other things), adjust some scripts (mainly init.sqs), and you got a solid working map. Ideal I would say for the perpouse we are discussing here. So, what do we have? * This is what it look like in the editor; all markers are part of template. A map maker only resizes/repositions some triggers and markers *In the lobbyyou have a choice of game play variants that are different for CTF or C&H templates (see post Terox above). Also the different times of operation can be selected; this also includes a 24 hrs/autoflare option (very cool!). *the briefing (who does not hate making these ) is standard and just needs some filling in of map-specific stuff. All important stuff that concern the game types is also listed here. So, admins can refer to the briefing if players need explanation of for instance the "Progressive C&H" game type. *The template contains a fully automated, standard intro scene that shows the playing area, and the map makers name, the map name, etc. * All dealings with weapons is done via a weapon loadout dialog. Dialogs are present for standars, but also add-on weapons. Nice feature is that weapon loadouts can be stored and recalled. *In game the players are also updated on important game settings which can be recalled using the radio. *Also rearming at crates is done using a rearm dialog. Here you see the action appearing in the action menu. *Pressing that gets you in the dialog. Sexy not? *Finally, as we started developing this templates ina pre-ECP era, we included special effects that can be switched on and off using the action menu. The special effects include helicopter rotor dust, tank shock dust and burning vehicles. The template contains a lot more well thought out scripts (again read post of Terox above) that guarantee bug free MP gaming, but that take too long to list. To be honest, I developed the ZEUS template that is shown in the pictures above for use on the ZEUS servers as sort of a promotional thing. However, if there is enough enthausiasm from others I might consider donating help and scripts to a OFP global initiative. I am sure that Shrike (who I promissed a ZEUS exclusive release) can come along after some debating. Ok letme know what you think. Oh yeah, as a next project I was thinking about a COOP template that has stuff in like the weapon rearm dialog. So, I am also available to think along COOP initiatives. I am MP minded only I must say. Cya, Pimmelorus
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Text adventure-like q&a utscene
Pimmelorus replied to Pimmelorus's topic in OFP : MISSION EDITING & SCRIPTING
Yep, that's it. Thnx RED! -
Hi all, I have looked and looked, but I cannot find a certain script. I remember from a news section of a site I cannot recall that someone has made a script that would enable you to make Q&A cutscenes like in old text adventures. Like you interogate a prisoner that gives different answers depending on the questions you ask. Does anyoe remember where to get it? Thnx in advance, Pimmelorus ZEUS OFP community
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From the first day the demo came out. Liked it, but did not became so much addicted after getting involved in MP play after joining Stoners House of Pancakes ~2 years ago. I am sure; no better game than OFP has been made EVER!
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Thnx fot that warning. I guess you have to give control to the players only when all server side stuff has finished (communicate using PublicVariables; if that takes 10 secs, so be it...). Until then I will stick the players in a cutscene that does not end until the server has donw its intensive tasks. Thnx for the reply, Pimmelorus ZEUS OFP community
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WHAAAAAA, Just what I was looking for. Thnx guys (Doolittle especially)! Pimmelorus ZEUS OFP community