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Pulverizer

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About Pulverizer

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  1. Hi. You can find one in WarGames League mod (WGL), under addons/wgl_ui.pbo->compass/ Looks like this: http://dslyecxi.com/images/ofp/ttp/weapons/wgl_compass.jpg Default compass is in dta/(hwtl/)data3D.pbo->kompass.p3d You may need to change the texture paths with this tool or a hexeditor to get it working: ftp://ftp.ofpr.info/ofpd/unofaddons2/TxtPathSwap.rar
  2. There's literally dozens of non-Valve games that use VAC, get banned on one and you can't play on VAC secured servers in any game: http://en.wikipedia.org/wiki/Valve_Anti-Cheat#Games_that_support_VAC
  3. Pulverizer

    Only tracers without gun WW2

    You can camCreate tracer ammo but it's really weird seeing them without hearing the shots, given the low view distances. You could use real gunners with invisible targets for a more authenting feel, but scripting life-like movement for them would take some effort.
  4. You could use condition: player knowsAbout general > 0.5 Player could then use binocs and right click on the general to "reveal" the target. For a camp without the general, knowing about other units there could be used as the condition.
  5. Yes I am sure. If you don't see it, you just haven't placed enough units to cause a noticeable fps drop. With 756 units standing still doing nothing, on my PC I get 52 fps and if the AI is running forwards 30 fps. Without the AI it's 220 fps on Everon. The scripting commands simply don't allow you to exceed the limit (createUnit will not create a unit, join grpNull will not disband the unit from its group). If you'd manage to bypass the limits with some trickery, it would probably cause the game to crash or some other unexpected results such as schizophrenic AI. DAC was originally made for OFP.
  6. Even idly walking AI use considerable CPU because of the path finding. Yes, it would involve scripting, why, is that an issue? Spawned units count, you cannot exceed group count or group size. If it's internet MP, with these kinds of numbers you are pretty much forced to create the AI dynamically or have terrible desync as every moving unit will use server bandwidth constantly. There are several ready MP compatible solutions but you will probably have to modify them slightly for your needs. Dynamic AI-creator (DAC) and Chain of Command AI-on-demand come to mind.
  7. Is spawning civilian AI only to exist near the player out of question? That would solve both bad performance and the group limit. When I tried maxing out two sides (1512 units) with every unit fighting, my fps drops to single digits. OFP wasn't programmed to have that many AI active at once.
  8. Pulverizer

    Hackers

    They're still douchebags. Why?
  9. Pulverizer

    Triggers VS Spawn

    Try using createVehicle instead of camCreate. I think camCreate is intended for creating special fx, so the planes might not have all the necessary properties that "real" planes do for the trigger to activate.
  10. Pulverizer

    Triggers VS Spawn

    Not really, a trigger can also have a condition to only activate locally (eg, condition: local serverLogic && this, onActivation: obj1done=true; publicVariable "obj1done"). I would rather say that in some cases it's a waste of resources to make a trigger for a condition that only one client or the server needs to check.
  11. Pulverizer

    Triggers VS Spawn

    Triggers only check their condition every 0.5 seconds. You can verify this with a condition like: call{player globalchat format["%1",time];false}
  12. Pulverizer

    Oculus Rift VR headset

    It's still not really Full HD though. It would be 960x1080 stereoscopic (with the screen split in the middle for two eyes). A Full HD 3D monitor would basically have twice the horizontal detail, which can be quite important in a game like Arma.
  13. Pulverizer

    Oculus Rift VR headset

    It would be a good publicity stunt to be one of the very few games to actually officially support Oculus Rift, but not much more. You would be at a huge disadvantage at 640x800 resolution compared to proper monitors, and the consumer model is at least a year or two off.
  14. I would start by googling articles (or even buying a book) about turn-based and realtime strategy game AI, written by some professional game programmers. It's a very complicated task, but you can probably also find some simple yet effective methods that would be suited for OFP's scripting limitations.
  15. Pulverizer

    Clouds & Wind option / interaction

    I haven't tried yours, so no reason to get offended. I made a similar script for Arma1 and OFP back in the day, just to test how it would affect gameplay, which I thought was negative overall for reasons already discussed.
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