Rastavovich
BI Developer-
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Everything posted by Rastavovich
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As bn880 said: - target: returning the currently targeted unit Other good things would be: - sidelist: returning all units of a given side, maybe in addition with filters, ie: sidelist ["West", "Air"] returning all western air units - elseif construct, if, elseif, else... - aslheight: height above sealevel, but this is not so important - Possibility to include descriptions.ext in pbo, without need of a #include call in mission description.ext. In that case a "freeid" command would be handy, returning a number that is free for using as ID.
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It might be possible to implement such a system, but it requires some scripting (and a good config). But it has to run automaticly (over incomingmissile).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">And you are still going on about the maps... its not a huge issue, they can be updated in 5 or 10 mins (IF the need updating at all), and then everyone gets to play with the new addons, and maps.<span id='postcolor'> Keep in mind that the author of the maps has to update its map. And not all authors are waiting for a new version of an addon used on their map, just to update it within 5 minutes after releasing the new version of the addon. That would mean that all maps with with this certain addon on are at least unable to be played for around 1 day -> never (cause missionmaker is in holiday or whatever...). Then you have to distribute those maps also to all servers that use the old version (since it will occure a version conflict when ppl join in with the allready updated addon). All this would require a massive work of the serveradmins/mapmakers, cause they have to add/takeout/update all the time the maps that are no more playable or updated. You cannot deny that this is quite a lot of work compared to the one update all 2-4 (or whatever month).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I cannot believe you are thinking of a CD-ROM! CD-ROMS = MONEY SHIPPING = MONEY MONEY FOR ADDONS = MAD ADDON MAKERS MAD ADDON MAKERS = BAD OR NO ADDONS! Who in the bloody hell would pay for a CD-ROM with addons on it anyway? <span id='postcolor'> Good question. But not really important here. But I bet everyone with 56k and no flatrate + no friends with faster conns could imagine such a way, cause it may be cheaper then actually downloading all that stuff. 200 mb take ~600-800 mins to download on 56k. If you just have to pay 1 euro/dollar/whatever per hour it might be handy to get a CD for 2-4 euro/dollar/whatever. But as I said, this isn't really a topic here. While I follow the discussion here one question comes to my mind: "Why do you all make such a drama out of it?" Why don't those server guys simply do what they plan to do and look if there is a player acceptance for their doing? It isn't really a matter of version conflicts, download size, redunancy or updating. If players accept limiting the abilities of the addons, but they can play online with limited (but still in some cases better) instead of default units, why don't let them?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Obviously, most of you aren't even server owners - of course server owners want their servers to be popular - don't you think - thats why they don't use addons - most people simply won't download them...<span id='postcolor'> Isn't that weird... they want to be popular, so they don't use addons? There are plenty of very good addons out, that make OFP a better game and they are never used... Shouldn't it be inverse, servers become popular because they use addons which give a new game feeling? Of course ppl tell themselfes "oh, damn I have to search together all addons used on this server...and if I change the server I have to get some more...I stay with the servers without addons", but I am sure 90% (even of the 56k users) will download the basic modules when they just have to click once on one site to get them (instead on searching several sites for each addon). I just wanna say it is worth a try.
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We don't call it Hokum, we call it Mil Mi-28 NE Havoc, but that picture is our picture of the week and was originally called potw.jpg... Anyway, this picture represents not even alpha status. The chopper will get a lot of more hours of attention and I dare to say it will be a masterpiece when rdy for release (no date yet, since we have still a huge piece of work in front of us).
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quite easy, your model path reference is wrong: Inestead of: model="m2nm/M2_mg"; it has to be model="\m2nm\M2_mg.p3d"; (.p3d is optional)
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Why do ppl allways copy that "some basic definitions"-stuff if they never use it anywhere..... Anyway, error in code: you gave the gun directly the ammo, you have to define a magazine instead (note the gun is allready a magazine, so you can load it with itself). Code that should work: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches {  class m2nm  {   units[]={m2nm};   weapons[]={m2mg};   worlds[]={};   requiredVersion=1.91;  }; }; class CfgVehicles {  class All {};  class AllVehicles: All {};  class LandVehicle: AllVehicles {};  class Tank: LandVehicle {};  class APC: Tank {};  class M113: APC {};  class M2StaticMG: M113 {};  class m2nm: M2StaticMG  {    displayName ="M2MG";    weapons[] = {m2mg};    magazines[] ={m2mg};  }; }; class Cfgmodels { class Default {};    class Weapon : Default {};    class m2mn: weapon {}; }; class CfgAmmo {  class Default {};  class BulletSingle: Default {};  class BulletSniper: BulletSingle {};  class Bullet12_7W: BulletSniper {};  class m2ammo: Bullet12_7W  {    hit=12;    minRange=100;    midRange=200;    maxRange=1000;  }; }; class CfgWeapons {  class Default {};  class MGun: Default {};  class Riffle: MGun {};  class MachineGun7_6: Riffle {};  class MachineGun12_7: MachineGun7_6 {};  class m2mg: MachineGun12_7  {    displayName ="M2";    displayNameMagazine = ".50";    ammo="m2ammo";    sound[]={"\C8X_M16A2\Sounds\cal.50.wav",db0,1};    count=100;    reloadMagazineSound[]={"\m2nm\m2RL.ogg",0.3,1};    model="m2nm/M2_mg";  }; };<span id='postcolor'>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> I think that OFPAM (Operation Flashpoint Addon Manager by DKM) file shoul be distributed among with the addon. It'll go to addon folder than and people don't need to delete it. Just DL small and useful prog and have all their addons full of info about 'em etc. Also DKM need to modify their OFPAM to have and entry called "Mission" to show if there is a test mission or no.<span id='postcolor'> Changing OFPAM and OFP_IFC (the info file creator tool) is no big deal. And the info file used by those tool was developed with the target to make it easier to find what pbo is what addon and which classes and dependencies are there.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> I think that OFPAM (Operation Flashpoint Addon Manager by DKM) file shoul be distributed among with the addon. It'll go to addon folder than and people don't need to delete it. Just DL small and useful prog and have all their addons full of info about 'em etc. Also DKM need to modify their OFPAM to have and entry called "Mission" to show if there is a test mission or no.<span id='postcolor'> Changing OFPAM and OFP_IFC (the info file creator tool) is no big deal. And the info file used by those tool was developed with the target to make it easier to find what pbo is what addon and which classes and dependencies are there.
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You can allready check in the cpp what weapon is fired, you just have the problem that only this special guy would produce a lot of smoke with a RPG.
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Addons, global variables and open standards
Rastavovich replied to Matthijs's topic in ADDONS & MODS: DISCUSSION
Tag it. As more ppl start to tag there work, as more other ppl might see that they should tag their work. -
first of all, wrong forum then: what is that fin for, you nowhere set it to true what is that goto debug for when you nowhere define debug and what you mean with, it doesn't turn as in reality?
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ROFL@PFC Mongoose But there should be also something like: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">And then all my men stopped and I was all alone damit. They wouldn't move and yelled "warting for alpha", but I was the alpha-wolf (leader). And I stood wrigt in front of em but they didn't move. The AI is so stoopid and I dont have a knife to manage all by myself. And for a fps it is nearly impossible to play on that fps (i now my pc is a bit old). Goddamit there are no exploding heads and those freaking enemy dares to shoot back...... A pro is that there are also claymores, cause Delta Force had also claymores.<span id='postcolor'> Hmm, i like "not looking for grammar and spelling"-stuff, I should make it my favorite writing style.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">That's not bad. Â Mine does the same, but for every 40Km I spend about 1 minute at full boost. Â At boost you can do the math, I did once and it's about 100l/100Km. Â Â No I'm not kidding.<span id='postcolor'> What was your car? A Leopard2?? Did you install a quick release ventil for the fuel?
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Well, they plan to tune it up to 700hp (I don't wanna see the fuel-bill then). At the moment it consumes 13l/100 averange.
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Since I am a poor student, I have no car, but my brother owns a Audi RS4 (chiptuned). 450hp are quite a punch in the stomach. But 52 l/100km are a damn lot of money running through your engine then. I would be satisfied with an Audi A3.
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New question about eventhandlers
Rastavovich replied to PicVert's topic in OFP : CONFIGS & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">'if ((getpos ((_tis select 0) select 2)) select2)) >=¦#¦ 20) the {(_this select 2) say "Ejection"}': Error select: Type Object, expected Array<span id='postcolor'> 1. you wrote _tis instead of _this. 2. You have two select 2 in there, why that. 3. it is called then not the Try the exact code mentioned above. -
The map works only on official islands (or also their winter/desert version). We have no chance to read out what island we are on and create a map out of it. So we limited that only to the official ones. If you are on a custom island only the compass shows up.
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~Too Tall~, Â you are missing the point: - the scripts are not binned, so everyone can use them freely - 5 Prototypes I don't call "in service" - What high horse you are talking about, I said allready that we share (most of) our knowledge if ppl ask us, but we wont do a "Config writing/O2 moddeling for beginners"-tutorial. - And no, i don't feel special if someone rips a model and this rip looks like shit and doesn't match the original in any way (not every rip, but some). Learning from others is ok and appriciated, since it is the same way I learned how to write configs/scripts. But silly copying/ripping is not, you wont even have a great learn effect from that.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Why do you still have the US Marine Corps Insignia on your helo? It is only being used by the US Army...<span id='postcolor'> As you might have noticed, only the "black" Comanches have the "Marines" insignia on it, all others have a "Army" on their baydoors. Since the Comanche isn't in service, we have a certain freedom of painting on it what "might be".
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@WarfareGames.com: Make sure you placed the DKMM_RAH66.pbo in there, no subfolders or such. @All those guys who want to eject from a chopper: There is only one choppertype you really can eject from and that is called KA-50/52. This chopper has an ejectionseat and all equippment to make it a safe thing to eject. ALL other choppers have not such a system and are designed under the aspect, that the helicopter cell and the pilot seat will take off most of the impact energy of a crashing chopper. So normally your best method to survive is to stay in your seat. BTW you wouldn't be able to open the doors of the Comanche since the downwash would force against you (and guess who is stronger). If you fly in a height, where you could eject saftely (and you would be able to get out) you should think about taking a plane, since choppers are for low level flights, using the terrain as cover. If you are flying low you can also make a quick landing most of the time. BTW: chopper pilots don't have parachutes, so ejecting would be allways the badest of all opportunities. That is why we disabled the eject option, unfortunally we cannot force the AI to stay in. I hope ppl see now why this is disabled.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- fixed : AA soldiers didn't fire at Comanche Just placed one of these lovely babies in the mission editor with a ton of east AA soldiers on the ground. Not a single one fired on the scout helo. Am I doing something wrong or something needs to be fixed. Thanks for the hard work fellas.<span id='postcolor'> Well, try extracting your gear over them. In stealthy conditions, they wont shot. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If you start out "flying" in the mission editor you are able to eject. If you get in the chopper or start on the ground you are unable to eject. It kinda sucks but this can be solved with a script that checks if the chopper is locked (which it is when the door is closed) and then unlocks it.<span id='postcolor'> Hmm, seems I oversaw there one aspect. Normally you shouldn't get out in the air. In real live no chopper pilot would come to mind to eject out of his helicopter (except ka-50 pilots). </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Has anyone else had the problem where the dust effect doesnt work. I have trie that dkmm = true thing where I changed true to false but not even that worked. can someone try to help me <span id='postcolor'> Do you recieve any error message? If not, what is your benchmark? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Seriously though. Whats the point of .bin'ing your .cpp? Do you want to keep your secrets to yourself. The community needs to take a look at addons like this to learn new stuff, and to possibly improve upon it. I really see no reason for it. In future releases, i hope you don't continue this practice.<span id='postcolor'> We will continue this practice. There is no vodoo stuff in the config, only regular commands. Most of them (especially the animation) wouldn't be of great use for you anyway, since you would need to have the model also unbinned, which is not an option (every unbinned vehicle of DKM was at least ripped once). So why do we bin it, since there is no secret in it? Cause we wont let ppl play around with that config, all should use the original config. But if you have a question, how certain things are done..well, simply ask us. Binning the config doesn't mean, that we wont answer questions. We just give no "basic O2 and config"-tutorials, so you should have a rough idea how things work, which you can learn even without this config.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FH_Gat:M4 Â { displayName = "Meckhauge GAT"; model="\Meckhauge\gat.p3d"; modelOptics="optika_snpierw.p3d"; optics = true; opticsZoomMin=0.10; opticsZoomMax=0.50; picture="\Meckhauge\GATpicture.paa"; nameSound="weapon"; modes[]={"Single","FullAuto"}; magazines[]={"FH_bigboll"}; class Single { ammo="FH_bigbollammo"; burst=1; displayName="GAT Single"; sound[]={\Meckhauge\fire.wav,db-0,1}; soundContinuous=0; reloadTime=0.16; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; }; class FullAuto { ammo="FH_bigbollammo"; burst=1; displayName="GAT Auto"; sound[]={\Meckhauge\fire.wav,db-0,1}; reloadTime=0.00001; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=800; }; };<span id='postcolor'>
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We have a major MP bug, we try to fix it atm, please don't download the Comanche till we fixed it (shouldn't take that long, I guess around 1 hour).


