RKDmitriyev
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Everything posted by RKDmitriyev
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20 push-ups, rest and then again!
RKDmitriyev replied to domcho's topic in OFP : MISSION EDITING & SCRIPTING
As I recall you also need to separate the commands with time delays (~ symbol) as well, but maybe I'm wrong about this? Just putting that out there in case I'm right. :P -
Patrolling party is indeed a good mission, riffleman. I enjoyed it. I beat it on the first try, and yet I would not say it was easy, for it's very intense. I'll see if I can type up a beta report on the OFPEC forums when I'm up for more OFP-related activity. So, good job. :pc:
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Operation Enduring Freedom - unofficial WGL expansion
RKDmitriyev replied to chops's topic in ADDONS & MODS: COMPLETE
Same here. -
I should mention that it can depend on when you save, too, as that determines how many variables are in play that have to be recorded. I've had saveGame CTD's with just a few units and CoC Cruise Missiles. That probably explains why Zwobot got the bug and I didn't.
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I had exactly the opposite experience as it lags something pitiful on my system, but seemed to be free of the saveGame bug.:confused: But yeah, I'm not shocked that Zwobot is reporting the saveGame bug as any kind of gigantic mission is liable to run into it. In case you didn't already know, the use of too many variables (such as names for units, user-defined variables, variables used in scripts) corrupts OFP's saveGame file and causes it to CTD upon reloading. THobson knows a lot about this because he had to strain to avoid it while making Abandoned Armies. You might track down him (or his old forum posts) for more info.
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Nah, not really. I hate the FDF campaign due to bugs and balance issues. I was playing FDF multiplayer on CiA server but now I'm basically working on their FDF/BAS nights and most people are more interested in WGL anyway. And yes, I'm a "real nut for WGL," too. :P
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CoC UA: AI opponent calling artillery strikes
RKDmitriyev replied to wuschel's topic in OFP : MISSION EDITING & SCRIPTING
I've just discovered that there are in fact even more undocumented parameters that can be added to the end. Looking through CallFire.sqf in the addon pbo, it looks as though there must be at least 13 possible parameters in all. So far I've discovered that the 9th parameter is fuze type. It appears that 0 = QUICK (detonates on impact) 1 = TIME (detonates at a fixed time after firing) 2 = VT (each shell detonates at a random time before or after impact) 3 = DELAY (detonates slightly after impact) Furthermore, it appears when the ammo type is specified, the function will default to DELAY as opposed to QUICK which is default for the FED menu and when the function is called with only the first two parameters. I discovered this in the process of trying to figure out how to make scripted calls for SADARM rounds, which are fun to watch and shred any tanks in the area. I still haven't figured out how to do that, but while tinkering around I noticed that the shells fired from automated missions had different explosions from missions called by the player. I thought this was some kind of weird bug. Then I tinkered some more, looked carefully at callfire.sqf, and found that there are quite a few more parameters, one of which selects the fuze type. Still not sure what the other params do, though. There are many related puzzles, such as why #7 is missing from Zwobot's list. (You wouldn't happen to know, would you, chum?) It would make sense that that would be SADARM, but whenever I try putting a 7 in, it gives an error involving fuze types (and yes, they can be fired normally through FED). I've tried putting in 4 and 5 into the fuze parameter, still no success. I also haven't succeeded in calling smoke through this function. :( Bummer that CoC is mostly dead, but then again, I'm enjoying this little archeological work. :P -
lol riffleman, you really want that bug fixed, don't you? ;) In the mean time, you do know that you can use the moveInCommander, moveInGunner, and moveInDriver commands to teleport resistance crew units into empty vehicles at mission start, right? It's a bit of a pain but it can definitely be done.
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Well, one obvious way would be to use the camCreate command to create an explosion on the ground next to your bomber. Execute something like the following code at an appropriate time: kabum = "Grenade" camCreate getpos suicidebomber1 Camcreate is nominally for the purpose of making cameras, but in fact it can be used to create just about anything, including exploding stuff. Replace "Grenade" with anything on this list to select a different projectile. Getpos suicidebomber1 is a command that would give the position of a unit called suicidebomber1. Kabum is a name you could give the projectile, it's probably not important what it is. NOTICE: It's reported that camcreate'd explosions don't work correctly in multiplayer. :(
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Thank you Sanc, and you're welcome to use it in the helper. :)
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Hi guys. I developed the following script (with some inspiration from other scripts)* that will conveniently change WW4 regular mags to WW4 HD mags, and vice versa. The only input required is the unit to have its mags changed and whether it goes from HD to normal or the other way around. This can be useful (a) for changing the magazine types of units at the start of the mission without having to type in exactly what magazines to change, and (b) for changing HD mags to normal mags when the player goes to pick them up off of dead enemies. For the latter purpose, a killed eventhandler can be used: this addeventhandler ["killed",{[_this select 0, false] exec "replacemagazines.sqs"}] My apologies if someone already wrote and published one of these, but I got to typing it up and figured there's no point in simply keeping it to myself. Feel free to use in your missions. Enjoy :) (click spoiler to see script) *specifically I should credit magchangeout.sqs, which was written by Strango and which I found in his Pilot Down mission.
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Looks great, wuschel, looking forward to it. :icon_hug:
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CoC UA: AI opponent calling artillery strikes
RKDmitriyev replied to wuschel's topic in OFP : MISSION EDITING & SCRIPTING
Yes, there is a way. Short answer: you need to call the function CoCfIFCallFire.sqf (built into the addon). It works, I have gotten this to work before. So execute code like this: [paladin1, leader playergroup] call CoCfIFCallFire CoC UA 1.0 had extensive documentation of all its functions. Unfortunately 1.1 didn't, but this function doesn't seem to have changed. Here's what the 1.0 documentation says: There's also an 8th parameter not mentioned in the above. According to [CiA]Zwobot (personal communication): If you give me your email I can also send you the rest of 1.0 documentation if you like. It has a list of all the other functions used in the firing process, not sure how much has changed but my guess is not much. Credit and kudos go to Zwobot, I asked him essentially the same question and he provided me with the information above. -
You're welcome. :) I can't quite understand what you're asking. Are you saying that your trigger is activating only 10 minutes after the conditions are met? It shouldn't do that unless you've set "timeout" or "countdown" to something other than zero. What kind of trigger are you using? Just what it sounds like. A trigger set to "East--Detected by West" (perhaps "discovered" or an equivalent word in your version) will activate when any East unit in the trigger radius is detected by any West unit. Try experimenting with it by entering the following under "On Activation": titleText ["East detected","plain down"] That will give you titles on the bottom if and when the trigger activates. :cool:
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First problem: It sounds to me like all you need to do is make a very big "East--Not present" trigger of type "End" that will cover the entire playing field. It will activate when no East units are left alive on the field. WARNING: You may wish to reconsider requiring every single East unit in a large area to be hunted down. It's pretty annoying when you look all over the map for a single prone soldier and he shoots you in the face just as you find him. You may wish to place a very large "East--Present" trigger and replace the conditions with something like count thislist <= 2 That activates when only two East units are left in the trigger radius. Second problem: Perhaps try a "get out" or "transport unload" waypoint for the helicopter. The latter works for me. Or maybe the land command, perhaps combined with unassign vehicle for the transported soldiers. Setting the chopper to "careless" through waypoint options or scripting may help.
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Yes, Zulu is right, you need to do that if you want to add custom music. Of course if you only use the music OFP comes with, that's not necessary. :P
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To play a track, use the playmusic command. This document has a list of the class names. What you're going to need to do to play them all randomly is execute a script, something like this: ;array of tracks that haven't been played yet _remainingtracks = ["7thLifeless", "7thIAmGonaFly"] ;array of track durations, must be in corresponding order to tracks in _remainingtracks! (and remember to convert seconds to decimals of a minute!) _trackdurations = [4.52, 4.07] ;beginning of loop #loop ;generate a random number, then round it down to a whole number _musicselector = random (count _remainingtracks) _musicselector = _musicselector - (_musicselector mod 1) ;select a track and duration based on our random number _playthis = _remainingtracks select _musicselector _wait = _trackdurations select _musicselector ;remove from arrays _remainingtracks = _remainingtracks - [_playthis] _trackdurations = _trackdurations - [_wait] ;play the track playmusic _playthis ;exit if we're done ? count _remainingtracks == 0 : exit ;otherwise, wait until the track is finished, then loop back and start again ~_wait goto "loop" That's done with just two tracks, obviously to play every track in the game you will need to fill _remainingtracks and _trackdurations with the classnames and durations of each song. Has not been tested, not guaranteed to work! EDIT: *facepalm* I put the wait in seconds, not minutes! You get the idea, though. And if the above script has any more errors, just tinker around with until it works. Or post problems here maybe. :D
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Arma2 vs. OFP in terms of multiplayer desync/lag
RKDmitriyev posted a topic in ARMA 2 & OA - MULTIPLAYER
I'm an OFP player who's discovered that my computer seems to be able to handle the Arma2 demo. I'm very seriously considering buying the game. But since the singleplayer campaign has an extremely poor reputation, it would have to have a good multiplayer experience to make the $50 purchase worthwhile. What annoys me the most in OFP multiplayer is desync issues. OFP seems doomed to desync once the mission maker crosses a certain threshold number of units. I mean, my own co-op mission seems fairly modest to me (only 34 groups), and yet sometimes it descends into the desync inferno and crashes the server. But I've always wanted to play missions with fairly large and chaotic engagements. Perhaps ArmA2 has better net optimization (compared to OFP)? I've heard of big 60-player PvP matches in ArmA2, but I've also heard that the co-op campaign is unplayable due to massive desync. So hence my question: is lag/desync in ArmA2 a significant issue? Am I likely to find the epic battles I've been looking for in OFP? Thanks for any input.:) -
Thanks for the tips regarding dispersion, guys. :) (And hi MJ!)
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Roger. I'm afraid I don't like the spread on JAM HD very much. It seems to make infantry rifles basically redundant to MGs. On the other hand, BIS weapons are a little too accurate for my tastes. WGL5 got it just right, I think. But that's just my opinion! :) I'm still planning to make a mission that will use WW4 infantry. Once again, great mod, and I hope to make huge battles with it.
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I see. One last quick question: what's the dispersion on the weapons? It seems pretty close to vanilla OFP guns for the non-HD weapons. Is this true?
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@Sanctuary: Ah, I get it now. :P Is there a place where you're keeping all of your WW4 addon downloads in one spot? It seems that several of the WW4-related addons that you've made, such as the choppers, don't come with the modpack package. I want MOAR!!! ;)
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Hi Sanctuary. I noticed that the Mi24s, AH64s, and AH1s included in your WW4 BIS Vehicles pack seem to be able to rotate their gun turrets 360 degrees, so that they can shoot backwards. Is this a bug or a feature? :) Sorry if this has been mentioned before, but I can't find a convenient way to search the thread.
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Play moar call of d00ty, n00bs! I couldn't resist. Seriously, I sort of lost interest in OFP for a period around 2007-2008. But now I'm more interested in it than ever. Part of the problem is that my comp is too frail for ArmA let alone ArmA2. Even if it wasn't, OFP has great mods, great missions, and great people. Long live OFP! I share in Martin's toast. :cheers:
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Just wanted to say that I'm already loving this mission, thanks for making it. It must have been a lot of work. :)