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Softegg

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Everything posted by Softegg

  1. i am searching for the c5-galaxy from hawk. his old dl-link don't work anymore , so someone who has this addon can load it to his webspace and provide a new dl-link plz?
  2. Good evening ladies and gentlemen! We want to introduce our upcoming project/mod: Operation Enduring Freedom an Operation Flashpoint Multiplayer Cooperation Campaign This thread should fulfill 2 requirements: 1. Document the progress of the project 2. Organise and request support Features: - Dedicated server only. - Several teams can play the campaign on one server. - Destroyed equipment are missing in further missions. - Wins/losses take effect to further enemy behaviour. - Flexible mission tree, not all missions must be played. - Follows very close the real events in Operation Enduring Freedom/Operation Anaconda. - Uses a lot of high class addons. - To gain the desired realism and to balance all units/vehicles, selected addons will be used through overblended configs. - Enemy units can not simply be recognized by class-name. - Lots of scripting to let the enemy behave more "intelligent". - Stronger feeling of squad-unity, wounded/dead comrades must be rescued. - No respawn. - Working smoke-pods at tanks. - Enhanced effectpack for fire/explosion/debris effects. - Dialogues between player and ai affect the storyflow through multiple-choice answers. All required addons will be included in a set of rar-files which will be released soon.
  3. I am proud to release my transport-management for OFP 1.91 and higher. It can be added to any user-made-mission, no special addons are needed. A sample-mission (OfptBeispiel.noe.pbo) is included. edit/ thanks for translation-help. german and english documentation is available now. /edit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> OFP-Transport-Management V1.01 by Softegg Inhalt: 1. Transport-Management 2. Generator 3. Aktivierung 4. Abschluß ----------------------------------------------------------------------------------------- 1. Transport-Management (Multiplayer-kompatibel): Bestimmte Fahrzeuge/Hubschrauber können jetzt Objekte wie z.B. Munitionskisten oder Tankfässer als Ladung transportieren. Dazu hat jedes Fahrzeug eine TE-Ladekapazität, jedes Objekt einen TE-Faktor. Jeder Soldat zählt als 1 TE. Die Kurzbezeichnung "TE" beschreibt eine Mischung aus Gewicht und Größe. Wenn ein Spieler als Fahrer/Pilot in ein Transportfahrzeug einsteigt, erscheint ein zusätzlicher Action-Menü-Eintrag: "Laden/Entladen", damit öffnet man den Transportdialog. Aufbau des Dialogs: Ladbare Objekte: Hier werden Objekte gezeigt, die in der Nähe sind und ausgeladen werden können. Die Zahl in Klammern hinter dem Objektnamen ist die TE. Geladene Objekte: Hier werden die bereits geladenen Objekte gezeigt. Die Zahl in Klammern hinter dem Objektnamen ist die TE. Verfügbare Ladekapazität: Gesamtladekapazität abzgl. geladene Objekte und zugestiegene Soldaten. Zugestiegene Soldaten: Anzahl Soldaten, in Klammern TE. Die Fahrzeuge haben eine Position, an der die geladenen Objekte ausgeladen werden, bei LKW z.B. hinter der Ladefläche, bei Jeeps z.B. auf der Beifahrerseite. Diese Position ist auch wichtig beim Einladen von Objekten. Die Zeit zum Einladen/Ausladen der Objekte ist abhängig von ihrer TE. Der Fahrer kann ein beladenes Fahrzeug verlassen und die Objekte bleiben weiterhin geladen. Auch kann ein anderer Spieler als Fahrer einsteigen und die geladenen Objekte wieder entladen. Falls ein Fahrzeug beladen ist und weitere Soldaten einsteigen, kann es passieren, daß die Ladekapazität überschritten wird. Dann wird ein Teil der Ladung automatisch entladen. Besonderheit: Wenn 2 Objekte gleichen Typs in der Nähe des Fahrzeugs stehen, erscheint nur 1 Objekt davon in der Liste der ladbaren Objekte. Man kann dann dieses Objekt einladen, den Dialog schliessen/öffnen und dann wird das zweite Objekt in der Liste erscheinen und kann auch eingeladen werden. Hubschrauber können ihre Ladung auch im Flug ausladen, die Objekte schweben am Fallschirm nach unten. Bestimmte Hubschrauber können jetzt Objekte wie z.B. Fahrzeuge, Munitionskisten oder Tankfässer an einem Stahlseil anhängen. Dazu muß der Hubschrauber in einer Höhe von 35 bis 45 m Höhe mit einer Geschwindigkeit von unter 20 km/h über dem Objekt schweben. Dann erscheint ein zusätzlicher Action-Menü-Eintrag mit dem Namen des Objekts und dessen TE. Die Gesamt-TE eines anhängbaren Fahrzeuges ergibt sich aus der Summe von Fahrzeug+Ladung+Besatzung. Die TE-Hebekapazität eines Hubschraubers wird durch (in den Hubschrauber) geladene Objekte und/oder zugestiegene Soldaten reduziert. Ein angehängtes Objekt hängt 25 m unter dem Hubschrauber, entsprechend vorsichtig sollte dann geflogen werden. Zum Absetzen des Objekts muß der Hubschrauber in einer Höhe von unter 35 m Höhe mit einer Geschwindigkeit von unter 20 km/h schweben, dann erscheint der entsprechende Action-Menü-Eintrag. Falls der Hubschrauber niedriger als 25 m und dabei schneller als 20 km/h fliegt, reisst das Seil und das abgehängte Objekt steht am Boden, entsprechend der Absetzgeschwindigkeit wird es beschädigt. ----------------------------------------------------------------------------------------- 2. Generator: Der Generator baut in jede Mission das Transport-Management ein. Er kann immer wieder aufgerufen werden, d.h. auch nach Änderungen in der Mission kann der Generator das Transport-Management immer wieder aktualisieren. Die Steuerung des Generators erfolgt über die Datei OfpTransport.ini. Dort sind verschiedene Bereiche angelegt. Besonderheiten: Objektname ist Case-Sensitive, schreibweise wie in Mission.sqm; Laufende Nummer geht bis max. 999. [ObjektNamen] Objektname = Infotext (in Englisch,Deutsch,etc) [ObjektTransporteinheiten] Objektname = Größen/Gewichts-Wert (TE) [TransportFahrzeuge] Beliebige laufende Nummer = Objektname, Ladekapazität/Hebekapazität, Max. TE eines Objektes, Absetzwinkel, Absetzentfernung [LadbareObjekte] Beliebige laufende Nummer = Objektname [HebbareObjekte] Beliebige laufende Nummer = Objektname [SchwimmfähigeObjekte] Beliebige laufende Nummer = Objektname [NutzbareFahrzeuge] Beliebige laufende Nummer = Objektname Neue Objekte/Fahrzeuge können hinzugefügt werden. Der Generator erzeugt immer wieder folgende Dateien: OfptInit.sqs - wird von Init.sqs gestartet OfptGeneratedCsv.txt - in Stringtable.csv integrieren und danach löschen ----------------------------------------------------------------------------------------- 3. Aktivierung: Um eine Mission mit dem Transport-Management zu versehen, müssen folgende Voraussetzungen erfüllt sein: - Eigene Mission mit OfprLeer zusammenführen - Logik-Objekt OfprInCargo auf einer abgelegenen Insel oder einem weit entfernten Gebiet positionieren - Alle Ofpr*.* -Dateien einkopieren - OfptDialog4DescriptionExt.txt in Description.ext integrieren - Ofpt4InitSqs.txt in Init.sqs integrieren - OfptFixtext4Csv.txt in Stringtable.csv integrieren - Generator laufen lassen - neueste OfptGeneratedCsv.txt in Stringtable.csv integrieren - alle *.txt -Dateien löschen ----------------------------------------------------------------------------------------- 4. Abschluß Jeder darf seine Missionen mit dem Transport-Management versehen, es muß aber der Hinweis "Transport-Management by Softegg" im Briefing oder Intro erscheinen. Natürlich funktioniert das Transport-Management nur mit Fahrzeugen/Objekten, die auch in der ini-Datei eingetragen sind. Jeder darf die ini-Datei erweitern, soll aber die erstellten Einträge im offiziellen Forum allen anderen zur Verfügung stellen. Folgende Laufende-Nummer-Bereiche empfehle ich: 200-299 für Finmod 300-399 für BAS 400-499 für DKM 500-599 für SEBNAM2 600-699 für BWMOD 700-799 für CSLA Fehler und Probleme bitte ins offizielle Forum posten. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> OFP-Transport-Management V1.01 by Softegg Index: 1. Transport-Management 2. Generator 3. Activation 4. Finaly ----------------------------------------------------------------------------------------- 1. Transport-Management (Multiplayer-compatible): Some Vehicles/Choppers now are able to carry certain objects like ammo boxes ore fuel barrels Therefore every unit has a TU-capacity, every object a TU-factor. Every soldier counts as one TU, while TU stands for a combination of acquired weight and space. If a player gets in a transport vehicle as driver/pilot, a new action menu entry called "Load/Unload" appears. If you use it a transport dialog opens. Structure of the dialog: Loadable objects: Here all objects are listed which are within a certain radius and are able to be loaded. The number in the bracket stands for the count of acquired TU. Loaded objects: Here all objects are listed which are already in your vehicle. The number in the bracket stands for the count of acquired TU. Available TU-Capacity: The remaining capacity of TU. Loaded soldiers: Count of soldiers in the vehicle, TU in the brackets behind. On all vehicles there is a position where objects can be loaded or unloaded, e.g. on trucks in the back, on jeeps on the side etc. The time for loading/unloading depends on the TU of the object. The cargo stays in the vehicle also when the player gets out, in MP another player is able to move in and unload the cargo. If the cargo space (TU) of a vehicle is full and another soldier gets in, the necessary space will be provided through automatic unloading some objects. Attention: If two objects of the same type are within the range of the vehicle, only one will appear in the dialog. If you load it and reopen the dialog, the other one will appear. Choppers are able to unload during flight, the objects will be attached to parachutes. Some choppers now have the ability to attach objects like vehicles, ammo boxes or fuel barrels with a steel cable. To do this, the chopper has to fly in a height from 35 to 45 meters below 20 km/h above the object. Then a new action menu entry appears with the name of the object and its TU. The object hangs approximately 20 meters below the chopper, you then should fly carefully. The total-TU of an attachable vehicle is the sum of Vehicle+Cargo+Crew. To drop the object the chopper has to fly below 35 meters with a speed less than 20 km/h, then the adequate action menu entry will appear. If the chopper flies lower than 25 meters with a speed higher than 20 km/h, the object will fall on the ground and will be damaged according to speed and height. ----------------------------------------------------------------------------------------- 2. Generator: The generator enables the Transport Management in each mission. It's reusable, so also on changes of the mission the generator is able to update the Transport Management. The generator can be controlled through the file OfpTransport.ini. Attention: the name of the object is case sensitive, has to be written like in Mission.sqm; The highest value of IncreasingNumber is 999. // Object names [ObjektNamen] ObjectName = InfoText (English,German,etc) // Object TU values [ObjektTransporteinheiten] ObjectName = Space/Weight-Value (TU) // Cargo units [TransportFahrzeuge] IncreasingNumber = ObjectName, Loading/Lifting capacity, Maximum TU of one piece, Dropping angle, Dropping distance // Loadable objects [LadbareObjekte] IncreasingNumber = ObjectName // Liftable objects [HebbareObjekte] IncreasingNumber = ObjectName // Swimming objects [SchwimmfähigeObjekte] IncreasingNumber = ObjectName // Usable vehicles [NutzbareFahrzeuge] IncreasingNumber = ObjectName You can add new objects/vehicles. The generator creates following files on every run: OfptInit.sqs - started by init.sqs OfptGeneratedCsv.txt - to integrate in Stringtable.csv (can be deleted) ----------------------------------------------------------------------------------------- 3. Activation: To use a mission with the Transport Management, follwing conditions have to be true - Merge your own mission with OfprLeer - Create the logic OfprInCargo far away on an island or anything like that - Copy all Ofpr*.* files in your mission folder - Integrate OfptDialog4DescriptionExt.txt in your description.ext - Integrate Ofpt4InitSqs.txt in your init.sqs - Integrate OfptFixtext4Csv.txt in your stringtable.csv - Run the generator - Integrate new created OfptGeneratedCsv.txt in your stringtable.csv - Delete all *.txt files ----------------------------------------------------------------------------------------- 4. Finaly Everybody is granted to use his missions with the Transport Management, but the information "Transport-Management by Softegg" has to appear in the briefing or intro. Of course the Transport Management only works with vehicles/objects which are listed in the OfpTransport.ini. Everybody is allowed to extend it, but should provide those entries in the official forums to others. I suggest follwing IncreasingNumber areas: 200-299 for Finmod 300-399 for BAS 400-499 for DKM 500-599 for SEBNAM2 600-699 for BWMOD 700-799 for CSLA Please post errors and problems in the official forums. edit/ version 1.01: updated documentation, added english documentation, minor changes in scripts. Download Version 1.01 /edit
  4. Softegg

    Operation enduring freedom

    sorry, i am still in trouble with a lot of private things like relationship, employment ... but "i'll be back" *G* !!!
  5. Softegg

    Operation enduring freedom

    @bigred: 1. we will provide dl-links if our hp is ready. 2. our config/mod is not intended to be used by external mission editors. of course, people can easily build missions with our "required addons pack", but our goodies will not be included. nearly all used addons can be found and downloaded from their original makers. we only balance them and enhanche some things through a combination of events, scripts, objects, sounds, effects, markers. this enhanchements are included in our config and in every of our missions. mission makers can try to rip out the goodies and use them, but we will not release a "how-to-make-a-opef-mission"-readme.
  6. Softegg

    Operation enduring freedom

    OPEF is back on duty !!! thanks to ASC-clan for sponsoring us a new server. now we can continue testing the demo mission and the new addons/routines. lets rock !!! @parvus: we have full access to the server, so we can change all ofp-settings like we want. our tracer-suppression is made through our config, but also the tracer settings on the server need adjustment.
  7. Softegg

    Operation enduring freedom

    demo-mission is about 75% ready now. last actions: - informations-dialog integrated - notes about special features integrated in ofp-briefing stay tuned ...
  8. Softegg

    Operation enduring freedom

    still busy with making the demo-mission, one of the main tasks now is our "real command system".
  9. Softegg

    Script problem

    maybe the group doesn't exist at the beginning?
  10. Softegg

    Operation enduring freedom

    @bigred: thank you for offering us support, but the addons are still ready for download, we have packed them in set of rar-files. we will release them soon.
  11. waiting until 2006 ? -> video
  12. look here: http://www.flashpoint1985.com/cgi-bin....t=36768
  13. the solution for this you can find in my upper post. just the names of the weapons must be fixed for different requirements.
  14. Softegg

    Operation enduring freedom

    @All: sorry for the delay, but we had some serious problems with the pda and multiplayer. but now i've found a solution and will continue building the demo-mission. @All voice actors: for testing issues we use a synthetic voice. if all tests are done and the texts are fixed we will provide the final dialogues to you. @Parvus: new c130 will be used. @BigRed: all news and informations will be published here.
  15. found/had the same problem. my solution: [p1,p2,p3] exec "FixCustomThrowPut.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_list=_this _index=0 #DoFix _unit=_list select _index "if (!(_unit hasweapon _x)) then {_unit addweapon _x}" foreach ["OPEF_Throw","OPEF_Put","OPEF_BandageCarry","OPEF_PdaCarry"] _index=_index+1 ?_index<count _list:goto "DoFix" thank you for inspiring me.
  16. Softegg

    Operation enduring freedom

    the demo mission is still in development, now we need some voice actors. we are searching some english speaking people with "adult" voices. please pm me, i will give you more details then.
  17. Softegg

    Operation enduring freedom

    i want to answer the questions: 1. we are still working on a first demo mission. allmost all required addons are from other groups/people. only a handfull new addons are made by us. 2. the demo mission will run with a mod-folder called @mpc and you need to start ecp too. the final campaign will have their own config, everything will be included in some install-files. overall, this is not intended to be a seperate mod to be used by people in the editor, only we collect neccesary things and level/enhance them for our needs. 3. our missions don't collide with other mission-files in the MPMissions folder. informations are transported via ofp-script-commands.
  18. Softegg

    Operation enduring freedom

    the pda and some other gimmicks will be included in the opef-addons-packet, which will be released together with the first demo mission. release-information about the first demo mission: it's done when it's done!
  19. Softegg

    Operation enduring freedom

    more news!!! 1024*768
  20. Softegg

    Operation enduring freedom

    some news!!! this is a sample-picture of the briefing/informations-dialog which will show actual/updated informations: edit: sorry for delay.
  21. Softegg

    COMBAT! HEMMT Pack Public Beta

    again, a great addon from combat!-team!!! you will make us forget that there will not come new addons from BAS.
  22. Softegg

    Operation enduring freedom

    we are still in development. our main batch now is creating/releasing a first demo mission, which later will be a part of the campaign.
  23. Softegg

    Operation enduring freedom

    it's coop, so no slots are open on the enemy-side.
  24. Softegg

    Combat! M113 Pack by Pablo

    Screenshots taken by Parvus:
  25. Softegg

    Combat! M113 Pack by Pablo

    again, a great addon from combat!-team. thank you!!!
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