Spitfire
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (D.murphy man @ Feb. 09 2003,01:20)</td></tr><tr><td id="QUOTE">I tell u what would be a nice feature,if u could walk bout with the jet back on your back when u land.<span id='postcolor'> Yep. Wait for a couple of weeks and you'll get it Not flying as smoothly as Martin's, but at least you can use your personal weapons while flying
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Finished resistence when it came out months ago
Spitfire replied to GothicOne's topic in MULTIPLAYER
There's an ingame browser in Resistance, but many people prefer using The All Seeing Eye to find the games they like. -
There's an ingame browser in Resistance, but many people prefer using The All Seeing Eye to find the games they like.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LTcommander @ Feb. 08 2003,16:37)</td></tr><tr><td id="QUOTE">I dunno what to do and I have all the latest drivers aswell! <span id='postcolor'> That just might be the problem. I have the MX420 too and latest detonators give me a hard time. Try downgrading them to v39.00 or earlier. Have you tried OFP before on your system? Has it ever worked? Blue screen of death can also point to RAM issues. Check your BIOS settings.
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The jetpack is nice, but it's doesn't seem to work well with low-end CPU owners (mine's 800MHz Athlon). It's not that the model itself requires CPU power, but once the framerate falls to 15-10 FPS the jetpack starts to stutter and shake violently, making flying and especially aiming virtually impossible. Very strange behaviour. Anyone else having this?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Feb. 08 2003,01:11)</td></tr><tr><td id="QUOTE">I know there are various ways of going "round the houses" to do this, but I've always wondered if there's a simple, straightforward, "direct" script method for determining which (official) map is loaded. We're talking from the script's POV.<span id='postcolor'> Well, I would do it by picking any object with an ID number (tree, house, rock) from each map, taking a note of their coordinates and using that information to check which map the script is run at. I doubt there are two maps where a rock with the same ID is at the same specific coordinates It's not probably that direct as you would want, but I'd say it's simple enough.
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Getpos setpos transport under helicopter
Spitfire replied to der bastler's topic in OFP : MISSION EDITING & SCRIPTING
Liquid_Silence, my script with a moving gamelogic isn't meant to measure the mean sea level, it is to measure the height of some obstacles (buildings with elevated surfaces). The other script with four game logics, however, is meant to estimate the mean sea level and now that I think about it, using the trigger thinga would work better. -
Getpos setpos transport under helicopter
Spitfire replied to der bastler's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Feb. 06 2003,20:55)</td></tr><tr><td id="QUOTE">You may need more than one gamelogic. At least, that was my conclusion at the time.<span id='postcolor'> Yes, I agree, though I haven't seen your floor enumerator script yet. I've done two scripts myself, one by making a single gamelogic moving with the unit. Then I made another one using 4 objects placed in different parts of the map near the waterline, and using the nearest one as a reference object to calculate the absolute height of any other unit or object. I estimated that using those 4 objects won't produce an error larger than 10 cm at most. -
It really depends on the mission maker. Try making a mission of your own, set the AI skill level to minimum and see for yourself that they couldn't hit the broad side of a barn at 50m distance.
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It really depends on the mission maker. Try making a mission of your own, set the AI skill level to minimum and see for yourself that they couldn't hit the broad side of a barn at 50m distance.
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I did quite a bit research around this subject, and even made a thread with 50 views but no follow-ups I noticed that the basic "Hold Fire" -order actually means "Hold Fire Until Compromised". The enemy can be quite close to me pointing his gun at me under a hold fire -order, but not firing until I walk too close or pose a threat in another manner. Or, then the same enemy with the same behaviour under different circumstances can open fire at me from a longer distance. I really don't know what ultimately makes his trigger finger itch too much to squeeze it. The factor isn't just the distance, there's seems to be something more to it. You can read the post here
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Getpos setpos transport under helicopter
Spitfire replied to der bastler's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Liquid_Silence @ Feb. 05 2003,05:39)</td></tr><tr><td id="QUOTE">With more than one zero level stacked, you get an odd effect where the cargo jumps around...I have a compensator running with a camCreated trigger, to get a correction relative to sea level...but there's still one height level band that I can't correct the cargo for...<span id='postcolor'> It's better to calculate the correction by making a trigger or gamelogic that moves around with the chopper, staying right underneath it with a looping setPos command. If you setpos it to an elevation of 0, it remains at the ground level, even when there is a multilevel building on that spot. Then, the height error the building is causing can be calculated by substracting the reported height of the helicopter from the distance of the helicopter and the trigger. If your reference point will stay put, you'll lose great deal of accuracy when you are far away from the reference point. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (R. Gerschwarzenge @ Feb. 04 2003,23:17)</td></tr><tr><td id="QUOTE">But there are some old-school adventures where you could die: Space Quest series, Leisure Suit Larry series, Kings Quest series, Police Quest series, Indiana Jones series etc.<span id='postcolor'> Uh, oh. Don't even remind me of those countless times in Space Quest where all you had to do is to walk too close to a cliff edge to see that so familiar "Game Over" window with some random text reminding you how the game should be played. Monkey Island was indeed a positive change for all this frustrating die/load/die/load/die/succeed/save/die/load -sequence. I still remember the funny scene in Monkey Island I where you could walk too close to a cliff edge, fall down and bounce back with a message telling you something about "what are the odds to drop on to a tree made of rubber" and spiced with a sarcastic remark about the Space Quest -series
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Leone @ Feb. 04 2003,15:59)</td></tr><tr><td id="QUOTE">Good pick. Deus-Ex had a lot of the same people working on it as System Shock 1 & 2. They're not really adventure games as such, but both lived on my system waaaay longer than Thief ever did.<span id='postcolor'> Lived? You speak in the past tense. My Deus Ex will stay on my hard drive forever alongside with OFP! Two by far the most innovative 1st person shooters ever made. (ok, OFP's an infantry simulator rather than FPS, and Deus Ex falls into adventure-role-playing-FPS genre, if such exists ) Thank God they are making a sequel now. By far the best role playing game ever made is Fallout, especially Fallout 2. Fallout Tactics was a huge disappointment. The whole basic concept behind the series was thrashed when Tactics came out.
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Getpos setpos transport under helicopter
Spitfire replied to der bastler's topic in OFP : MISSION EDITING & SCRIPTING
AFAIK, both setPos and setDir reset the pitch and roll of the vehicle, effectively "glueing" it to the horizon if used in a repeated loop. This has been the major gripe of scripting from the beginning. Especially the lack of functions capable of rolling objects around every axis. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Feb. 04 2003,19:54)</td></tr><tr><td id="QUOTE">I think it's ok now. How can I know that Hind is piloted by western or eastern soldier ? It's east heli so west shoud shoot it down on sight. Â <span id='postcolor'> I agree. I just managed to find the thread I mentioned. I can only wish that this thread made the difference
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Can a trigger detect terrain changes like bridges?
Spitfire replied to peanuckle_00's topic in OFP : MISSION EDITING & SCRIPTING
Condition field of the trigger: !(alive (object 169144)) or whatever the bridge ID number is. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Doolittle @ Feb. 04 2003,10:45)</td></tr><tr><td id="QUOTE">Maybe the Comanche addon where it masks targetting might have something?<span id='postcolor'> The Comanche addon does the trick by creating empty choppers all over the Comanche and setPosing the randomly around. That causes the radar blips all over the scope. edit: I may be wrong here, but I recall that BIS changed the vehicle side detection routine in one of the latest patches, and I even remember taking part on a thread discussing the problem before the patch was released (see, BIS listens to us! ). Before the patch the side of the vehicle changed instantly to the side of the unit inside, but now it requires a close by identification before the side change is confirmed. I believe it can be overriden by scripting, using the reveal-command to reveal the unit to friendlies.
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Should you consider buying Resistance? Yes. But why? Although the answer to most of the things you asked is "no" I feel none of them would matter anyway. If you feel that enhanced graphics & bigger textures, a more stable game engine, a tad better MP code, pistols, the ability to drop weapons and get rid of that annoying empty LAW on your back and all the new superior scripting commands are not enough for you, there's another thing that has to be remembered: No matter how unfortunate it is, the bitter fact is that the community around v1.46 has nearly died already. It's a lot harder to find MP games running v.1.46 than it is to find those running Resistance. These days it still may be possible, but not for long, I'm sure of that. Also, practically every current top add-on maker focuses in making add-ons for Resistance only, and most of them are not compatible with v1.46. Same goes with new missions - either they use those "Resistance only" add-ons, or scripts not compatible with v1.46. When they first announced that BIS is making an official expansion pack for OFP, I didn't hesitate a second whether or not I was going to buy it the day it hit the shelves. I didn't buy Red Hammer since I didn't feel that a new campaign (which is not even made by BIS! would add enough to the gameplay that it was worthy to pay for. Resistance, however, is a completely different matter. In addition to the best campaign I've ever seen, it looks stunningly more beautiful and has a lot of new features and better stability, IMHO.
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Triggering a trigger with a trigger
Spitfire replied to OmniMax's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OmniMax @ Feb. 04 2003,04:21)</td></tr><tr><td id="QUOTE">how do you add actions to vehicles? like the get in or reload options? I'd like to make my own for some (like an artillery, or buy script)<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicleName addAction ["Kick the tyres","kick.sqs"]<span id='postcolor'> That will add an action menu item for the vehicle called "Kick the tyres". It will be visible to the player near or inside the vehicle. The script "kick.sqs" will be executed when selecting the action. addAction carries three parameters to the kick.sqs: 1)The name of the unit that has the action (the vehicle in this case.) 2)The name of the unit that activated the action (the player) 3)The action index number (used with removeAction -command) _unitWithAction = _this select 0; _activatingUnit = _this select 1; _actionIndex = _this select 2; -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Doolittle @ Feb. 03 2003,20:06)</td></tr><tr><td id="QUOTE">I'll never forget when my teacher said, "But you'll need to know this stuff for OFP mission making."<span id='postcolor'> LMAO!! A good one! I indeed wish I would have read my maths better in school so I could use it to make better scripts I wonder if any math/science teacher realizes how effective teaching method OFP's scripting language could be! Imagine that, it would be much more interesting to make fun experiments with artillery barrage in OFP than do some very boring projectile motion simulations with MatLab. I have to admit, doing complex scripts around OFP physics is keeping my base math/science knowledge at a lot higher lever than it would be without it. Once I even had to dig out my old math book to look up the easy method for rotating a multiple-vector combination in 3d space (used in the new yet-to-be-released-version of my VTOL-script).
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Feb. 03 2003,17:25)</td></tr><tr><td id="QUOTE">This Phillips card got a quite decent review from PCMAG from what I recall. Look into it.<span id='postcolor'> Doesn't look bad at all. It might fit into my budjet, but then again I'd have to invest into a new Surround 5.1 speaker system
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Feb. 03 2003,12:38)</td></tr><tr><td id="QUOTE">This can happen with any Windows version. Search The FAQ for "crackling".<span id='postcolor'> But mainly in XP. I have dual boot of 98 and XP, and my SB128 has crackling problems only in XP. I've done all that I can (including the tips in Avon's FAQ ), and even managed to reduce the crackling to levels that are not that annoying. Now I'm sick & tired and just have to live with it. btw. Can anyone recommend a decent but low-budjet non-creative soundcard?
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I don't even know where to start! If you are planning do anything even remotely advanced with velocity vectors, you'll soon bump into tan, cos, sin and even asin, atan and acos. Mr Pythagoras will also become your best friend and you'll practically going to wear out the sqrt() -function. Abs is also often used with velocity vectors, since they operate in an origo-centric tables and you often need to convert negative values to positive ones. Pythagoras is even more important when calculating distances between two sets of coordinates (you'll need to use it if you need distances to markers, since distance-command is useless in that case). Mod-function is necessary when you need to round numbers.
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If you have a Pentium processor you may be right about the CPU heat problem. Intel CPU's do just that when they overheat, compared to AMD processors plain crash&reboot. It would also explain why the game works after you have alt-tabbed yourself to the desktop. It takes only a couple of seconds for the CPU to cool down and Intel processors still may keep working after "cooling off" a little. Or, the overheating problem could be in your graphics card, too.