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Spitfire

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Posts posted by Spitfire


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Feb. 28 2003,16:58)</td></tr><tr><td id="QUOTE">Anyway don't worry if you don't get errors.<span id='postcolor'>

    Hmm... I wonder how that sentence looks like taken out of the context. Sounds a bit like a slogan for Microsoft products wink.gif

    Anyway, I tried using deleteVehicle on waypoints, too, and it never crashed.


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (whisperFFW06 @ Feb. 28 2003,14:10)</td></tr><tr><td id="QUOTE">In the last official comref, you have a list of unit types at the end. I've read that you can test to which "meta-class" a unit/vehicle is (ie, Apache does inherit from class "air", class air is meta class for all flying vehicles).<span id='postcolor'>

    The first level of these "meta-classes" seem to work well with nearestObject. Plane, car, tank, APC and man seem to work OK. As far as I know, air and land do not work.


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Badgerboy @ Feb. 20 2003,17:48)</td></tr><tr><td id="QUOTE">or perfectly compress the core from all directions at the same time. (Also very unlikely)<span id='postcolor'>

    I read somewhere that if the uranium/plutonium core mass is big enough, all it takes is a large caliber rifle round to start the reaction.

    EDIT: hmm.. or then again it might have been a Tom Clancy or Clive Cussler novel and therefore not that reliable scientific source wink.gif


  4. More than zombies wow.gif , I'd like to see an "Escape from New York" type of mission, zombies replaced by muggers & other criminals. But nevertheless, civilian missions with weapons being very scarce but having an option to buy them is generally a good idea.

    Actually I've had this eternally unfinished project quite similar to bn880's Working Mission where some of these things are actually implemented. The setup is an anarchic Nogovo, very dark and hostile environment. Earn money by taxi driving (not as safe as in bn880's mission wink.gif ), stealing & selling cars or signing assassination contracts. Buy vehicles and weapons. Avoid competing henchmen and try to survive.

    It's not that far from being finished, but it will take some time to polish it up.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Smokey @ Feb. 19 2003,03:50)</td></tr><tr><td id="QUOTE">Hmm, how do you do quotes in quotes?

    " "man" countType [_x] " foreach etc...<span id='postcolor'>

    I'd suggest using different types of quotes to avoid confusion:

    { "man" countType [_x] } foreach etc...

    That should work for sure.

    EDIT: In case you're interested I recently made a dynamic AI bus driver & passenger script which creates that nice and lively atmosphere. Here is a sample mission of 4 AI buses and 42 passengers. Feel free to use it.


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Feb. 17 2003,19:01)</td></tr><tr><td id="QUOTE">this addeventhandler ["Fired",{obj=_this select 4;if (obj=="Flare") then {hint "Flare fired!"}}]<span id='postcolor'>

    I believe "Flare" works for white flares only. If green, red or yellow flares are fired, you'll need to modify the line a bit:

    this addeventhandler ["Fired",{obj=_this select 4;if (obj=="Flare" || obj=="FlareGreen" || obj=="FlareRed" || obj=="FlareYellow") then {hint "Flare fired!"}}]


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Feb. 17 2003,20:07)</td></tr><tr><td id="QUOTE">Here comes the part where SpitFire has to write the entire script...  biggrin.gif   sorry, I'm just in a funny mood.  wink.gif<span id='postcolor'>

    Not funny! crazy.gifwow.gifwink.gif

    I would've, but as I said, I don't have OFP installed on this computer to test it... tounge.gif


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ofpchaos @ Jan. 30 2003,17:46)</td></tr><tr><td id="QUOTE">Is it in any way possible to force AI tanks to go in reverse for a longer period of time – e.g. for a change of position?<span id='postcolor'>

    Maybe by really stretching the limits of OFP...

    I'd start by doing a looping script of series of getDir's, getPos'es and doMove's so that the tank is given orders to move, say, 3 metres behind the tank a couple of times per second. If I'm not mistaken, if the distance to travel is short enough the AI will use reverse instead of trying to turn the tank first.

    Of course, if it's done this way, controlling the actual direction of movement would require a bit more advanced scripting if you wish the tank to turn while travelling backwards.

    Heck, I don't even know if this suggestion would work anyway! tounge.gif


  9. I can see two choices:

    1) Use fired-eventhandler and check the type of ammo and if the person who fired it belongs to the group. Both the ammo type and the person are carried as a parameter for the script.

    2) Use the built-in feature: onFlare.sqs -script which will be executed every time a flare is launched. A clip from the official comref:

    onFlare.sqs - launched when illuminating shell is lit(since 1.45)

       - arguments: [[r, g, b], gunner] - r, g, b is light color


  10. I don't have OFP handy at the moment, but I think that you can work it out by using countType.

    "Tank" countType list triggerOne

    I believe that you can use something generic like "Land" or even "Vehicle" instead of "Tank", but you'll have to try it out yourself. If not, make several commands for "Tank", "Car", "APC" and so forth. If there are vehicles of many sides inside the trigger area and you want only eastern units to count, you'll have to do a double check by defining the triggerOne as EAST and PRESENT and then eliminate all non-vehicles by using countType.


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (iNeo @ Feb. 17 2003,15:23)</td></tr><tr><td id="QUOTE">Yeah, but I didn't reckon it was worthy a place in General, and even doubted posting it in Offtopic because the review is so lame, lol.<span id='postcolor'>

    Yes, maybe you're right. If this was a true review instead of whining of a 13-year-old kid maybe it should be in General wink.gif


  12. Well, some people just can't recognize a good game if it bit them in their a**es. Nah, seriously there is no game that everyone likes. Playing OFP just requires certain kind of character to enjoy.

    btw. this is related to OFP and shouldn't be in off-topic... tounge.gif


  13. I totally agree. OFP has already plenty of every other type of add-ons except buildings. Now that missions are becoming more and more dynamic, having a lot of non-mission related civilian activity all around, there is suddenly a need for a good collection of static civilian buildings. Military buildings, as well.

    Mehanic has already provided us with every imaginable (an unimaginable) civilian car, but now we need another Mehanic to do garages for all those cars wink.gif


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (killagee @ Feb. 16 2003,07:38)</td></tr><tr><td id="QUOTE">Everytime I start a new game the sound preferences are reset to default. I always have to turn the radio down before each game.Anyone know how to save these settings?

    Cheers confused.gif<span id='postcolor'>

    The settings are normally saved on exit. There's something wrong with your system.

    Either your \users\yourname\UserInfo.cfg file is set to read only, or your copy of Flashpoint silently crashes to desktop when you're trying to quit so it doesn't have enough time to save the settings.

    EDIT: if nothing works, try manually editing the corresponding values in UserInfo.cfg. The contents of the file are quite self-explanatory.


  15. Hehe, you must've read my mind (or the other way round wink.gif ). I recently had an idea doing a script just like that. The camera part is easy. Just put

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["fired", {_this exec "fired.sqs"}];<span id='postcolor'>

    to the init field of the player. Then make a script called fired.sqs:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ammoname = _this select 4;

    _bullet = nearestObject [getpos player,_ammoname];

    _bullet switchCamera "internal";

    setAccTime 0.2

    #flying

    ~0.1

    ?(alive _bullet) : goto "flying";

    setAccTime 1

    ~0.5

    player switchCamera "internal";

    exit;<span id='postcolor'>

    That script works with any fired object: bullet, LAW missile, grenade, whatever. The tricky part is to make steering the missile possible. AFAIK, it can only be done with ProSphere controller or another script using similar technique. However, I've ran into troubles implementing ProSphere to the script since camera switching is conflicting with the camera tricks ProSphere is using. I'm sure it can be worked out, though.


  16. But the F-16 has a bubble canopy with an excellent visibility and a pressure sensitive stick! I'd choose the Viper over any other American fighter. wink.gif

    Back to topic. That Su-47 sure looks nice but there are something wrong with the proportions, for sure. And ZLOY, the size of the first image exceeds 100k, compress it or put it behind a link before a mod does it for you biggrin.gif

    (for how long can we hide our off-topic conversation in these seemingly on-topic posts? tounge.gif )


  17. Your suggestion works only with 1 group, but counting units inside an area trigger works with as many units/groups as you wish.

    btw. Instead of making the second trigger, you can type the condition field directly to the condition field of the waypoint you wish the reinforcement unit to wait. That way the waypoint will be activated only when the condition

    (east countSide enemyArray)/(totalEnemies) < 0.2

    is met


  18. The following may contain errors since I'm just typing this off top of my head but this is the general idea.

    Make a trigger called areaTrigger. Make sure that each enemy unit you wish to count is inside the trigger area in the beginning:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">EAST (assuming East is the enemy), PRESENT, ONCE

    Condition: THIS.

    On activation: enemyArray = list areaTrigger;totalEnemies = east countside list areaTrigger<span id='postcolor'>

    Now make another trigger:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    Condition: (east countSide enemyArray)/(totalEnemies) < 0.2

    On Activation: hint "The reinforcements are arriving" (here you must call in the reinforcements, I assume you know how)<span id='postcolor'>

    The value of 0.2 would cause the reinforcement-hint to display when 80% of the enemies are dead.


  19. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RaptorAce @ Feb. 15 2003,16:26)</td></tr><tr><td id="QUOTE">show some proof... i've never heard anything like that<span id='postcolor'>

    A book called "Russia's Top Gun" claims that Syrians reported shooting down 3 Israeli F-15's. However, it's only a claim.

    The one in Yugoslavia is contradictory. There was an aircraft shot down, which was captured on this quite blurry video. It was aired by BBC and Yugoslavian television and it was positively ID'd as F-15E by several specialists. However, at the same time a F-117 was shot down too and it was captured on tape too. Pentagon seemed to do the wise thing to protect the Eagle's reputation passing two different videos for one and admitted losing only the F-117. I have seen the first footage (not the F-117 one) and I'm positive that it was indeed an Eagle. The video was clear enough not to be mistaken as a completely different looking F-117 and also it couldn't be a MiG-29 since no 29's were operating in the area at that time.

    I've heard loss figures ranging from 0 to 4 and I'm pretty sure that some of those claims are true. They have just been swept under the carpet to keep the Eagle record clean and tidy as long as possible.

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