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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 (Gollum1 @ Oct. 05 2002,00:06)</td></tr><tr><td id="QUOTE">And the min.age would have to be raised, and do you know ANY other game (besides Fallout) that allows you to kill kids? It would be all over the news. confused.gif<span id='postcolor'>

    Jagged Alliance 2, as another example.

    The conversation is drifting a bit offtopic, but anyway:

    Violence in a form or another is no big deal anymore in so called "entertainment" in which you could include computer games as well as movies. Well, OK, GTA3 was banned in Australia because it was possible to do 'sexual violence' in the game. That's only an individual case and not that common.

    You have to remember: being able to do something is not the same as endorsing or fomenting violence. Introducing child units to OFP would add to the immersion, not urge to kill them for fun.


  2. Please, please, pretty please, edit the aircraft hangar doorway at least 0.5 metres wider so we can fit our Cessnas in it!  mad.gif

    Other than that, I'd love to see a big, enterable villa-like building so I can get going with my mafia-boss mission wink.gif

    Also, making a simple taxi signpost would make me happy, too. I have a mission where it's possible to call a taxi or grab one at a taxi-station. It's the signs I'm missing right now.

    I'm too lazy learning to use O2. All of my energy goes into mission editing right now.  confused.gif


  3. If you want to hide an existing marker you should set it's type as "Empty":

    "marker1" SetMarkerType "Empty"

    To make it re-appear you set it whatever you want it to be:

    "marker1" SetMarkerType "Flag"

    You can make empty markers in the editor and use the SetMarkerType to make them appear when you want.

    To hide an objective, type:

    objectivename objStatus "HIDDEN"

    The status can be anything of these: "ACTIVE", "FAILED", "DONE","HIDDEN".

    ps. since when has this forum become newbie-hostile? wink.gif


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dadster @ Oct. 04 2002,00:45)</td></tr><tr><td id="QUOTE">Apparently it's possible to use a joystick in the airplane missions.  Assuming that's true, can one also use a throttle and pedals?  Thanks

    Dadster<span id='postcolor'>

    Yes indeed, the throttle and pedals work well. I'm a flight sim fanatic (and real life aviation fanatic as well! ) so I have it all. Pedals make a big difference when flying a chopper in OFP. However, in airplanes the rudder has no effect other than nose wheel steering while taxiing.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (spencer @ Oct. 03 2002,15:42)</td></tr><tr><td id="QUOTE">I have done it before, after seeing it on these forums, I tried searching, but didn't find it. =( Something you do in the exe propeties?<span id='postcolor'>

    add "-nosplash" as a command line parameter.

    "C:\Games\OperationFlashpoint\FlashpointResistance.exe" -nosplash


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Oct. 03 2002,15:22)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">now this really made me curious! where did BIS get the tank, AK, PK, .... for this pic and the pics in the Booklet???

    <span id='postcolor'>

    Museum?<span id='postcolor'>

    Nah, with the money they have made with OFP they could've easily bought those... wink.gif Ask your local Russian Army Surplus store. tounge.gif


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jo Man Dragon @ Oct. 02 2002,19:25)</td></tr><tr><td id="QUOTE">Hey Guys!

    That face on the box of OFP:R, is that Viktor?<span id='postcolor'>

    At least he has the same scar Viktor has.


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 01 2002,10:06)</td></tr><tr><td id="QUOTE">That was a thread on the OFPEC ages ago about setting the pitch of an object if I recall, but the forums have been wiped so that threat is long gone.

    RED<span id='postcolor'>

    So you're saying that it's possible to change the pitch? The only thing that comes into mind is using the Drop command to put the object in and set it's orientation.

    Haven't yet played around with Drop that much to find out.

    That must be the most mysterious command in the game wink.gif


  9. The problem is that no editor-insertable object/command can cast any natural looking light like the one visible in built-in lampposts. If you've tried creating a lamppost and switching it on with the SwitchLight-command you know what I mean. All you get is a white ball with a mist around - nothing to illuminate the surroundings. And, the lightsource of the SwitchLight-command is always at a fixed height of the ground, often misplaced.

    Only the fireplace and flares manage to create true light but is there any lamp or object that doesn't smoke?   confused.gif

    I guess there is a way to create a lit flare inside the lamp-object but the downside is that it'll burn out in seconds. However, if anyone knows a better solution I'm open to suggestions.

    Thanks


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tex [uSMC] @ Oct. 01 2002,10:39)</td></tr><tr><td id="QUOTE">I havent tried it out ingame yet, but after a quick training session, it was recognising my voice almost perfectly for OFPs template. Being able to turn of your Texan accent has its advantages  smile.gif<span id='postcolor'>

    wink.gif

    Don't try to change your voice. The speech engine can even recognize my strong "Mika Häkkinen" -like Finnish accent while speaking wow.gif

    Seriously, it can adapt quite well for anyone's voice after a few training sessions.


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KingBeast @ Sep. 25 2002,23:49)</td></tr><tr><td id="QUOTE">I have the SAPI thing from Microsoft XP (tried uninstalling and resintalling etc) I have the dot net frameworks thingy installed, yet i stil lget this error:

    Application has generated an exception that could not be handled.<span id='postcolor'>

    Shoot v1.6 has just come out. KingBeast, I'm not sure if it'll fix your problem but at least the occasional hanging of the program has been fixed. Now it has a full support for localized keyboard layouts as well.


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (4C3 @ Sep. 30 2002,20:47)</td></tr><tr><td id="QUOTE">With all that extra codeing would it not lag a multiplayer game thats already heavy in scripting and other stuff? Im refering to haveing a ammocrate or something like that following you arround constantly... :\<span id='postcolor'>

    Yes, every script causes more bandwidth usage in MP. However the script above is executed only once per second, and I think you can get along fine by executing it once per two or three seconds as well. It doesn't affect that much.

    edit:

    Actually, I get that back confused.gif. In MP the same script is always executed in every machine. It doesn't lag the net traffic but naturally it loads the CPU. However, nearly every mission has lots of scripts like this.


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Sep. 30 2002,20:08)</td></tr><tr><td id="QUOTE">thats no problem for me, i turned shadows off to speed up the game!<span id='postcolor'>

    If the shadow isn't a problem then you can replace the "WeaponHolder" with "AmmoCrate" or whatever the correct name for the object is, you have to look it up yourself.

    That way you can even put ammo/weapons into it in Resistance.


  14. OK got it working. The ammo bag casts no shadows so this script works well except in multistory buildings and vehicles where the bag can be seen below the soldier.

    This is what you need to do. First you make a soldier called "ammoMan". Then you have to make 2 script files:

    weaponholder.sqs

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

    xpos = getpos ammoMan select 0

    ypos = getpos ammoMan select 1

    zpos = getpos ammoMan select 2

    weapon = "WeaponHolder" createVehicle [xpos,ypos,zpos - 0.2]

    weapon addMagazineCargo ["HandGrenade",10]

    <span id='postcolor'>

    trigfollow.sqs

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

    #update

    weapon setPos [getpos ammoMan select 0, getpos ammoMan select 1, (getpos ammoMan select 2) - 0.2]

    ~1

    goto "update"

    <span id='postcolor'>

    Then all you have to do is execute both scripts in the init field of ammoMan: [] exec "weaponholder.sqs"; [] exec "trigfollow.sqs"

    Now you have a soldier-following ammo bag buried 20cm below the ground which you can use. The drawback is that you can't put any ammo back into the bag, you can only take from it.


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Sep. 30 2002,19:18)</td></tr><tr><td id="QUOTE">I don't want to actualy take the ammo from him, cuz that just means he'll use up the ammo too!

    I want him to have his own ammo, and some more in 'cargo' that he can dish out and somthing the AI leaders can tell people to go to!<span id='postcolor'>

    You can simulate nearly anything by making a script.

    It's possible to make an invisible weapon holder which can be easily scripted to follow a soldier. The only problem is that you can actually see the ammo floating around the soldier.

    I'll try some scripting if I can come up with something. I'll post my findings here.


  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (iNeo @ Sep. 30 2002,18:19)</td></tr><tr><td id="QUOTE">How would they be able to identify you? smile.gif It's not like you use your real name when you sign your missions, etc.<span id='postcolor'>

    You're right. But I'm a bit biased since I'm a music maker myself. If someone asked me a permission to use one of my songs in an OFP mission I'd be honored. However, I'd be pissed if it was done without asking.


  17. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Sep. 30 2002,17:16)</td></tr><tr><td id="QUOTE">mp3.com

    Good range of bands...and best of all, all the music is there with the artists permission.<span id='postcolor'>

    Too bad the music can't be in your mission without the artists permission!

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