SomeOFPGuy
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Everything posted by SomeOFPGuy
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sweet deal, thx.
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Can I use AutoCad to model new vehicles for OFP? (I'm learning it and would like some practical experience.)
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I've been looking to model this as well, and the ah6j has two platforms for a total of 6 troops that it can transport.(EXTERNALLY) (p.s. I wanna download it)
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I (a modeling nOoB) would like to model the AH-6J Little Bird (like the ones in Blackhawk down) either the 6 troop varient, or the FFAR/MGun varient. I'm learning AutoCad at work and I wanna know if I can use that to model it. Does anyone have any suggestions or a tutorial about modeling now that Oxygen is out?
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I'd like to add a large explosion to one of my missions but can't seem to find a script. I did however find this picture. I don't know if it's bogus or not, the plume either is a light source or is in front of the sun. Anybody know where it came from? (the pic is a screenshot from OFP.Gamezone.cz)
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Yeah, I noticed that it was taken down from the OFPEditingCenter, that's why I came here. I'd love to get my hands on that scrpt if you don't mind.
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There's a tutorial on this page The files are in czech I think, but there's a good sample mission included where you can figure out how to do it quite easily.
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Solution to units falling when going 'prone'
SomeOFPGuy posted a topic in OFP : MISSION EDITING & SCRIPTING
I though I'd like to share this small script of mine. If anyone else has had a hard time getting guards (on towers, or anywhere) to stay where you place them instead of falling off once someone starts shooting, here you go: ; [unitname]exec "stayput.sqs" ;by SomeOFPGuy _theperson=_this select 0 _xco=getpos _theperson select 0 _yco=getpos _theperson select 1 _zco=getpos _theperson select 2 #theloop ?(!(alive _theperson)):goto "endofloop" ?((getpos _theperson select 0 !=_xco)&&(getpos _theperson select 1 !=_yco)): _theperson setpos[_xco,_yco,_zco] goto "theloop" #endofloop exit *note once the unit dies, their bodies will leave the set spot in the appropriate airborn direction  Just like to say thanks for everyone helping out us noobs with OFP -
Is there any performance benifit to using scripts vs. on activation fields of a trigger? (aside from re-useability of code) Does gameplay improve when using scripts, or does the seek and opening of a file lag the game a bit?
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I doubt if anybody remembers the 286 game Gunboat (by Accolade), but I miss those days of being able to take a PBR up-stream and kicking some VC butt. I'll get to the point now, has anybody been able to create a river (that actually functions like a river i.e. you can boat in it, drive across it only with amphibious vehicles, or use a bridge)? I realize it's no small undertaking to modify an island that much, but think of how cool it'd be to be able to use them strategically.
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Shoot down a helo then have it repaired after
SomeOFPGuy replied to Redline's topic in OFP : MISSION EDITING & SCRIPTING
I was wondering... (i was gonna post this in a new topic, but i see there's no need to waste space) Can you damage/destroy a chopper to the point where it has to land/crash without killing the crew/passengers? My only thought would be making everyone eject when the chopper's damage gets close to 1; but when shot with a 125mm, there really is no "close" to 1.... -
UnitName SetFace "FaceName" Put this in the unit's initilization field. You can use any downloaded face packs so long as you know what to call it up as. I also think that SetFace will overide any player's profiles faces.
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Adding music, please help me
SomeOFPGuy replied to BaN5Hee's topic in OFP : MISSION EDITING & SCRIPTING
Just remember to keep you're imported music files (in total) less than 10Mb per mission, otherwise, OFP will crash when you try to convert it to SP or MP missions. -
the "2^N" means the width and height must be a power of 2 2 "to the" N 'luck with the mission
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Someone help me with these new terrains
SomeOFPGuy replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
I haven't had any problems with some of the new islands, but I would imagine that some of the maps may not have some add-on's included. I find that Add-ons and maps by "MTL" aften don't include required units, thus, making the game crash (although he has done some nice work). I may be wrong though, I'm still an editing NooB -
One thing I wish they would add to Resistance would be rivers. I really don't understand why they didn't put them into the original. It would make the game much more realistic and strategic, not to mention making the PBR's and vehicles' amphibious features come into play. This is just a thought....
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OFP won't load for me in OpenGL settings. I've got a 32meg nVidia GeForce2, all the driver updates. I know the OpenGL for the card works fine, it runs perfectly with Wolfenstein, Quake3 and Counter-Strike. I also have a 1.0 Athlon, 256 RAM (WinXP), and I'm sorry I bought OFP 'cause it'll only run well in 640x480 DirectX mode. Can anybody help me salvage this game?
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10mb mission ? how?
SomeOFPGuy replied to DarkTerritory3's topic in OFP : MISSION EDITING & SCRIPTING
I had som fun with adding my own music. But the other guys are right. Not only do long tracks not seem right in the game, they're not really worth having a massive .pbo file for. I'd prefer short, recognizable clips, and as far as copyright, any distribution of published audio (in any form or reproduction) is illegial, so, my advice is to use a fake name and distribute all you want!!!! -
Getting on board of a grounded helo
SomeOFPGuy replied to kfine's topic in OFP : MISSION EDITING & SCRIPTING
You can set the Helo as "flying" in it's initialization.. and then.. use: Â name flyinheight 8.5 Â where 8.5 is a height (in meters I think). Â You can start in a low hover, or, theoretically, on the ground. ---> Word of advice, don't forget to change flyinheight back to a descent value once you want to fly!!!! (or else....) Happy Editing! -
Most creative thing to do
SomeOFPGuy replied to AntiPasta's topic in OFP : MISSION EDITING & SCRIPTING
Something without explosions...... I once placed a few jeeps on the desert, shot 'em all up, and then had a monstar truck rally with HUMVEES. (You can really drive over top and sink the jeeps in the sand a bit) -
There was a problem with the AI not getting into ships in version 1.40, but that was corrected in 1.42. If your leader has the "get in" waypoint before the next one, then there shouldn't be a problem. For more foolproof ways of doing this goto The Operation Flashpoint Editing Center. (It's a good place for mission editing goodies)
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So, can we run through walls and through upper-floor windows after climbing stairs in the new mod too (Everon, Montignac, every 2nd story house)? They seem to have way too many bugs with the game to be releasing two new mods. At least, don't let BIS near any real nukes.
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I'm having problems with a slow mouse (I've set the frames rendered ahead in NvMax to 1) and in general, the gameplay is too slow in the high graphics settings. Are there any other tweaks with NvMax that could help?