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strango

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Everything posted by strango

  1. strango

    Track ir

    Here's the supported games list straight from Natural Point's site: http://www.naturalpoint.com/trackir....ll.html I count 21 games that support 6DOF. I hardly call that "very few". All I'm saying is that you get a much greater sense of immersion with 6DOF. You also get more fluid movement with a higher reading rate. The sensor is also wider giving you more freedom for casual movement instead of the rock steady head movement you have to maintain with the earlier versions of TIR. If money is an issue for you then you're probably better off getting a TIR2. EDIT: As for Armed Assault I just noticed they have it listed on the page and it will support Yaw, Pitch, Roll and Z. Roll and Z would not be available with a TIR2.
  2. strango

    Tracers in arma

    Take a look at the tracers in the WGL mod to see what OFP is capable of.
  3. strango

    Track ir

    I'd at least get a TIR3 so that you can upgrade to the Vector Expansion. This gives you 6DOF movement and is much much better than the standard 2 axis movement.
  4. strango

    Track ir

    In the newletter Natural Point sent out today they declare that Armed Assault will support TrackIR.
  5. strango

    Providing Flashpoint Support post 'AA'

    Unless you are just barely running OFP now (in which case you can't enjoy a lot of the quality add-ons already out for OFP), I don't see why you wouldn't be able to run Armed Assault. It's an update to the present engine that the devs keep praising as more efficient. I would think with the same resources you could run Armed Assaut with low graphic options and get decent performance in addition to graphics superior to what they are currently running in OFP.
  6. strango

    Script Editing Language

    If Armed Assault does turn out to be backwards compatible with OFP, then it's a good bet the scripting language in Armed Assault will support the language in OFP. My best guess is that it'll be the same with a bunch of new commands and functions to make things easier and more efficient.
  7. strango

    Track ir

    You would need to move your mouse to position your body pointing toward the bad guy before bringing up your sites. Then when you bring your sites up your ready to drill the guy. This is the same speed as it would be without TrackIR. The difference is that you can quickly turn your head that direction and see if there's someone there instead of moving your whole body. When you bust into a room you don't want to stop moving so this lets you keep moving and keep the bad guy in sight so you can have a quicker response in aligning your sites.
  8. strango

    SMOKE!

    Having the wind effect air vehicles would be a cool feature as well. I wrote a script to pesudo do this in OFP, but it only worked on helicopters.
  9. strango

    Mission Editor

    FCM is a co-op tournament league, not a clan. Â We decided to hold off on development of the next season until Armed Assault is released. Â If you haven't heard of us check out the web-site and forums. Â We have all the missions played in the first season available for download in the forums if you want some new missions to play. Â Some of the missions will require a dedicated server to function correctly though. As for scripting improvements I'd like to see are: -A nearest object search function that is reliable at large distances. -The ability to clear a units knowledge of another unit. Â The only workaround for this that I know of is deleting the unit and recreating it which isn't very practical and depending on the situation can create lots of other problems. -The ability to name a unit when it's created using the createunit command. Â There's a workaround to get the name later, but it would be easier and more efficient to just get the name of the unit as a return value from the create function. -A function that would check a variable's value on all clients and compare it to the value on the server. Â This would be useful in finding out when publicvariables have taken effect. Those are just a few I can think of off the top of my head.
  10. strango

    Mission Editor

    I'm hoping we get some new scripting functions with Armed Assault. As for co-op missions, those of us at FCM plan on starting back up after Armed Assault is released to get a new season started.
  11. strango

    new scripting abilitys?

    You can name triggers and move them around, but you are correct on the waypoints though.
  12. strango

    Flying

    I'd like to see an analog collective on the helicopter for all users. If you don't have a joystick then have an extra bar on the HUD that shows what percentage you are at. The keyboard users can bind a key to raise or lower it and obviously the joystick users can bind it to their throttle slider. Being able to just bind a key for "Move Up" and "Move Down" is too easy.
  13. I've got a mission that works perfectly in the editor, but when running it on a dedicated server only certain parts are working. The first script moves both teams respawns, spawn control, flag pole, flag pole marker and ammo crates to a new location whenever the script is called. The server will move the spawn control and flag pole, but will not move the spawn areas or the marker for the flag pole. Here is the code for the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!(local Server): exit ;;Detect present location of the flag_pole ?(Pos == 1): goto "Area1" ?(Pos == 2): goto "Area2" ?(Pos == 3): goto "Area3" ?(Pos == 4): goto "Area4" ?(Pos == 5): goto "Area5" ;********************************************** #Area1 ;;Flag held at 1, Move to 2 ;;Move Flag stuff to New Positions Flag_Pole SetPos (GetPos Flag_2) "Flag_Marker" SetMarkerPos (GetPos Flag_2) ;;Move Spawn's to New Positions "Respawn_West" SetMarkerPos (GetPos Spawn_1) wsfz SetPos (GetPos Spawn_1) "Respawn_East" SetMarkerPos (GetPos Spawn_3) esfz SetPos (GetPos Spawn_3) ;;Move Ammo Crates to their New Positions Ammo_West SetPos (GetPos Ammo_1) Ammo_East SetPos (GetPos Ammo_3) Ammo_Mid SetPos (GetPos Ammo_2) ;;Reset Flag for new location Flag_Pole setFlagTexture "white.jpg" Flag_Pole SetFlagSide resistance "Flag_Marker" setMarkerColor "ColorBLUE" Holder = 0 Pos = 2 goto "End" ;********************************************** #Area2 ;;Flag held at 2, Move to 3 ;;Move Flag stuff to New Positions Flag_Pole SetPos (GetPos Flag_3) "Flag_Marker" SetMarkerPos (GetPos Flag_3) ;;Move Spawn's to New Positions "Respawn_West" SetMarkerPos (GetPos Spawn_2) wsfz SetPos (GetPos Spawn_2) "Respawn_East" SetMarkerPos (GetPos Spawn_4) esfz SetPos (GetPos Spawn_4) ;;Move Ammo Crates to their New Positions Ammo_West SetPos (GetPos Ammo_2) Ammo_East SetPos (GetPos Ammo_4) Ammo_Mid SetPos (GetPos Ammo_3) ;;Reset Flag for new location Flag_Pole setFlagTexture "white.jpg" Flag_Pole SetFlagSide resistance "Flag_Marker" setMarkerColor "ColorBLUE" Holder = 0 Pos = 3 goto "End" ;********************************************** #Area3 ;;Flag held at 3, Move to 4 ;;Move Flag stuff to New Positions Flag_Pole SetPos (GetPos Flag_4) "Flag_Marker" SetMarkerPos (GetPos Flag_4) ;;Move Spawn's to New Positions "Respawn_West" SetMarkerPos (GetPos Spawn_3) wsfz SetPos (GetPos Spawn_3) "Respawn_East" SetMarkerPos (GetPos Spawn_5) esfz SetPos (GetPos Spawn_5) ;;Move Ammo Crates to their New Positions Ammo_West SetPos (GetPos Ammo_3) Ammo_East SetPos (GetPos Ammo_5) Ammo_Mid SetPos (GetPos Ammo_4) ;;Reset Flag for new location Flag_Pole setFlagTexture "white.jpg" Flag_Pole SetFlagSide resistance "Flag_Marker" setMarkerColor "ColorBLUE" Holder = 0 Pos = 4 goto "End" ;********************************************** #Area4 ;;Flag held at 4, Move to 5 ;;Move Flag stuff to New Positions Flag_Pole SetPos (GetPos Flag_5) "Flag_Marker" SetMarkerPos (GetPos Flag_5) ;;Move Spawn's to New Positions "Respawn_West" SetMarkerPos (GetPos Spawn_4) wsfz SetPos (GetPos Spawn_4) "Respawn_East" SetMarkerPos (GetPos Spawn_5) esfz SetPos (GetPos Spawn_5) ;;Move Ammo Crates to their New Positions Ammo_West SetPos (GetPos Ammo_4) Ammo_East SetPos (GetPos Ammo_5) Ammo_Mid SetPos (GetPos Ammo_Temp) ;;Reset Flag for new location Flag_Pole setFlagTexture "white.jpg" Flag_Pole SetFlagSide resistance "Flag_Marker" setMarkerColor "ColorBLUE" Holder = 0 Pos = 5 goto "End" ;********************************************** #Area5 ;;Flag has been taken by West, End Game TrueEnd1=true; publicVariable "TrueEnd1" #End Exit Can anyone see anything wrong in here that would not let this work on a dedicated server. I'm pretty new to OFP scripting and not very knowledgeable on what commands need to be run only on the server and which need to be run on the server and the client.
  14. I changed the script to the way you mentioned where clients & server move the markers and just the server on objects. Now it works inconsistently, sometimes it works and sometimes it doesn't. It is also inconsistent between the players on the server. For some of the guys the markers move and others they don't. The objects seem to always move for everyone though. Is this just lag/dsync in the netcode causing it or something else?
  15. Sorry if this has been asked already, I searched the archives with no luck. Is there a script to make use of the Radio/SATCOM Operator in the BAS add-on?
  16. There isn't anything in the readme about it.
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