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We're keen to support this in any way we can, though at the moment we're pretty busy rebuilding. We'd like to incorporate it into our site, not necessarily hosting it ourselves (though we probably could if no-one else is willing or able), but I'd definitely be willing to ensure we 'comply' to any community standard we can come up with This would be great if we could get a system in place before ArmA comes out... it may already be too late for OFP addons, but something along the lines of this should be compulsory for future ones.
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I'll re-post here what I posted in the OFPEC thread... So ideally, some sort of co-operative would exist between the major sites, whereby registering an addon with any of them automatically enters it into the master (BIS?) database. Whether this is done by serial number, OFPEC tag or md5's is something that would need to be worked out, but I think the principle of a centralised database maintained by a community authority (ie BIS *hint hint*) is what's needed for the whole community to start using the system.
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Yes, we're short staffed and a little bit swamped... Help us out!
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Try using: < and > eg. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><h4 align="center"><a href="#main"><<</a> Main Page ------ Order of Battle <a href="#OOB">>></a></h4> That's worked in my briefings
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I also am very impressed. I only managed to fire this campaign up for the first time the other day, and boy was I stunned! I haven't seen an OFP campaign (or mission) this good in a very long time... the cinematics put shivers up my spine, and the missions are varied and well thought out. I recommend this campaign to everyone... it's really quite something! You exceeded my expecations by a great deal, King Nothing. Excellent work!
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Yeah, but where would the fun be in that? I find the best way to work out how the AI see things is play a lot of missions (or quickly made editor scenarios) as a plain grunt, and follow the AI squad leaders orders and observe their behaviour.
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If you really want to see the OFP AI in action in regards to engage at will, try putting together a quick mission with a group vs. a group and make yourself the last soldier (ie. not in command). Try the scenario twice on the different combat settings and listen to the different radio calls. You'll notice engage at will means the squad won't keep formation, and individual will run off by themselves. Yellow will tend to keep guys in formation (until the commander tells to them to engage something). This is also the case with green. As for ECP, as far as I know (feel free to correct me, those more knowledgeable in all things ECP ) ECP has groups share information on the enemy, and the AI will be much more perceptive. Apart from that, I don't think there's any special differences??...
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I'd probably try something like this: Trigger Radius: 0,0 Condition: none (repeatedly) Condition Field: (vehicle player) != player OnActivation: m0 = player addaction ["Radio","Music.sqs"] OnDeactivation: 0 fademusic 0; player removeaction m0 Music.sqs And have your other music scripts etc... Something along those lines should do the trick, but I"m not sure what fun things testing that in MP would bring up :P Good luck with it
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Ahhh... multiplayer editing. Not my strongest suit unfortunately... However, I think as long as the script is only run on the player that's using the radio (ie. not on the server) then only that player should hear the music. (Correct me if I'm full of it, anyone ). If you wanted everyone in the vehicle to hear it, that would be a bit more complicated...
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Also, bear in mind that CfgSounds in OFP have to be mono, where as all music is stereo. If you want to play it as a sound (so it sounds like it's coming out of the car radio) you'll need to actually grab the music file out of the .pbo, strip it down to mono and include it in your mission folder. The alternative is to just play music... eg: Something like that would do the trick...
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Thanks guys... I'm not all that, but I appreciate the sentiment I have learnt important lessons from Facile Ground, namely less cinematics, more action ;) The new one is definitely longer, Architect
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Thanks guys... got all the samples. I'll have your respective scripts to you shortly ;) As for release... hopefully it's not too far away, real life permitting. You can find the beta thread here.
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Beautiful... thanks guys. Check your IM's
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Thanks guys... I'm trying to get the next one done, but better Turns out I've got openings for two voice actors. Here's one of the lines if you want to take a shot at it, batdog: "Command, November. Delivery complete. We are returning to home plate." The parts aren't too strenuous... not many files needed. Anyone keen? I'm so damn close to getting this thing released... only these files left to do really
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Hey everybody... I am in need of one more voice actor to fill out the roster for my mission. It requires 10 files to be done. US accents if possible please. If you're interested drop me an IM or reply here. Thanks