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Sepe

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Everything posted by Sepe

  1. Are you running other mods with CWMOD? If so, and there are conflicting files (such as dta\Anim.pbo), OFP loads the last one in the list of mods to be loaded in the shortcut source field (for instance, C:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE" -mod=onemod;anothermod;CWMOD). Pistol anims in the mod use a file in the Addons folder, "CWPistol.pbo" or something like that, and is independent from the "Anim.pbo" file. This is why your pistol anims work although the rest don't.
  2. Sepe

    Training Base HELP!

    What exactly do you want them to do? For running around (eg. through a set of obstacles), just place a bunch of waypoints where you want the unit to go (you'll need to play around with them a bit if using objects so that the AI doesn't just go around them or stuff like that) and place a "CYCLE" waypoint where they started. For shooting, I use the invisible targets addon by Lester (which can be found at OFPEC). Place them near whatever you want the units to shoot. For constant shooting, create a script that rearms the units every now and then (and possibly sets the target object's damage to zero every time it's destroyed)
  3. The easiest way to achieve this would propably be using the doFire command. When the target is wherever you want him to get shot, run the following lines by script, trigger or other means (the target getting off a vehicle or similar maybe?): group sniper1 reveal target1 sniper1 doFire target1 Sniper1 and target1 are naturally whatever names you have given to the units. Not on a Flashpoint computer now so I can't check whether the reveal command required one to use a group like I did, but no harm in that (even lone units are "groups")
  4. If you don't wan't the units to start inside the vehicle but board it at the beginning of the script, use the "getin_veh.sqs" Nikiller posted. "moveinCargo", "moveinDriver" etc immediately teleport the unit inside the vehicle, regardless of their position (and are, AFAIK, automatically assigned to that vehicle)
  5. Sepe

    To encode a mission

    The missions you download (and the ones that come with the game, for that matter) are in .pbo format, and cannot directly be opened in the mission editor without un-pboing them. Is this what you mean? To make your mission into a .pbo, save it in the editor with "export to single missions" as ProfTournesol said. If you want to open others' missions (which is indeed great for learning!), you'll need to de-pbo it and place it in your users/username/missions folder. For this, you need to use an external program. I personally like PboX, as it allows you to both create and extract .pbo files, as well as look inside them without depboing. You can find it from ofp.info under "utilities".
  6. Yes, the problem with the boat is that the player is still assigned to the boat. You can either use a "GET OUT" waypoint for when you want the player to disembark, and/or the command "unassignVehicle player" in your waypoint/script/trigger. If the player is a member of a group (and not the leader) he will also be commanded out. As for your second question, I think the easiest way to get a leader of a group to follow another leader would be using a script, for instance: #loop ~10 ?(leader group1 distance leader group2)<50:goto "loop" group1 move getPos leader group2 goto "loop" That way you don't have to add specific waypoints to group1 (the group following), though if all units in group2 (the group being followed) get killed, group1 will just stand around at the leader's corpse. This can be avoided by checking if there are any units left in group2 and telling group1 to move (using the "move" command and targets such as game logics or markers).
  7. Sepe

    Halo Jump

    It's a script that makes the selected unit to appear at a selected height and then open it's parachute (or spawn a parachute and insert the unit into it, to be precise) at another selected height. For instance, put Miki45's script to the mission folder (/Operation Flashpoint/Users/missions/missionname/) and then name it, say, "parach.sqs". Then, in the mission editor, put [this,1000,200] exec "parach.sqs" to the init line of an unit. He should now appear at air and automatically "open" his parachute when he comes closer to ground.
  8. Sepe

    About Addons

    Bah! Did people believe in 2001 that we could ever get things like swimming or melee combat? Well, we did, thanks to the creative modders and scripters of the community. What makes OFP is so great IMO is it's hidden capability. It didn't have top-notch graphics when it was released, and now they are considered ancient. Instead, BIS created a scripting engine with huge potential, which inspired creativity never seen before. But sure, the active days of OFP are over. But lemme tell ya, it will join the hallowed halls of greatest games of all times - possibly not the mainstream section, but the one with Dwarf Fortress, Nethack and the like. OFP is currently one of the few games installed on my computer. They don't make stuff like that anymore.
  9. Sepe

    radio alfa e HQ

    That won't show the sender of the message as Papa Bear though. If you want to use them, run this line in init.sqs, a trigger, or whatever (doesn't matter how you run it, as long as you do): papabear = [West, "HQ"] And then, for the message: papabear sideChat "This is Papa Bear to Alpha. It's tea time. Over." You may also use "Firefly Base" in a similar way, using: fireflybase = [West, "airbase"] And then: fireflybase sideChat "This is Firefly Base. We're running low on beer. Requesting support. Over."
  10. 10 seconds is a relatively long time for a moving unit, though, even an infantry one. But that's always the art of balancing (a too short time can cause problems especially on older computers and CPU-heavy missions) If you want the 10 meter radius, this should work: objectname setPos [(getPos leadername select 0 + random 10 - random 10),getPos leadername select 1 + random 10 - random 10),(getPos leadername select 2)] This will place the object within 10 meters of the leader, at the same height. If you want the altitude to be randomized, simply add a "+ random 10" to the last variable (wouldn't suggest the "- random 10" after it, as the object will end up underground about half of the time)
  11. Sepe

    Terminal Mistake???

    Shouldn't be that. I have pretty much all notepad-editable formats OFP uses - or I use, that's mostly ones related to missionmaking. (EXT, SQS, SQM at least) As long as the file name stays the same it should work. At least Win7 has an option to define default programs in the start menu. Don't have an XP computer at hand right now, but I recall a similar function can be found from the control panel. It should allow you to change the program used to open certain file types, though I'm not sure if defining default program as 'nothing' is possible. My guess is the file has been incorrectly saved (as said by above posters), so that the name is "description.ext.txt" when it should be "description.ext". Do you have your Windows configured to show the file types, eg. if you have a picture on your comp does it show up as "picture.jpg" or other extension or just "picture"? But if you are absolutely sure you have not touched the description.ext file in any way, I have no idea. My closest guess would be FADE, but that might just be me being pessimistic.
  12. Sepe

    Tommygun for everyone :D

    What Korea/Vietnam version? The M1A1 (used in WWII) was the last of the line (except for the semi-autos manufactured for civilian markets), and was still used in Korea. And very little in Vietnam, too. Nimravus, looking good! I hope they'll be realisticly inaccurate. To create great gangster gunfights if nothing else.
  13. ProfT, you know, judging by the stuff you've come up with during the years, you seem to have an unhealthy obsession with breaking the engine limits. Looking good, especially the reflections! Shame tight formations tend to bug and lots of troops on the battlefield tend to lag though, but the Napoleonic and US Civil War mods could stand pretty respectable amounts of troops at a time, so the latter isn't such an issue.
  14. Hi, For the second question: Yes, you can make the choppers fly at a set height with the flyinheight command. Make sure you set it a couple meters over any buildings or trees in the area though, or the AI might crash. If it's an open area you should be fine. For the landing part, you can use the "land" command: chopper land "GET OUT" The land command has three modes, which are "land" (stop on the ground, engine off), "get in" (hover very low so that units can get out) and "get out" (hover low enough, at about 1,5m for units to get out without damage). In this case, "get out" is propably the best. Make sure you place a helipad object (if you don't want it to be visible, there's an object called H (invisible)) to make sure the chopper lands where you want.
  15. Sepe

    Multiple weapons

    Actually, you CAN take AT ammo from fallen soldiers/ammo crates. The thing is, to simulate their weight, bulkiness and single-use nature, the ammo takes a whole bunch of magazine slots (something in the lines of 6-8) You may have to select your AT weapon from the action menu though for the option to pick up the ammo to show up.
  16. Sepe

    1930's Mafia (Mod concept)

    BronzeEagle, those are crates of Canadian Whiskey in POPKA's picture. And seeing as what a moneymaker the prohibition was for the mob in 1920's and early 1930's, it's something a mod like this can't miss. POPKA, love that picture! Reminds me of that mission in Mafia where you have to steal some cigar crates from the harbour, only to find out... ahem, no more spoilers. As for the anims, don't worry about mine, they're packed as an individual addon .pbo and work fine, though having other pistol anims (excluding Resistance but including, say, DMA ones) being run at the startup might, and propably will, cause trouble. I'm not sure if it's possible to pack other anims in a similar way, but my guess is no.
  17. Sepe

    1930's Mafia (Mod concept)

    Pointless game-wise maybe, but they sure create a whole lot of the atmosphere! Yup, I remember those, and I also tweaked those a bit back then to make 'em less formal. But firing handguns from the hip is sooo 1800's, dontcha think? As can be seen from the second picture, they still need some tweaking, but you get the general idea.
  18. Sepe

    1930's Mafia (Mod concept)

    Looks great! I remember playing around with pretty much the same addons to make some great gunfights in Nogova! By the way, FDF mod contains a double-barreled shotgun, which would be very period, and what's even better, a sawed-off version of the same weapon! I do hope you release some 1930's civvies (well, the goons can be used for men, but some women could be nice too) and of course, whiskey crates with a red maple leaf on them! Maybe even a truck full of the stuff? But yes, looks great so far! I don't have the skills to help much, but I've made a couple of anims in the past (WW1 mod spuns to my head of the released ones) and figured that pistol anims could propably use a facelift too? Shooting one-handedly, maybe even pulling them from under the coat instead of the belt?
  19. Given the amount of artillery scripts out there, it would help a lot if you pointed out which one you're talking about. So, what are you trying to do, how, and with which script?
  20. Hi! If I understood correctly, you want to use your custom face for an AI in a mission? You can assign any faces to any characters with the setface command: this setFace "facename" Facename being the name of the face texture, eg. face1, face2 or face3. (those are standard BIS faces). The user's custom face is, if I remember correctly, simply "custom". However, if you want multiple custom faces in your mission, you'd have to make the faces into an addon, and in that I can't really help.
  21. Looks good, very eastern bloc! Reminds me of the game Republic: The Revolution. I wonder about it's playability though, in terms of lag and AI?
  22. Sepe

    Need to find patches for these glitches

    This is a feature, not a bug. Units take damage when underwater, that's logical right? The problem is that you can't take damage without the wound textures popping up, and that's why they're cut up when they come out. Don't know, they do for me. It's a very small effect though. Do you have Resistance? Yes, this is a common bug and pretty much part of the engine. This ain't no CQB simulator. You mean the anims? This can be fixed with 3rd party anims, as Blazin mentioned. Apart from that, no can do. Yes, the default movement in civilian anims is walking. Press shift+forward or E (I think that's the default) to run. Either the helicopter is locked (though if you sometimes can enter it, that'd suggest it's not) or you're trying from the wrong side. Helis are pretty picky on where you go in from. There is no such thing. It's always the last one in the action menu though, so a violent rolling down of the mouse wheel should do the trick. Correct. If one uses a "x detected by y" trigger for alarms going off, this happens. The mission maker can use more complicated scripts for greater realism. True. A quite unpractical way of doing melee when out of ammo can be added by the editor simply by giving him the "weapon" "StrokeGun" with which he can hit enemies with the rifle butt. There's also melee scripts around, though by a thumb rule, the better it works, the more it lags. True. Often you can sprint directly towards the fence and get through though. It is also possible to do a jumping script, but the problem with such is that it takes space from the action menu. Correct. Press Q when exiting ladder to get your rifle back in hand with less hassle than the action menu. True. You're propably trying to gain too much altitude at time and the plane stalls. I won't say much though, OFP planes are something I avoid like the plague. True. This is possible in some mods though, but not vanilla. Don't expect too much from the AI. They're morons. See above. Planes work best when forced to do so by scripts. There's not much you can do with the default vehicles, at least on the eye candy part. True. This can somewhat be solved by modding and scripting, but not very well. Press V (I think that's the default for ironsights) Years since I played the official campaigns, so can't say much about that particular mission. AI drivers tend to drive like drunks though. See my rants about AI above. This is especially true when speaking of objects. Not much you can do, except for a new mouse. I have that problem with some of my mouses too, especially older ones. So he does. This is to allow climbing, I guess. True. There are mods that allow you to do it though, as well as roll sideways on the ground and other CQB movements. Yes they do. This can be somewhat solved via scripting. It's not supposed to, either. It's more of a background object for cinematics than anything else. See above. Wow, never noticed that one! Gotta check if it's still in the latest version, whatever it is. You can't do much to steer it, as it's of the old round type which are supposed to slow one's descent, nothing else. You can turn it around by moving your mouse to the extreme left or right sides of the screen. It'll still move according to the wind, though. There are addons out there which have square parachutes, that is, the steering type. HALO jumpers too. True. They're filled in an order defined by the creator, on a first come first served basis. So if you want to see where you're going in a truck, be quick. Yep. Helicopters like exploding. Yep, that's the AI. True. Their point is to be placed into a location (or in some mods, a vehicle) to be detonated. True. Some mods, at least FDF, allow satchels to be placed onto vehicles though. There is none. Correctomundo. Some addon boats allow this though as long as the boat is halted. True. Funny ain't it? I don't think you can in the official chinook. There's a timer with the fields Min, Max and Mid. Insert to these the time in seconds you want the unit to wait. (eg. put 63 to each of the fields and the unit will wait exactly one minute and three seconds before moving on) True. Think of it as you're concentrating on the terrible pain you're facing, not where it comes from. Most of these are just the trademark bugs of OFP and stuff that keeps modders and scripters interested.
  23. Sepe

    Addons by Chris.87

    You can use a script to simulate picking up the objects, otherwise a single bill would take as much space as a weapon's magazine, which isn't that nice. I'm just thinking of use for RPG missions, say, if you're wanted by the police you're not allowed to enter airports/harbors unless you get a new passport forged somewhere.
  24. Sepe

    Addons by Chris.87

    Looks good! These kind of objects are a big part of immersion, we already have dollar stacks but finally some Euros! The colors of the money seem to be a bit off though, as you can see from the picture Pulverizer posted. At least the 10 and 50 euro bills, the 10 euro should be pretty much red instead of orange, while the 50 euro should be about the shade you used for the 10 euro bill, that is, orange. Stacks would be great too, maybe single stacks as well as un-uniformly piled stacks similar to that misc object addon with the dollar bills (can't remember whose it is right now, really)
  25. Sepe

    Villains

    I think there was a Bin Laden in some ancient Afghan pack. And considering the popularity of men's suits within politicians, most baddies can be done with simply using the correct faces. Especially western guys, say, Bush. Setting the politics aside, famous figures like these (Hitler, Stalin, Hussein, Castro, Bush etc) would, no matter what one thinks of what they think, certainly be a good for cutscenes (recorded speeches aren't hard to find) *Imagines a mission including endless hordes of politicians and a M60*
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