Trapper
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Everything posted by Trapper
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Well, they are not really compatible, they are an older version of the unified zombies b3, but with moaning. I've scripted the moaning for the newer (but not moaning) zombies inside my mission, inspired by mrbeans addon. My scripts got a few more moans, moan not so often and the moaning volume is realisticly adjusted (lower). So there is a chance you won't notice at first that they are moaning. By the way, I saw there were some downloads of the 1st beta, but no feedback?? Also anyone is inivited to take part in the beta test at http://www.ofpec.com. If you don't like to register there, send me a PM or mail with your test.
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Ok In startmenu Codemasters\Operation Flashpoint\Operation Flashpoint Preferences There is the button voice setup, if you configure it, it's activated. Think twice before you do it! I don't know how to deactivate it again As far as I know it's laggy like hell and can also be used to annoy other players on public servers. That's a reason why no one is using it.
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What is <- char in briefing?
Trapper replied to Doolittle's topic in OFP : MISSION EDITING & SCRIPTING
I've tried to just type them in a briefing.html, but one of the < > isn't working, as they are used mainly to brecket html commands. If nothing works, you can also make custom, clickable pictures/icons in briefings. I've seen it the first time in Tygers actual beta mission Body Grab. -
I'm not sure if you're searching in the right direction, because this shouting head picture is just the symbol for the build in voicecom of OFP, and caps lock is the talk button.
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road signs and road markings
Trapper replied to Tankbuster's topic in OFP : MISSION EDITING & SCRIPTING
You can. For both you would need to create Addons. After that, you can use these addons for mission editing. Everyone, who wants to play the mission, would need the addons you've created. -
Transparent ressource file whole screen
Trapper replied to Balschoiw's topic in OFP : MISSION EDITING & SCRIPTING
If you want to compose your own color, just do it with the color selection of paint or any other programm. Then do some maths and you've got the right values: If you remove *100, you will get the right number at once. -
Transparent ressource file whole screen
Trapper replied to Balschoiw's topic in OFP : MISSION EDITING & SCRIPTING
If you need the color filter at day and night, try it at night also. Even with opacity 0.185 an orange color filter I've created, still adds slightly higher contrast/nightvision to the picture. -
It's really an outstanding campaign! Oh, and King Nothing you... You just cought me cheating and forced me to replay Rebel Tide. I've tried to cheat because objective 1 was still unfinished, though I was able to complete everything else of the mission and don't wanted to search again for a few rebels without a logical reason. I hope no one encounters a big bad bug in some of the missions, that could make this "feature" annoying. EDIT: I hope to finish mission Restoration someday. If the city is so dangerous, why won't the damn armor just wait until I'm ready to escort them? (Or at least until I'm dead ) Everytime they get blown up it says. I can't imagine a way to accomplish the first three objectives and to rearm and to reach the armor in 15(20) minutes. It's to difficult to move with the ai squad, even if I won't have so much lag. EDIT: Well, I've finaly made it, but not in the briefing order. That adds to the chaotic atmosphere, and now it's my favorite mission of revolt.
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Farmland Mod is hosting them: http://ofp.gamezone.cz/_hosted/farmland/addons.html
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Ok, if there will be a second message for the next town they attack. But the obsolete message is confusing. The research bug is a simple copy&paste error in MicrobeResearch.sqs: AutopsyRC=1 instead of MicrobeRC=1 and such. I've tried the flares again, maybe something with my missionfile was wrong. In editor I start the mission and I have to reload all my weapons at first. But I'm able to launch the flares like you said. For testing I've played a pbod version I made a while ago. Can't switch to flares there. I was sure I didn't change anything in it, but it's my fault.
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A random selection for the six places: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _spawnpoints = [sp1,sp2,sp3,sp4,sp5,sp6] _ran = random 6 ? _ran <= 1 : _spawnpoint = (_spawnpoints select 0); goto "jump" ? _ran <= 2 : _spawnpoint = (_spawnpoints select 1); goto "jump" ? _ran <= 3 : _spawnpoint = (_spawnpoints select 2); goto "jump" ? _ran <= 4 : _spawnpoint = (_spawnpoints select 3); goto "jump" ? _ran <= 5 : _spawnpoint = (_spawnpoints select 4); goto "jump" ? _ran <= 6 : _spawnpoint = (_spawnpoints select 5) #jump
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I can't find another download link for the 1.1 versions. Until the combat! page is up again this 1.0 version should also work: COMBAT! HMMWV Pack 1.0 + COMBAT! Misc Addon 1.0
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Thx Placebo.
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You can't add your own values, but three important ones are already present for addaction scripts: _this select 0: object action is attached to _this select 1: object that executed the action _this select 2: index of action
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> titleText [" ","BLACK IN",9999]; 0 fadesound 0 ~1 titleText [" ","BLACK IN",1]; 1 fadesound 1 If you use this in the init.sqs the screen is black and there is no sound for one second after the briefing. Then both fades in, in one second. It's important to use the init.sqs for it, as init lines of units are a little bit later executed.
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Starting Mission in halo jump.
Trapper replied to pazuzu's topic in OFP : MISSION EDITING & SCRIPTING
c1 = "PlaceChuteTypeHere" createVehicle [0,0,2700] You have to find out which one of these "ParachuteEast" "ParachuteWest" "ParachuteC" <-civilian "ParachuteG" <-resistance is the one you need. [0,0,2700] is the x,y,z spawn position -
Starting Mission in halo jump.
Trapper replied to pazuzu's topic in OFP : MISSION EDITING & SCRIPTING
Do the chutes start at groundlevel and then you setpos them to the right height? Maybe MP is just to slow, and the chutes are automaticly deleted on the ground before setpos effects them. - Try to place the chutes setpos before the moveincargo. Or create them already at height 2700, far away from the ground. -
This mission is really good. - You should definitely finalize it. Played it a while ago, but this time I wanted to complete it. So here is my testreport: I've played it for around eight hours, just to find a bug that makes it impossible to win the mission... It's the Microbe Research, it doesn't unlock the next/final research. The Microbe Research wasn't deleted from the action menu. I had two obsolete actions in the action menu after a while. - As I researched it two times because of the bug before, perhaps it's just a side issue. The Autopsy Research hint isn't displayed, only an error message. Some of the hints are very large, maybe cutrscs or dialogs would be better for this. I don't know if it's a bug, but why do I have to defend a lost city if I don't get payed for it? I my opinion the mission is very hard to win. I would've liked to have more money, and one research tree not to blocking the other one. Anyways, there isn't enough money to befenit from weapon research. I've started with NVG research. Two ais as chopper crew and two as infantry. As I played with ECP, the crew was really good at quick insertions. I've disarmed the crew, to have more ammo for the infantry's FN-FALs, removed all ai pistols and fought myself most of the time only with a pistol to save money. Used the ai helicopter as air support, and sometimes he got a zombie. The first fights I was "commanding" blindly, without NVG in dark cities. (How I'm supposed to use the flares in the mission? I've found no weapons with grenadelaunchers.) After the NVGs I've researched M16s. From games before I knew there isn't enough money to use them, so I did it just to research the M60 later. Then I had to wait one day for the next payment, to have enough money for the next (science) research. After the loss of one ai, I've reallocated the squad: Gunner + two infantry. I had to pilot myself now. Couldn't spend 3000 for a new rookie. From then on, I've used the Blackhawk as portable machinegun. I've landed it quickly between the zombies and the villages, disembarked with the infantry (prown) and let the M2 do most of the work. Of course I had to reload many times because of crashlandings or friendlyfire by the M2. But at least the .50 ammo was free of charge. To press research forward I've had to reduce the infantry arms to 1x FAL and 1x CZ 75, later even to 2x CZ 75. The FAL ammo became too expensiv. Researched: Weapons: M16 Science: NVG-Autopsy-Microbe-Microbe Bought: 1x NVG, FN-FAL and CZ 75 Ammo Lost villages: Larche There isn't enough time and money for the weapon research in my opinion. I was just hoping to finish the researches before all civilians were dead. Defending Larche three times after it was already lost didn't make things easier. Suggestions for the civilians: At first it's ok with the policemen around, but after they are dead things get worse. (I've even looted their ammo to save money.) If a policemen dies, a less skilled civilian should be armed to replace him. Also it would be nice if the civilians respawn at a slow rate (1/day) in cities that are not lost. And wounded civilians should be healed after one day. EDIT: Also it would be time-saving, if bought ammo is added right to the helicopter and not to the ammocrate. (ais inside the chopper can grab a magazine without running for seconds around the ammocrate, too)
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I've made a small example mission for two possible gasmask effects: Orange View and Contaminated Area Shortcut for advanced missionmakers: _x animationphase "mask" == 0 - gasmask off _x animationphase "mask" == 1 - gasmask on
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Yes, these zombies are needed if you want to use the zombiepart of the addons.
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1st Beta Version released and first post updated.
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Screenshot looks like multiplayer, maybe the server is missing the addon? Edit: Of course it's mp, you wrote it already
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Respawning At A Certain Height
Trapper replied to snipman's topic in OFP : MISSION EDITING & SCRIPTING
My script will lift the player up in the air whereever he respawns. You've to place special respawnmarkers if you want them respawning in a certain area, or you'll have to use setpos with a predefined [x,y,z] position thats on the carrier deck. If you use the example line you should at least drown somewhere near the carrier until you've found the right z. Oh and of course you've to name the carrier carrier for this line to work! Try to understand the 3d postions in OFP: [x,y,z] x = West-East y = South-North z = Ground-Sky [0,0,0] is the SW mapcorner at sealevel getpos something returns the position of object named somehting as [x,y,z]. Thats called an array. something setpos [x,y,z] beams object named something to this position in the world. If you want to set the height (z) but keep the position (x,y) of an object you use getpos to get the x and y value and replace z with the height you want. something setpos [(getpos something select 0),(getpos something select 1),1000] You can also open the mission.sqm with notepad to find out the x,y position of an object you've placed in editor. (z value in the mission.sqm differs from z value you've to use with setpos! ) Place gamlogics (example name gamelogic99) at the positions if you want to see/move the spawnpositions on the map while editing, use player setpos [(getpos gamelogic99 select 0),(getpos gamelogic99 select 1),1000] for example. It's still neccessary to set z to the required height above ground. setpos/getpos works for vehicles, too. -
I'm finishing the last works, and with the new FML NBC units and civilians released, it wont be long until the beta release now. Anyone 18 years or older, with american accent and who's able to sound like a soldier in radio transmissions wants to do voice acting? These are the lines: Send them zipped and unmodified as 8000kHz 16Bit Mono .wavs to trapper@web.de please.
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Respawning At A Certain Height
Trapper replied to snipman's topic in OFP : MISSION EDITING & SCRIPTING
Thats not ? or if it's @ Try it yourself! Its not checking if the player is alive, it waits for the player to "become" alive. If this occurs it waits for the next occuring (only after the players death). I've used it in a mp mission at OFP version 1.85 times and it works. Only problem is the player will start at this height when the mission begins, so he has to start on the carrier or the script needs a check for that.