Trapper
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Everything posted by Trapper
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added <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "\BAS_Kiowapack\Engine\warmup.sqs"; warmup = true; in the init fields of two lone Kiowas on desert island (1 me/1 AI). First "Warming up" message appeared and 45sec later "Ready", the AI and myself took off. When I transfered the same line to two helicopters of a entire mission I got the "Warming up" and couldn't take off. That's ok, but the warming up never ended, the helos were pinnend down forever. After that I tried to get it working again on desert island with only one chopper: Wasn't working, too! Is it a addon bug or did I make a mistake? PS: In the mission the helicopters are empty at the beginning and the pilots enter them later, could that screw the warmup script?
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done Substituded the explitives, not one f*** left. lol, before you wrote that reply i didn't even notice there was a f*** in every sentence of the intro. - there's to much rapmusic all around  :
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Version 1.1 done It's now possible to derive the position of the lasertarget and to transfer this data to the map done Russian squads of the second mission better hidden. Removed there protecting deathtrigger. done Edited second day intro, to make sure the Strelas hit the Blackhawk. Anything else? Please tell me  b e f o r e  I publish the new version
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Ah, yes I know the Trigger. I think Phoenix placed it there to protect the group on the first day: Group found - Player dead. What do you suggest? Hide the group somewhere else + remove the trigger, or keep it as a bad surprise for pilots that leave the mission area? Avonlady do you still think the enemy is sometimes to tough, so the skill menu is needed? Btw one thing I'm planing for the next version is the possibility to place a referencemapmarker with the Kiowas laserdesignator.
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Armorlevel is at max. I know now the difference: BIs Kiowa takes around 90 M60 bullets until enginefailure BAS' Kiowa needs only 80 bullets. I don't think lowering the skill of the enemys is the right way (they are all at skill 0.5, like in the original). The only risk you have in the mission is falling out of the sky, and with lower AI skills you would be almost invulnerable. After playing the mission many times while editing it, i have to say the danger of beeing shot down is just ok - everytime you have to think twice if it's really necessary to make a direct run with helo weapons, or if you first wait behind cover for the fire mission to arrive. In my opinion it's just right that a light recon helicopter is shot down easily if you don't fly fast enough. - It will really increase your OFP pilot skills. Â Well, I'll add the options "normal enemys" and "veteran enemys" to the mission start in the next version. normal=skill somewhat lower than 0.5 veteran=skill 0.5
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I don't know if its intend by BAS, but i had the same feeling when I first flew the mission with this addon. - It seems to be more fragile than the original OH-58. Perhaps there are more details/windows were bullets can pass. Another cause can be a trigger. Phoenix put one in, that kills the player if the gunner dies. But for sure: Approaching mgs directly in this chopper is very dangerous. Take cover as soon as possible after you found a camp, then use the artillery. Expose yourself only to enemy fire if absolute necessarry. PS: The rear is a good bulletshield, if you come under fire fly straight away and get as low as possible.
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Then what about making a one sec cut if the player gets near the helo and moving all people in at once with "assignascargo"+"moveincargo"?
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I placed a direct link to the CZ download above and reported the damaged file to BAS. Have fun . That's exactly why I thought the mission was worth a modernisation.
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Perhaps setCaptive is not enough. It looks like the game thinks that there are two east inside the helo, so why should west be able to get in it? Maybe you have to change the side of the guys joining your group to west in the mission.sqm. The easy way is using Kegety's editor addon, it includes west soldiers looking like east soldiers.
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Thx Feedback is welcome. If the Blackhawks at Provins colide or crash, let me know. - It took me one hour to find good landing spots, and then let the helos really land there with the help of snYpirs qick landing script. But after a restart of my computer the AIs decided to land both blackhawks 50m left of the designated LZ - another restart and everything was ok... After that experience I programmed the choppers hovering 1m over the ground so they wont turn over if they land somewhere else.
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Open your mission.sqm in a texteditor BergHoff, and search for addons[] and addonsAuto[]. You will find them more than once, if you have intro, mission, outrowin, outrolose. In these classes are the addons listed that your mission will require, doesn't matter if they are used or not used anymore. Make a backup of the file, then delete all addons you know are not used in your mission and save. After that, to make sure you deleted the right ones, open the mission in the OFP editor and preview intro/mission/outrowin/outrolose. Then save the file in the OFP editor. After that only the used addons should be listed in the mission.sqm.
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Var and random not working :(
Trapper replied to jeppelykke's topic in OFP : MISSION EDITING & SCRIPTING
just replace == in every line with <= and your script will work. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? westspawn <= 1 : "respawn_west" setMarkerPos getMarkerPos "respawn1" -
'missing script "fx/wp/tail.sqs"' in mission .pbo
Trapper posted a topic in OFP : MISSION EDITING & SCRIPTING
I've created a singleplayer mission, and in the editor preview everything is working fine, no errors. But after pboing the mission one script is no longer existend for OFP. I've tried 3 ways to PBO the mission: - exporting it with the editor - pboing the folder with makePBO (default settings) - pboing the folder with makePBO (no compression at all) Everytime one particular script is reported missing. After that i extracted all three PBOs with unPBO. All PBOs had the "missing" script included, in the right folder... The Errormessage says the script is not found in fx/wp/tail.sqs, but this is the place where it should be and where i still find the file after depboing. It's not a tail.sqs.txt mistake. I checked it for sure, even if the mission was working already, unpboed. At the moment it seems, the only way for me to get the mission published is to not pbo it and just publish the mission folder, but i wouldn't like to do this. Any PBO expert around? EDITED: The mission uses 38 oggs for Radiotransmissions, and has 3 different drop based effects in a folder called FX. (2 different tank burning scripts and a white phosphor effect) Subfolder:        /FX         tank burning script 1        /FX/FXoutro   tank burning script 2        /FX/WP      white phosphor script        /sound       the radio 38 oggs The whole mission folder is ca 2MB big Could it be that I have to reduce the subfolders? Or isn't OFP able to handle more than X scripts at the same time from a pboed mission? -
'missing script "fx/wp/tail.sqs"' in mission .pbo
Trapper replied to Trapper's topic in OFP : MISSION EDITING & SCRIPTING
The important things are always simple... It was the slash. Very tricky that it only matters in .pbo Replaced with a backslash the pboed mission works. Thx all. -
'missing script "fx/wp/tail.sqs"' in mission .pbo
Trapper replied to Trapper's topic in OFP : MISSION EDITING & SCRIPTING
Well, the script... it's a bit complicated It's a 'drop' based effect, that i created to simulate the explosion of a white phosphorus round. The script works in combination with an artillery script. The system is as followed: The ari script camCreates a grenade and a smokegrenade at the same position, in less than a second after that the ari script starts the WP effect. The WP effect consists of 10 parts/scripts, all located in the subdirectory /WP. The startupscript executes the scripts as followed: 1. fire.sqs: 1st, for a second, a big fire cloud then continues burning like all the "burning tank" scripts, for the next 65secs. Â Â 1.1 blastsmoke.sqs: The 1st big fire cloud drop partical creates another partical with the "OnTimer" option (1 big white cloud of smoke moving upwards) 2. funkenflug.sqs: It createds little red sparks above the fire, as long as it burns. 3. sound.sqs: creates an object beneath the position of the effect, that says 'fire1' in a loop at first, and later 'fire' Now the startupscript creates the main part of a WP explosion. Little burning phosphorus parts flying away in all directions and leaving a small white smoke trail on their way. Some of them create little fires on there impactpoint, that create a little bit of white smoke before they burn out. Others just disapear/burnout before reaching the ground. The "1 sparkaway-effect" is setup in 2D, the finaly resulting 3D "flower" is created with help of an underground camCreateed object, that is rotated a bit everytime before the next phosphorspark is shot away. Ramdomly 10-13 phosphorsparks are launched at one WP-Effect call. 4. spark.sqs: A medium size, burning spark is created at the center of the explosion, that flys away under 45 degrees. Random lifetime. Â Â 4.1 tail.sqs: The "OnTimer" event of the spark partical creates a little bit bigger firesparks with very short lifetime behind the spark. (I creates the feel that there are something burning is thrown through the air) Â Â Â Â Â 4.1.1 smoke.sqs: The "OnTimer" of the tail.sqs particals create small and dense white smoke behind them. Â Â 4.2 littlefire.sqs: If a spark (spark.sqs) has a certain lifetime, the "BeforeDestroy" event of the spark partical creates a little fire at the impactpoint (at height 0) Â Â Â Â Â 4.2.1 littlesmoke.sqs: The "OnTimer" of the littlefire.sqs particals creates white smoke until the littlefire burned out. The "OnTimer" call in spark.sqs (for missing tail.sqs) reads as followed: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> drop ["cl_fire", "", "Billboard", 0.04, _randomLebenszeit, [0,0,0], [85.85,0,85.85], 0.1, _randomMasse, _randomVolumen, _randomReibung, [_randomGroesse,0.02], [[1,1,1,1],[0,0,0,0]], [0,1,0], 1.1, 0.1, "wp/tail.sqs", "" , _objekt] @RED As far as I know, I cant use [] exec "tail.sqs" inside the drop array. I came to the conclusion, that perhaps the OnTimer doesn't know subdirectorys, or it searches for /wp/wp/tail.sqs if called like above. So I tried "tail.sqs"... Result: There's a missing script error even if unpobed. Well, I wasn't surprised about it. One think that comes in my mind right now is: Perhaps the "OnTimer" can't handle subdirectories? I'll try to place the "OnTimer" called scripts in the main directory. But one important thing we should remember is: Theres is only a problem if pboed. In the editor preview, or played as a folder in /missions everything is already working. Â PS: I noticed that the "blastsmoke"(.sqs) isn't there if the mission is pboed. But only tail.sqs is reported missing. - It really seems like a problem with the "OnTimer" event of drops. -
'missing script "fx/wp/tail.sqs"' in mission .pbo
Trapper replied to Trapper's topic in OFP : MISSION EDITING & SCRIPTING
Ok, all directorys are 1-level now: /FX /FXoutro /WP If mission is pboed, tail.sqs is missed again. If not everything is working. -
The code is displayed wrong. It was supposed to look like this: sound[] = {"carpetride.ogg", db-10, 1.0}; My windows soundrecorder can alter the volume, but it take many many clicks, before I can hear a change. Only the "waves" shown in the little window shrink a bit with every single click, to show something happend. Editing sounds like this, only seems to be neccessary for the radiovoices. - If you're lucky, you just have to reduce the ambience/music volumes with dB and the radiovoices will be heard much better.
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Changing the soundvolume - you can use a external soundprogramm. Most of them have the option to higher/lower the volume of a file. Perhaps you have to convert the file from .ogg to .wav and backwards. (In winME is a small audiorecorder included, that can alter the volume of .wav) - Optimize the description.ext, there are different classes for the sounds (Music, Sound, SFX, Radio), and you have to choose the fiting class. In your actual description (2nd version annouced in this thread), the last defined class is type 'music', but the soundfile is rw.ogg (rainsound) - If rw.ogg should really be 'music' (not 'sound' or 'sfx'?) then it has to be in the folder /music, not /sound. That's where it is right now. An mistake like this will also be the cause for the "Error: missing music xxx.ogg" but still playing the soundfile after clicking ok. - In the description classes is a dB value, that has diffrent effects for every class it is used for. As far as i know: *dB value aplied on a music class is a simple kind of volume amplifier for the file *dB value used on your radio classes, didn't change anything (perhaps the soundfile is so quiet that i should have to use +1000 value, but i think dB is not or not that way working on radio classes) *dB value of sound classes effects it in two ways. if the class is used with playsound "xxxx" -> simple amplifier if used with trigger/effects/voice* it sets the volume of the file at the triggerposition. Example dB value of a class: (db or db0 = original volume of file, db-xx = lower volume, dbxx = higher volume) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... class carpetride { name = "carpetride"; sound[] = {"carpetride.ogg", db-10, 1.0}; ... - trigger/effects/voice* (or annonymous) if you define classes in the description.ext, you can select them in the mission editor, in the Trigger/Waypoint->effects menu. Sound classes will appear in 'voice' and also in 'annonymous', music classes in 'music'. - "dynamic" sounds if you play a soundclass with [playsound "xxxx"], its the same like choosing it under 'annonymous': The sound is sticked to the player, like he's wearing headphones. But if you choose the sound as 'voice', it is sticked to the trigger. The closer the player gets, the louder the volume will be. At the Triggerpos it will be the loudest possible with the dB value set in the class of the sound. Search in the mission editing forum, or in the tutorials at ofpec.com for more infos. The addon question Yes, the addons are not that big, but i dont like to have hundreds of small addons in hundreds of addonfolders. Sooner or later you don't know for what you needed the addons, so you will delete all the ones you don't know anymore. After that some missions won't be playable because of missing addons. And the errormessage wont help much to find the addons: If you don't know what the addons you delete were used for, how would you know, how the addons are called in the config/errormessage. That doens't mean i dont use addons, but the only ones i have permanently in addonfolders are addonpacks or addons used in more than one mission (BAS, SEBNamPack2, CoC). Missions using rare Addons I do only download, if the preview of a mission sounds intresting (just like youre mission ). But i don't keep the Addons in the OFP folder for long. Frenchmans suggestion: Another possible way, to keep up the "terrorist" atmosphere without the terrorist addon could be to use the resistance snipers for patrols and in the forrest, and the editor addon militia guys near/inside the buildings. Some guys could be normal resistance without mask, this way you have three kinds of enemys. To get rid of the familiar look, variate the weapons of the terrorists. Without Addons, only with Resistance you have the possibilty of AK74, AK74-SU, AK47, AK47 CE, Huntingrifle, Kozlice, UZI, Scorpio and all kind of Pistols (perfect for the civillian militia guys in the buildings). If you go that way, and use the BAS Delta/Rangers Pack for a silenced M4, and DeltaOperator as playercharacter... (not necessary to be a "delta" - I know you can get the BAS Weaponpack only with the Delta/Rangers, but i think most of the Players have it installed, so it would be no problem to use the weapons only) ...then youre mission would only need: BAS Delta/Ranger Pack Kegetys Editor Addon Update That are two of the most common Addons. PS: And I was always so happy without a health bar in OFP... Â
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I think it's scary. It's not easy to create something like this in Operation Flashpoint, and I don't believe, that there can be done much more to make a "spooky" mission in this game. Good Work! Thinks that should be changed: - Already mentioned:  Enemys should attack the player  Some guards should talk about their scary plans to add more atmosphere - phtitle.ogg and lvlbak01.ogg are in the sound folder and not in the music folder and there are music-missing-errors while playing, even if i copy them into \music - The ambience sounds (asylum, avery, horror) are ok, but lower the volume of them - You say that the playercharacter is talking over the radio, that there are sounds of wolves and crows at the graveyard and that the sound of the Rain is changing inside of buildings. Well, the only things I really heared were: Constant rain (almost not changing) , ambience sounds (asylum, horror ect), only the *krrsht* from the radiotalkings and sometimes my gun. The volume of the soundfiles has to be altered like this: [sorted from loud...] gunfights radiotalking The sound of rain on the roofs and inside of the buildings Crows, Wolves Orchestral ambience sounds (asylum.ogg ect) Music files The sound of rain in open areas (i think it's supposed to be an custom one, because i heard all the mission a louder rainsound then the original OFP rainsound) [...to quiet] Another suggestion: What about making also a "light" Version of the mission, that's not using the terrorist and M4 addons? You could use a mix of resistance and civilian militia (editor addon) or only the civilian milita as enemys. And a selection of the original OFP weapons XMS, MP5, M4, AUG, G36, Ingram and Beretta/Glock Pistol in the Briefing. Don't get me wrong, the two Addons you selected add to the atmosphere, but after playing your mission i will delete them, because i don't need them for anything else. That means when i try to play the mission months later, i will have to search for the addons to get it running again. (do you think i will? ) - For the replayvalue such a second Version would just be fine.
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If the missiondesigner gives every playable character its own onemangroup, the radio is somekind of "deactivated" and can't be abused.
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When you put more weapons and ammunition in one of these objects (with addweaponcargo/addmagazinecargo), it seems like they can be overloaded since 1.75. If someone graps equipment from such an overloaded ammostorage device, and has to leave other things behind, the things are no longer "squeezed" into this object. If the box is full, they are simply put on the ground. Is there a new command, so the storagedevices can be overloaded without this problem? (Like it was in 1.46) Or can someone tell me how many slots all the crates and vehicles have to store equipment?
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Storagelimit in ammocrates/vehicles...
Trapper replied to Trapper's topic in OFP : MISSION EDITING & SCRIPTING
init="clearWeaponCargo this; clearMagazineCargo this; this addweaponcargo [""Binocular"",1]; this addmagazinecargo [""M16"",30]; this addweaponcargo [""g36a"",5]; this addmagazinecargo [""g36amag"",60]; this addweaponcargo [""LAWLauncher"",2]; this addmagazinecargo [""LAWLauncher"",20]; this addmagazinecargo [""Handgrenade"",20]; this addweaponcargo [""M60"",1]; this addweaponcargo [""MM1Base"",1]; this addmagazinecargo [""MM1Base"",5]; this addMagazineCargo [""M60"",5]; this addMagazineCargo [""Smokeshell"",2]; this addMagazineCargo [""flare"",5]" This loadout in example is near the limit. In Multiplayer a few people could change weapons at the truck without a problem, but then the "satchel" started to appear. With a higher loadout the "satchels" start appearing when the first one graps a weapon. -
I thinks it's some kind of a bad installation. The rockets are hitting bad, but i get the 'brackets'
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How to make a tank completly stop
Trapper replied to Eraser-pt's topic in OFP : MISSION EDITING & SCRIPTING
@AliMag This won't work, too. If chains or engine are serious damaged, the tank will start to roll nonstop downhill if something gets it moving while it's on a hill: nearby explosion, entering as driver, shoting the main gun so the tank makes a little jump, collision with other objects,... It's the same with tanks without fuel. -
Me, too. Since Resistance even the .pbo missions are not saved on my harddisk. It happend with more then one server.