terox
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Everything posted by terox
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This way it works half ... I get a sidechat every few moments showing all the groups... weird Also the CAM sometimes doesn't work at all and all I see is a ground close up When I exit XCam and it says its going into seagull mode... I can't move my seagulll Please help I'm very busy at the moment trying to get our communities new website built ready for arma. I have had a quick look at it, but really havent the time to start debugging and testing to try and get it to work with mapfacts respawn system. i see 2 ways forward to help you solve the problem 1) edit the mapfact scripts so that when your respawn count runs out, the player actually respawns as a seagull, in doing this the automated respawnasseagull.sqs will kick in and xcam should run fine or extract the xcam files from tx_utils and try to adapt them to run with mapfacts respawn.. I had problems trying to follow silolas xcam system, so there are a few "bodges", hacks that i implemented to get it to run as a spectator system, especially the 1st person only view sorry i cant be of more help, development of tx_utils is temporarily on hold till i learn php css joomla and its a steep learning curve. Glad you like what i've done so far though, thanks, its greatly appreciated
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like a spare parts box, or even better a recovery mechanic
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this is possible, but this is more inclined to a system for a full blown mod and a good system would require a fair bit of time to implement My addon is more about making mission making easier
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the attach satchel to vehicles sounds a nice idea to implement any links ??
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NP, thx again for bug report. If there are any additional a) systems, b) functions or other useful utilities that would be of widespread general useage to mission makers, i would be glad to include them. I am trying to develop a very useful and commonly used "resource/utility" addon for want of a better word as i think this type of addon has not really been looked at to date. I have intentions at some point of implementing a set of ctf, c&h and other similar gametype "Game" flags, with pre defined user actions on the specifc flags which would mean a novice mission maker simply has to place a "TxU_ctfWestFlag" and the east or resistance equivalent in the mission and hey presto he has a fully working CTF 2 sided or 3 sided game system requiring no scripting knowledge on the cards is A&D CTF C&H Progressive C&H VIP Flagball so any ideas are more than welcome
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<span style='color:blue'>NEW VERSION 0.005</span> This version is an interim version to fix a conflict when the addon is used with ECP Thanks to killswitch for for the ECP fix <span style='color:red'>Changelog</span> pre release version = 0.005 <span style='color:red'>§</span> Parachute ejected cargo now deploys a random coloured smoke grenade to mark it’s landing position <span style='color:red'>§</span> “Fixed†ECP ctd’d when parachute cargo was ejected from aircraft NB>> Download links found at top of this thread
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thx for the debug report, as soon as i fix this, i'll release an updated version
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<span style='color:red'>Verion 0.004 Now available</span> <span style='color:blue'>All download links are in the header (first) post of this thread</span> Customiseable intro dialog Customiseable Basic dialog ChangeLog § Only the crew (gunner, driver, commander) can now eject cargo from aircraft (used to be anyone on board) § Added “Customiseable Game logic initiated†Dialogue intro § Added a “Basic Dialog†intended for use for debug reports but available for use to display any text based information in a list box § Debug Report is now outputted to a dialog screen, accessible via addaction placed on the player (more easily readable that a hint format) § Internally used variable TxU_Debug changed from a string to an array, required for new dialogue debug output § CoC Ai On Demand was using a preprocess file instead of a loadfile, causing “script not found†error § CoC Ai On Demand variable CoC_ADonSpawn was pointing to a non existent file § Reduced armour values of the jerrycan and spare tyre (Both need to take 2 rounds to destroy) § Added system check / debug report for description.ext entry #include <tx_utils\dialogs.hpp> § Edited all example missions, implementing the Intro dialog § Created a mission template which should be used as the starting foundation for any missions that use this addon (see link in first post) Forgot about this one § Paradropping cargo object is now an A22 cargo crate
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thx for the error report next patch fixes this error caused by using a preprocess file in an addon, needed to be loadfile Hopefully next patch will be released in the next few days
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zeus community would like to thankyou for the work it's on our server (less the additional optional addons which we dont use)
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Thx a lot, at least thats a start Content of file If anyone could shed some more light on this, explain things a biot more, i would appreciate it
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i know this is an old question, but as yet hasn't been answered has anyone been able to open the .fxy files found in the dta folder or has anyone any idea how to add new fonts previous messages point to Finmod having done this, but if anything, all they seem to have done is altered existing files, not create new ones
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IsPlayer but no IsServer this imo should have been in ofp beta 0.0001
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they aren't actually my idea, i believe BAS first used a version of them in one of their addons. However i dont believe there is a small addon available out their with them in, so that's why i added them. They are very useful yes and can be used for some great atmospheric effects. Thx for the interest
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this is still work in progress however the linked version is playable and when i get the currently planned content implemented i will be creating a lighter version wgl_TxUtils for use solely with wgl, as some of the content within the addon i first created for wgl and it has been included with wgl 5
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I would like to present you with a pre release test version of an addon i have been working on for several weeks now It is multiplayer compatible, all systems work with AI <span style='color:blue'>Download latest version: </span> http://www.terox.nildram.co.uk/tx_utils/tx_utilsaddons.rar <span style='color:blue'>Download example mission pack: </span> http://www.terox.nildram.co.uk/tx_utils/tx_utilsmissions.rar <span style='color:blue'>Latest Online readme: </span> http://www.terox.nildram.co.uk/tx_utils/tx_utilsreadme.htm <span style='color:red'>Addons required:</span> CoC Network services 2 (included in the download) ****************************************************************************************** *** ****************************************************************************************** *** <span style='color:blue'>INTRODUCTION</span> The aim of this add-on is 2 fold § Implementation of a simple system to allow transportation of some useful cargo types § A Utility add-on aid for mission makers § § The read-me is intended for both the novice and the more experienced mission maker. Therefore Some content or instructions may seem rather Obvious to some I am hoping to continually develop this add-on, adding more useful functions and supporting scripts <span style='color:red'>NB>> There is an automated “Debug†system within the add-on itself. If during mission setup, the mission makers incorrectly sets something up, or forgets to add something, then an [ addaction †Error-See Debug Reportâ€] will be attached to the mission maker This will run a formatted hint message explaining how to rectify the problem There is also a server client version checking system, If the client is running a different version of the addon to the server, they will be notified via the “Error see Debug†addaction</span> ****************************************************************************************** *** ****************************************************************************************** *** All content other than a few functions not of my making have been implemented with the full knowledge and permissions of the creator. I take no credit for their work and would publicly like to voice my appreciation for their efforts. Mlods for the few models within the addon are available on request (if not in Mlod format already) Any content of my creation can be used without my permission, although credit where due would be appreciated. Any improvements to my systems , reworked scripts etc will be welcome. If there is Any content / functions / systems that you believe may be worthy of implementation, then please contact me to discuss it <span style='color:blue'>CONTENTS:</span> 1) AI on Demand by BN880 This is an advanced spawn management system by Bn880. It allows units already placed on the map to be temporarily removed and placed in stasis until they are required. It also saves their waypoints etc 2). CARGO System by Terox This system allows certain items, eg ammo crates to be carried manually over short distances or transported by vehicle over long distances. This cargo can also be paradropped from aircraft 3). TYRE replacement by Terox A spare tyre is one of the types of cargo available in the cargo system, mentioned above. Replacing a spare tyre will only repair flat tyres on wheeled vehicles. It does not repair other damage. Multiplayer & AI compatible 4). UNIT tracking Systems by Terox This system maps a marker to each unit in a players group, it changes the marker type to represent the vehicle the unit is in. It is customisable to utilise any add-on vehicles in your add-on packs 5) GROUP tracking system by Terox This system simply sets a pre defined marker to the position of each group leader listed in an array, it compliments the unit marker system, allowing the overall mission commander to keep track of his group leaders 6). GROUP Custom Callsigns by Terox Allows a greater choice of custom call signs, so instead of seeing Alpha Black 1 in side chat messages, you will be able to use call signs like Recon, or Command 7). INVISIBLE Targets by Terox If you want ai manned aircraft to fire their cannons at infantry units or you want R.P.G’s to be fired at player infantry units, then using a suitable invisible target setposs’d above or to the side of them will get that effect 8). FUNCTIONS list (Numerous) This is simply a list of preloaded functions that you may find useful to use in your missions. It includes correct syntax examples of how to use them 9). SPECTATOR SYSTEM by Kegety Kegety’s deathcam system with additional settings for competition league matches etc 10). SPECTATOR SYSTEM (Xcam) by Silola (modified as a spectator dialog) 11). BRIEFING TEMPLATE by Terox A three sided briefing.html file that you may find useful as a template for creating a well laid out briefing 12). Random Weather System by Terox Placing a Game-logic in the mission initiates a random weather system, with optional user defined parameters. Multiplayer compatible 13). Random Weapon Jam by Terox This system can cause a primary weapon to jam when a unit fires it. There are 2 stages of “stoppageâ€. Stage 1 requires a simple reload, Stage 2 requires the unit to carry out blockage drills. Multiplayer & AI compatible 14). Large selection of markers Silhouette types by Terox A large selection of silhouette style markers of vehicles used in OFP ****************************************************************************************** *** ****************************************************************************************** *** NB>> The model you see underslung in the cargo parachute is a jeep, this is temporary and will be replaced with an A22 air drop pallette Future systems yet to be added are 1) A dialogue Intro / outro (optional and customiseable) 2) An Attack & defend template 3) A Casualty rate monitoring system lots of code, script examples for plug in use Enjoy and please give me constructive feednack, find those bugs!!! thx. version 0.004 currently WIP Changes so far Helo cargo can only be ejected by the crew, not those units in cargo)
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PUBLICVARIABLES Publicvariables would seem to be the same as the OFP version, it really needs the ability to send a) Strings b) arrays well it really needs coc_ns in there somewhere or a similar system Apart from that, there are lots of new commands that we are merely guessing at their use. Thx for advance notice of the likely content of your comref, look forward to working with it Would it not be prudent wherever possible for each value, command or object to allow a) get value b) set value c) create for each and every object
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Descrition EXT (weapons & Magazines class per side
terox posted a topic in OFP : MISSION EDITING & SCRIPTING
Is it possible to have a different weapons and Magazines loadout per side (MP session) , as listed in the weapons and magazines classes in the description.ext I have never seen it done, but have been told by others that they have eg -
I think the NukeIran mod is very promising theres nothing like a good old one sided coop mission to get the blood running
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<p align="center"><b>Place text here</b> hope that helps never tried align "right" or align "left", but as this is a simplified html code, it probably will work
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Groups/Single Units and CPU usage
terox replied to Pathy's topic in OFP : MISSION EDITING & SCRIPTING
without doing any testing, theoretically i would say the 10 individuals would be more efficient that 1 group of 10, mainly because the local group leader client would be continously running sound files while ordering his men about, whereas individual units are their own group leader Disable the ai radio commands in your config and take a look at how much quicker a group of units react when given an order WGL has disabled this and it does dramatically improve the ai reaction time -
to have a 3 sided briefing work, i think i remember using <span style='color:red'>guerrila</span> as resistance or guer will cause you problems this is from emory, so cant be 100% on this, and i think the objectives eneded up duplicated too up
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no you dont need to reloop setteraingrid, you run that piece of code once in the INIT.sqs at the start of the mission
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sorry didnt realise it was SP, u need to use a dialog system then
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<span style='color:red'><< DESCRIPTION.EXT >>></span> titleParam1 = "Terrain Detail"; valuesParam1[] = {6.25,12.5,25}; defValueParam1 = 12.5; textsParam1[] = {"High","Normal","Low"}; <span style='color:red'><<< INIT.SQS >>></span> setteraingrid param1 ~2 if(Param1 == 6.25) then {<span style='color:blue'>run my setpos code for that terrain grid setting</span>} if(Param1 == 12.5) then {<span style='color:blue'>run my setpos code for that terrain grid setting</span>} if(Param1 == 25) then {<span style='color:blue'>run my setpos code for that terrain grid setting</span>} example of <span style='color:blue'>run my setpos code for that terrain grid setting</span> as seen in my above post NB>> All clients + server should run the same terrain grid, if not the ai and / or other players will behave in a way you dont want, eg if you have a high level terrain detail and another player has a low level, himself or his ai will be able to shoot you, because on his client, the land will be smooth and to him, you will not be hiding in dead ground, also this will defintely create desync