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TOViper

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Everything posted by TOViper

  1. TOViper

    Smuggler v008

    Hi folks, I really dont know if it´s OK to start a topic for my little "mission framework" here. If the admins dont think its a good idea, this topic should be deleted by them. So let me explain the thing with a few words... 5 years ago I made scrips (there in OFP Res) due to work on the - never ended - campaign "The coup on Everon". They are about a logic to control a border-checkpoint with a gate and a few soldiers. The person who wants to cross the border should be checked by a soldier. If all is OK (no weapons found), the person is allowed to pass, if not, the person is going to be arrested, and in worst case (fleeing or really trying to break through) he is to be shoot down. I packed these scripts into a very small mission, called "Smuggler v0.08", where the player has to carry a M107 to his girl-friend who is waiting on the other side of the border. The mission playing time is about 5 minutes, only showing the scripts. I would like to publish all these scripts, so that everyone can use it on his own. I dont think I will use them in future, because I will not have time for creating missions any more. Also I would like to have some discussion on it. Are they useful or not? What should be changed in order to work as good as possible? I can spend time only in the next 2 weeks for it. Then I have to cancel everything. I am trying to create a small video of it tomorrow, so that everyone can better imagine what the scripts do. greetings TOViper
  2. TOViper

    Smuggler v008

    Would you share your knowledge with us? I think the following information could be important if code-changes are made (belonging the behaviour of the checker): He detects weapons on SOLDIERS, NOT in vehicles (no matter if the driver has a gun neither the weapon is in cargo). There is an interesting topic on ofpec.com about it, maybe somebody needs the information about how to detect it in cargo... you can find it here: Topic on OFPEC Forum If there are necessary changes a missionmaker has to add/remove/change code in following sections of the file "west_entry0_outside_1_check.sqs": #_check_for_number_of_weapons #_relieve_weapons #_wait_for_gate_passed There the behaviour of detecting something is coded (all 3 sections contain the same 3 questions "? (count....blablabla.....) : blablabla" Hope this helps, greetings TOViper
  3. TOViper

    Smuggler v008

    Hi! did it right before. Thanks for the hint! greetings TOViper
  4. TOViper

    Smuggler v008

    Hi folks, I just wanted to let you know that I will answer questions to the scripts only on weekends from now on. I have to cancel computing here (as written in the initial posting) and my sparetime during the week lowers to zero. Maybe in near future I will see some missions that use the scripts...! Have nice gaming! greetings TOViper
  5. TOViper

    Smuggler v008

    hi, Can´t say if everything works right with other addons or something like that... But: Feel free to add/change/remove whatever you want to fullfill your own requirements I don´t know about the weapon classes in detail, I never used them... sorry! My thoughts while designing the code were, that a binocular should be allowed in any case. greetings TOViper
  6. TOViper

    Smuggler v008

    Hi folks, now, where I can see that somebody uses the scripts I am going to describe the system with a few words. This should help an interested mission maker finding an easy way to start with them and handle them successfully. 1.) keep in mind that the scripts are long but easy coded 2.) use the information in the comments 3.) if you want to use the checkpoint in your mission, you can copy all elements in editor from smuggler_v008 into your own mission, all relevant elements have names (like w_groupxxx_blabla). I use the following naming system (for relevant parts): SIDE_GROUP_WHATISITandNUMBER Most of these names are directly used in the scripts. Keep that in mind! 4.) only 1 variable is named very strange (because initially it was german coded), its the "entry0_DZUP" used in init.sqs. It has its name from "die zu ueberpruefenden Person". It contains the person that crosses the checkpoint and is essentially! 5.) start reading the scripts with "west_entry0_outside_1_check.sqs". This script is called by a trigger "entry0_check_outside_trigger". This should be your entry of reading and understanding. 6.) if you need , please ask! I didn´t have a list of all "tiny helpers" for my knowledge and didn´t quote them anywhere in the mission documents. So I should add that now. Since release of Resistance I grabbed information from Ofpec Comref Mr. Murray´s documents Lesters Inoff. OFP Befehlsreferenz some specific forums that I cant remember in detail... greetings TOViper
  7. TOViper

    Smuggler v008

    the ACTION is ONLY available if you have no primary or secondary weapon in hand! greetings TOViper
  8. TOViper

    Smuggler v008

    Hi folks, 1. thnx JohnnyBoy for your positive criticism and your nice words. It took a long time and many many hours of screwdriver work to get things working. 2. I have added english comments to the scripts and have uploaded them for all english speakers. You can download them here greetings TOViper
  9. TOViper

    Smuggler v008

    Hi folks, I spent hours finding a way to make a video of the mission. I just found FRAPS, but it records only 30 secs. Trying to play the mission and pressing the START-RECORD button gets a little bit tricky, I cant do that without letting something out... So.... here is the mission: download link If you play the mission, please dont get confused of the partly german spoken language and the english/german written subtitles. Please feel free to use them as you want and ask questions, I will answer them here. If somebody likes to have a translation to the comments in the scripts, I will do them. German is a great language, but somebody who is not talking German very well... it would be impossible to understand the comments. btw: has there anyone a good tip how I should record the mission? thnx in advance greetings TOViper
  10. TOViper

    Problem with AI

    Hi! This is a bug concerning AI behaviour in cities. I didn´t find any topic describing this bug in detail, so I try to explain it as good as possible. WindowsXP SP2 Version: 1.14, German DVD CPU: Intel P4 3,4 GHz VID: ATi Radeon X1600 SND: Soundblaster Audigy 2 ZS Situation ======= Location: Somato, garden marked on map, see here: Figures: Me (WEST, soldierWB, named "toviper", standing NEAR small garden) 1 AI (WEST, soldierWB, named "ai", standing IN the small garden) 1 Trigger (Activation by: "Radio Alpha", On Activation: "[ai] join group toviper" See this: (where I am looking over the wall into the garden) Problem: The AI is not able to get out of this garden. What I want: Activate the trigger to get the AI joining my group and then bring the AI out of the garden by telling him a "move" command. What I tried: If I tell him to follow, he stands still or moves near wall and quits with hanging there, see here: If I tell him to move to a point outside the garden (more than 10 meters away) he stands still and quits with "Negative", see here: If I tell him to standup, go prone, board a vehicle, ... it doesnt change anything, the AI is not able to get out of the garden. The AI is able to get INTO the garden (thats the reason why I noticed the bug), but not able to get out of the it. It happend during playing Evolution, where I wanted to get my soldier back to base by car, while I was waiting in Cayo. He stopped in this garden and told me: "Negative". I think somebody should write a script, usable for every AI that is pointed by the weapon of the player, that "teleports" him 10 or 20 meters away from his actual position by activating this script e.g. via radio. Dear coders of the engine: Do you have any solutions? Next thing: ======== AI driving-behaviour. Simply ugly. Why? Test it: let AI drive from southern Airport (near Paraiso) to Corazol with a Hummvee and watch. Take a deep breath! Its simply UGLY. I don´t want to loose more words and time talking about the behaviour of AI now. I don´t want to loose more words about AI running through walls if I dont want them to run through it (mostly right into the enemy). I don´t want to loose more words about AI response (sometimes I loose control over members of the group I am commanding). I dont want to loose a word about approx. 150 Euros I used buying OFP, Resistance, ArmA, QG by hoping things get better. I dont want to loose a word about the 9 years of development of this (more and more) fu**** up game, where some basics still don´t work. And I dont want to explain my feelings of all that shit, because nobody is interested in ugly words. Maybe I would get ! Sorry guys for this criticism, but at the moment I am at the point where this game (in single player mode) is not interesting anymore and where I am asking myself: should I spend more hours with beeing angry about the engine while trying to have single-player fun? TOViper
  11. TOViper

    Tourists on Uhao

    You can find it here.... http://www.armedassault.info/download.php?cat=addons&id=122 greetings TOViper
  12. TOViper

    Tourists on Uhao

    Hi! nickname|squad(optional)|number of players you have TOViper | Individual | only myself greetings TOViper
  13. Ohh, what a pitty. Played the Mission Ambush, and I think it is a real experience to play this mission in ArmA. Nice feeling being brought back to the roots. A pitty too that my computer is not fast enough for higher details.... I'm curious about the release of the whole CWR. thanks all for answers, TOViper
  14. Good morning, thanks for replying my post quickly. This was my icon: Launch Arma Cold War Rearmed Demo Application beta D:\spiele\armedassault\beta\arma.exe -mod=CWR -world=abel D:\spiele\armedassault\ None Normal window Launch ArmA: Cold War Rearmed Demo I changed -mod=CWR into -mod=beta;CWR and it works now correctly. But shouldn´t there be a "Campaign" option in the upcoming main menu?? And: there is no new campaign file in the standard-campaign folder. Also in the \CWR\ folder there is no new "campaign-folder". Strange things.... My main menu looks like this:
  15. Hi! Got a problem when I try to run CWR 0.36 Demo. Im using it with (normally running without problems) 1.09, and after starting it via the new icon (I added ...\beta\...) it says: 'addon CWR_vehicles_land_tracked' requires addon 'CA_hotfix' After klick on OK it says: No entry 'bin\config.bin/CfgDifficulties/Regular/Flags.VonID' After klick on OK it says then: Error compiling pixel shader PSAlphaOnlyMod After klick on OK once again all ends. This is not satisfying. Does anyone has a solution to this kind of error? greetings TOViper
  16. TOViper

    1.08 Troubleshooting thread.

    Hey guys, I didn´t read all the posts, too long and I am short on time. Here is my error: After patching from 1.05 to 1.08 Arma doesn´t start. It crashes even BEFORE the DVD is spinning for checking my copy protection. Dr. Watson comes up and thats all. With 1.05 all ran fine, but a little slow. So hopefully 1.08 would increase performance a bit, like it was on my second machine. This one was tuned a little by updating from 1.05 to 1.08, where it now runs ~1/3 faster). Here are my specs: Intel P4, 2800MHz, 2x256 MB RAM, ATi Radeon 9800 pro 256 MB, MSI 6566 E Max Mainboard, Soundblaster 16 PCi Windows 2000 SP4 4GB free space on HDD (pagefile.sys is fix with 512 MB). greetings TOViper
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