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The_Oakster

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Everything posted by The_Oakster

  1. The_Oakster

    PC Discussion Thread - All PC related in here.

    Does anyone here have micro$oft visio and would be able to convert a vsd file to an image file for me? Super OT i know but I am desperate for help... Ben
  2. The_Oakster

    Camcreatean object

    Cheers Ben
  3. Hello, I can camcreate an LGB in a vehicle as a carbomb, but It sticks out of the side just before it explodes. How do I camcreate it at 90 degrees so that the LGB stays within the car? Ben
  4. Hello, I have the following code in a script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_veh = ["SKODA","SKODARED","SKODAGREEN","SKODABLUE","TruckV3SCivil"] car = nearestobject[ch2,"_veh"] ch1 domove getpos car ch2 domove getpos car But it doesnt work, however if I do this then it does: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">car = nearestobject[ch2,"skodared"] ch1 domove getpos car ch2 domove getpos car Is there something wrong with how I have defined the array, or do arrays not work for nearestobject? Ben
  5. The_Oakster

    Custom Array not working...

    I noticed that but I just wondered if it would, I am just getting to grips with things and I was just wondering and playing about Ben
  6. The_Oakster

    Custom Array not working...

    If I change it to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">car = nearestobject[ch2,_veh] I get an error message: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'car = nearestobject[ch2,_veh|#|]': error type object, expected number
  7. The_Oakster

    OFP videography

    Absolutely amazing Blue Sky video. Have a virtual beer on me. Ben
  8. The_Oakster

    DoStop

    Hello, I have 5 civilians, not grouped, stood near each other, with "none" in formation, and dostop this in INIT line. But they walk about all over the place. I dont want to disableai them because when a trigger is activated they join a group get armed and start fighting. I just want them to stand still until that point I have looked through loads of posts on here and OFPEC and I have tried everything to no avail. Please help me... Ben
  9. The_Oakster

    DoStop

    Woo Hoo, That works pazuzu, I just needed to add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setunitpos "up" Thanks Ben
  10. I know this should be simple and I have tried for hours to get it right. I have searched ofpec and here and I cant seem to get it to work. I cant seem to kick the player and his group out of a vehicle. I am not using waypoints, the journey is scripted in a cutscene. The player is called player The car is named car1 The group is grp1 I have entered: "unassignvehicle _x" foreach units grp1 "unassignvehicle _x" foreach units group player All that happens is sidechat comes on telling 2 to follow 1 but no one gets out. I did manage to get the player out but I cant remember what I put now. But the goons stayed in. Thanks for you help. Ben
  11. The_Oakster

    Force player out of a vehicle?

    That works, cheers Metal Heart. Point noted Sorry Karantan, that didnt work. Ben
  12. The_Oakster

    Force player out of a vehicle?

    Yep, thats what I put to get the player out, but the goons stay in! Any ideas? Ben
  13. I dont think that has the missions etc, just the MOD, the islands and the texture replacement. Ben
  14. Ofpc.de doesnt work at all for me, so could someone provide some mirrors for missions and campaigns... Ben
  15. The_Oakster

    The sinking of the kursk

    Yep. I have been recovering from the third operation on my ass... cue jokes.... wait for laughter to stop.... At least I had 1 whole year off work with full pay (You gotta love the British Army)
  16. The_Oakster

    The sinking of the kursk

    More Images: http://www.oag.ru/images/views/kursk_3.jpg http://www.oag.ru/images/views/kursk_4.jpg http://www.oag.ru/images/views/kursk_2.jpg
  17. The_Oakster

    Flashpoint Photography 4 - No images over 100kb.

    Victor Troska - The Short Sighted Loon... Actual Screenshot believe it or not, (except for the border) Ben
  18. The_Oakster

    OFP photography - Questions & comments

    Agree with smith on that one of the Best picture I saw in OFP till now And I've to agree with Extraction and ag_smith. This pic ROCKS Agreed as well, absolutely amazing @Nilz both your pics link to carrot1.jpg Ben
  19. The_Oakster

    Farmland Island Pack

    Is that John Malkovich I spied on this Island.....?
  20. The_Oakster

    Ofp moments in gameplay

    I was attacking Durras with Bravo and Charlie squads supporting from the east and west, I was coming from the north following the road. My squad came under fire from 200m through the trees, we couldnt see the enemy but they were picking off my guys so we broke left to the tree line. As we returned fire I heard the unmistakable noise of a BMP on the move so I casually look at my men to tell the LAW soldier to take him out. But my LAW man had been taken down by the initial encounter, I look back 75m and there is his broken body. The noise is getting louder so I order my men to stay and I ran back for the LAW. As I reached his body, the noise seemed far too loud and as I equip the LAW and spin around there are 2 BMPs approx 20m from my men. I fire the first LAW at the lead BMP, which explodes in a fireball. The second BMP, slams on the brakes and as I am reloading he spins around and looks at me just as I fire off the 2nd LAW which also hits home. I ran back to my men, all unhurt by the explosions, but as we advance a lone Machine Gunner takes me out firing randomly through the burning BMPs. That was a post humous medal candidate if ever I have heard one.. You can see my remaining squad just above my rifle Mission from PMC Fury
  21. The_Oakster

    Opf engine based photography 3 -no pics > 100kb

    Tonal USMC UH-1N Inspiration from Parvus
  22. The_Oakster

    Mapfact.net releases "Leaves in the wind"

    Hello, I have tried it for the first time just now, and this misison is amazing... As you would expect, I rushed in without really knowing what to do, and after parachuting in, I find myself struggling to work out the controls as I hear tanks approaching, and then all of a sudden I have 2 tanks on my position, and I mean right on top of me...then all of a sudden i am 2 men down but we make it to the forest only to find my radioman is one of the dead ... I died trying to retrieve the radio...scary stuff. This has to have one of the best, if not the best intro/brief ever. Fantastic stuff.
  23. The_Oakster

    Mission Makers Hell

    No offense, but ytf do I HAVE to solve anything? I'm enjoying my missions and so are my friends... I mean that mission makers are the only ones that can sort the problem. Addon makers dont need to because they are only making addons, they are not bothered about the missions that the addon might appear in, they just want to create a perfect tank, chopper etc. The missions that the addon appears in is irrelevant. However a mission is entirely dependent on addons even if it is just the BIS stuff. Its all very well saying that you and your friends enjoy your missions but I figured the thread was on a community wide scale...
  24. The_Oakster

    Mission Makers Hell

    I have had another think about this and I have come to another conclusion I think it is the mission makers that can, and have to, solve the problem. For missions to be a success they need the newer addons, if it uses the old units or old versions of units then either eventually, or immediately, the mission fails. It is easy to avoid the NEWEST addons so that updates in quick succession can be avoided, but addons are needed. So going along with, but slightly twisting, the idea set forth by Mr Zig. I propose that mission makers should come up with mission packs. Where the mission maker decides on what addons he would use with his missions and then releases an addon pack containing all the addons they will use and then stick to them addons. If newer versions of addons are released, this system gives the mission maker time to wait for the final final release and then incorporate it into their missions. Older missions that truly rely on one particular addon will have to be updated on public request. If their just isnt the time or the need to update it then mission makers and players should accept this. This system wouldnt be damaged by addons being released prematurely, or being updated a gazillion times in the first week. It is completely seperate. I understand this is far from THE solution, but it is A solution. Yes, players will still need to download a pack of addons, but at least subsequent missions will use them same addons. Overtime, the addons will get updated but it stops the problem of 100 missions using 100 different addons.
  25. The_Oakster

    Mission Makers Hell

    I agree that a well worked mission would be harder to create than an addon, there is so much that needs to be done to make a mission captivating. When I d/l an addon, I know what I am getting, its going to move a certain way, its going to look how I expected, and will do what i expect. And every time I use it I know exactly how its going to work and because its an addon it doesnt matter, thats what I expected. But expectations for missions are infinitely higher. Not only have they got to be different, they have to be completely bug free, (addons survive bugs and work arounds, missions dont seem to), they have to be 'real' which I find a hard concept to understand for 2 reasons, firstly, I doubt that there are that many military personnel playing this game who have combat experience, and secondly, as far as I am aware, modern warfare relys on superior force and I know If released a mission that had 3:1 friendly forces aginst the AI it would be slated as far too easy. It has to have an intro and an outro and cutscenes...No it doesnt I hear you say...well it does. How many missions on OFPEC get a low score because the cutscene wasnt very good, or it didnt have an outro (or even more bizarrely, the picture hadnt got a border ) It has to have music and it has to be entertaining. But all this hard work is wasted after one event, and happens in every single mission ever created. Players die. So now that sniper you had hidden is located, or that mine field is found etc etc. So all the hard work is revealed as players re play and re play over again. In my mind this is good because each time the player dies the mission maker has out smarted him. But for the player, every time he dies is tallied up in his brain and the more he restarts, the easier the mission seems to him, beacuse he can take out all the surprises. So when he eventually gets to the end, he thinks its easy. It doesnt seem to matter that it took him x amount of tries all he remembers is that he finished it. Even with random positions and probability of appearance, there is only so much you can set with out compromising the actual workings of the mission. It seems to me that the mission maker has very little chance of ever creating a publicly accepted mission. How many really good missions are there? And how many of them have been created lately? None and thats the whole point of this thread... Another problem I see, and this crosses over to addons as well, is that instead of accepting what gets released and accepting that thats how it is, and the same for addons, people constantly want them changing to suit them, so almost all addon releases, and I expect missions would to but they don't get released , go like this: "Today I announce the release of the new microwave addon, it is really good and cooks all animated food evenly, etc etc" and within 2 posts someone says : "Can you make one in black"... or "can it say 850 watt on mine because I once saw one that had that on". Or "well, my real life one cooks food much quicker than that"..etc etc. And what makes it worse is that the maker then goes and changes it and changes it and the community just expects that to happen all the time. On the other hand if an addon or misison has bugs then it shouldnt have been released anyway, and releasing it as a beta is almost irrelevant nowadays as everyone will d/l it ang and highlight all the mistakes without understanding what a beta is. I dont know what can be done, I think its something that will only change itself, but missions are what make Flashpoint what it is. Addons are just tools that assist mission players and provide a bit of eye candy.
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