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Medals
Everything posted by thobson
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Sorry for the brief reply yesterday. Ă‚ Thinking about it over night, all I can suggest is that you make sure you have a clean installation of Flashpoint up to version 1.96, then add General Barron's Editor Upgrade and it should be okay. Ă‚ That is the set up I used the whole time I was building the mission so I can be sure the mission file is not contaminated by any other un-offical addons. Ă‚ If you want to add other addons for other missions that is fine but I suggest you use folders just for those addons as described here. I wish you luck
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Abandoned Armies – Secrets revealed (Mostly)
thobson replied to thobson's topic in USER MISSIONS
Imutep: Ă‚ Well the spoiler document might make it a bit easier. Ă‚ The trick is to take it slowly. Connors: I have offerd this document to a few people that have played the mission several times. Ă‚ They all refused it, so you are in good company -
I really have no idea I am sorry. I do not use addons (apart from the General Barron Editor Upgrade). I wonder are there are others out there that do use addons that might be able to help?
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When you reorganise them (Radio 1) they talk to you. As I said some times it is waffle, sometimes is is useful. It is random and it is context sensitive.
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There are a lot of buildings on Malden and only one has a woman in it. I think I know how you guessed where - but really the player is unlikely to go there until told about her. Then she will speak with you. Unless you have been told about her she will continue to 'rest'. I think the first medic is the one that guides the civis to safety, the second will not join you if you have a medic. Hint: Talk to you team, sometimes it is waffle, sometimes it is useful - it is random as well as being context sensitive.
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I hate it when support people tell me my system is to blame for problems with their software - but I can't think of any other explanation in this case. Ă‚ The best I can think of is that somehow your savegame was corrupted. Ă‚ There is a killed Event Handler on each of Andropov and Stamenov that fire the voiceover, as well as other things. Ă‚ I can tell you that the script with the voiceover is also Ă‚ the script that checks for that side's army being destroyed, so that objective will never be ticked off if the voiceover script does not run. So you didn't speak with the woman in the attic? Ă‚ The second medic you found - was the alive or dead? Ă‚ There is still some more to the story that might be sufficiently interesting for a second play through (I promise you that I have never heard of anyone having the problem you descripe - so it looks like one of those glitches). Ă‚ If you want a hint send me an IM
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What a bummer. Ă‚ I have not come across this problem in months of play. Ă‚ The lines immediately above the one you quote are:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ((count _livingloons) < 1) then {exit} _i = 0 #loop_loons_phase1 _loon = _livingloons select _i if not (alive _loon) then {goto"skip_loon_phase1"}Followed by:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">while {not (canStand _loon)} do {_loon setDammage (getDammage _loon - 0.01)} Ă‚ So the line can only be executed if there are loons in the array _livingloons and the selected _loon is alive. Ă‚ Even if you have killed everybody before you reload the mission _livingloons will be an empty array and so the script will exit before hitting that line. Ă‚ I can only guess that something might have corrupted the save file. Did you get the voiceover when you killed Andropov? Ă‚ and another when you killed Stamenov? I am glad you might try it again. Ă‚ There may be things in the mission you might not have found so it still might have some interest for you. Ă‚ You mentioned the two groups of civilians. Ă‚ Did you find the house of the pregnant woman? or the second medic? or the third?
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Stamenov is indeed the policeman on the upper floor of the building in Chapoi. When you kill him you should get a voiceover (as you should when you kill Andropov) and the objective to kill him should be ticked off. I cannot begin to imagine what might be causing the problem - the mission has been beta tested and played for ~15 months and this problem has not been reported in all that time. The thing that triggers the voiceover and the objective completed is a killed Event Handler on Stamenov. If there was something on your system preventing EHs from working you would not get the Andropov message or objective ticked off - in fact most of the mission would not work without EHs. Is your system completely free of unofficial addons (if not they should be safely tucked away in folders of their own as is explained above a couple of times)? Has anything changed on your system after you killed Andropov? I am sorry. This must be quite frustrating.
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I think that is an excellent idea. Ă‚ Or at least go back to a save game before you started taking casualties.Mandoble: Sorry I missed your post. Ă‚ Thank you so much for your comment. Ă‚ It is good to know about smooth running
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Those civilians do have some information for you. If any of them are killed you will not get it and so some (actually a very great deal) of the story will be closed off to you. So you have a choice: Continue with the mission and wonder forever what else the island has within it; or go back and do it again and make sure you protect the civilians better. I suggest the seconds option. Glad you like it so far.
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Indeed is is say
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Need help with lights in new mission
thobson replied to a topic in OFP : MISSION EDITING & SCRIPTING
objectname setPos [x,y,z] will place objectname at map coordinates x,y and height z. Ă‚ If the object is a trigger then the height will be measured above sea level, most (all?) other objects will be placed z above ground level. Ă‚ To keep an object more or less in place but raise it to say 2.5 meters above ground try putting this in its initialisation field: this setPos [getPos this select 0,getPos this select 1,2.5] I say more or less in place because if you do _obj setPos getPos _obj then depending on what _obj is it can move quite a long way sideways. -
Script writing programs for using marker waypoints
thobson replied to a topic in OFP : MISSION EDITING & SCRIPTING
The problem with programmes like this is that you are limited to what the programmer thinks you might want to do. I use notepad and comref, that way I can do anything I want in the way I want. -
It is not clear what the problem is. What exactly are you doing and what is the result? Judging from the title of the post it is about wav to lip. As the name implies you need to have the sound as a wav file, then you use wavtolip.exe to create a lip file. You also need to convert your sound to an ogg file. You then put both the ogg and lip files into the sound folder. You then need to define the sound in your description.ext and then when you do a unitname say "soundname" the lips of the unit will move Note that in your description.ext you don't need to define the name as: name = "man2A"; unless you want to be able to access the sound through the environmental effects of a trigger. Better is to use: name = "";
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Ending mission with radio phone and other stuff
thobson replied to xanos's topic in OFP : MISSION EDITING & SCRIPTING
The radio numbers run from 1 (Alpha) to 10 (Juliet) where 10 is activated by pressing 0. -
Special Ed:  I have been travelling so didn’t respond immediately to the save game issue you mentioned in your post – I also wanted to see if anyone else has a similar problem.  As you have now edited that sentence out of your post I presume all is now well with your new computer.  I know of only two savegame issues: (1) the large savegame bug which can occur if you have some of the addon ‘enhancements' running as well.  That bug in OFP, and its workaround, is pretty well documented elsewhere but I would be happy to repeat it here if needed. (2) the fact that when you exit and then resume a mission you don’t go back to the latest savegame, in fact you go back to the position you were at the last time you exited the game alive.  This is a feature of OFP that is fully explained in the readme file. I am glad you liked the mission enough to play it through several times.  When I was first making the mission (before beta testing when no one else had seen it) I thought that there were probably only 3 or 4 people in the whole world that would like it enough to play it all the way through, and because of its length no one would play it more than once.  So I am always pleased to find that people have played it end to end several times - it is a real time eater. XCess:  This came from a suggestion by Mikero/Freda during beta testing.  He felt, quite rightly, that it was incorrect to still have a weapon at the ready while waiting for the cutscene to begin. Bye the way the warning shots you hear are real bullets at your feet, not sound effects, so no sudden movements please. Err... well... actually... there is a document of design notes/spoilers (about 40 pages worth).  I made it available to the mission reviewers at ofpec but all attention there currently is rightly focussed on getting the site up and running again.  Some other people I have offered it to have refused, they prefer not to know but to find out themselves.This is the first time I have come across people delving into their BIOS because of this mission – it must be a first. What is a death rsc?  I am getting a bit old
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Ending mission with radio phone and other stuff
thobson replied to xanos's topic in OFP : MISSION EDITING & SCRIPTING
In reverse order: Put: ClearWeaponCargo this; ClearMagazineCargo this In the init field of the ammo truck. Ă‚ If you want to do it during the mission: ClearWeaponCargo truckname; ClearMagazineCargo truckname n fadeMusic m will set the music volume to m in n seconds. So 0 fadeMusic 0 will turn the volume to 0 instantly. Not sure what you mean by the 'phone'. Ă‚ I am no expert at multiplayer so I am not sure if is is possible to detect which unit fired a radio trigger. Ă‚ Based on what I know I would experiment with giving the required unit an action to end the mission rather than use the radio. Ă‚ That way you can be sure only one unit will have the action. -
wss file converter
thobson replied to AdmiralKarlDonuts's topic in OFP : MISSION EDITING & SCRIPTING
Also have a look here: Here <s>The wss converter is not the one you refer to - but it works well.</s> EDIT: Ă‚ I was wrong the strange icon that I never leally looked at before is indeed that of a mushroom cloud. -
I tried again and found that my hotmail spam filter was putting the e-mail into my junk mail folder. Now fixed Not a problem
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I tried to register - but didn't get my confirmatory e-mail
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Karantan/All:  It is not necessary to get rid of all your addons – just tidy up your addons folder as described on Mikero's site here and here.  This will have a beneficial effect on all your missions (or so I am told).  Given all the problems that even unused addons can cause I am now so pleased that I kept my machine free of all except General Barrons Editor Upgrade. Pathy: 3 hours in.  If you rush it you probably have another 6 to go, if you play it the way I do you have more like 23!!  Best of luck, I hope you enjoy it. Xcess: A dedicated Abandoned Armies hard drive!  I am sure you jest.  I believe the comments you refer to were made by Mikero.  I do appreciate your comments also – despite you giving me such a hard time when you were beta testing it .  The problem about writing it as a story is that it would only be one person’s idea of what happens – it would be linear – and everything would be included – no nagging feeling at the end ‘did I miss something?’, ‘what if I had …’ sort of thing.  What I tried to do with the mission was make it so that each time the experience will be different.  After Vigny I always drive like hell over land to the lodge.  I won’t tell you what I do then just lets say it is rarely before 11:00 that any soldiers are killed (excluding Tatyana’s guards and murderers – they all have to go obviously) and by then I have a full (one medic) team and I also have been given a map.  Other players stand and fight at Vigny.  I am sure we each play different missions with a different storyline running through our heads, that couldn’t be captured in a single book.  Perhaps we should have a competition – the best novel based on… sort of thing  But then again - they would all be spoilers for new players so you can't win.
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Indeed, any modification that changes object ID numbers on the map of Malden would be incompatible with this mission.
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The only other people that have had errors similar to this one were able to fix them by ensuring they have NO unofficial addons (except your Editor Upgrade) in their addons folder. To be specific: No. That is what you should have. What should happen depends on whether you arrive back at the lodge on foot or in a vehicle, in either case you end up in a cutscene. Ă‚ This is triggered by being close to the lodge - as determined by a distance command, not a trigger. Ă‚ The actual line that does it is:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ((Alexi distance (object 17468)) < 80) then {goto"gotthere"} This condition is checked every couple of seconds This problem of not getting the cutscene at this point is so common when people have unofficial addons that it makes me think that some of the addons might be changing the ID of objects on the map. Ă‚ That would kill this mission. Ă‚ It is so large that to avoid the large savegame bug and to keep down lag I have made a lot of use of object IDs to define locations rather that place markers or give objects names. 8fps? Ă‚ Have you talked to Planck? Ă‚ He barely manages 4 - and he played the mission through 3 times!!
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Interesting. I have a Dell/Intel computer with video card drivers that are out of date but I can’t get better ones from Dell. I occasionally get crashes (in any application, not just ofp) which are reported as being caused by the ATI video drivers. I also occasionally get a crash during this mission at the point and in the way you describe. I put this down to my flaky video drivers, it cannot be an addon issue as I don’t have addons apart from the editor upgrade. This problem never occurs when testing the ending of the mission, only by playing it through from the beginning. I have lost count of the number of times I have played through from the beginning to the end and I have only ever had his crash on two occasions. Both times my solution – which worked both times – was to go away and deal with the soldiers in the north – then come back and finish the southern army. I don’t know why, but it has worked on the two occasions I did it. I put it down to things being in different places when I come back south and so avoiding the bug in the video drivers. But that is a guess. It may be that other people have also suffered from this and not said anything, but so far though it looks like it is just you and I. I hope this helps and I am sorry for the frustration this may be causing you.
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Now that is what I call a very realistic way to approach the mission. Ă‚ If only I had thought of it I could have scripted their inability to operate complex weapons - oh well that is for next time