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WareWolf

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Everything posted by WareWolf

  1. It seems that all other objects on the map, even the hangars right next to the factory, report back correct values for getDammage.... but the one object that I want to getDammage on (the factory building in CD52, ?'object 149'?) reports zero at all times, even when totally wrecked. I assume here that the displayed ID number is wrong, so please does anyone know what is the correct ID number to test for damage to that building?
  2. thx for replies guys, but no neither have solved the problem - the grouped-trigger method also works fine on the hangars, and any other building that I have tried so far - BUT NOT on the stooopid factory object in between the hangars (object 149) at map ref CD52.. strange one this - I still reckon it might be that the editor isnt displaying the full number? or could it be a composite object that is in reality made of several components like the old office+hangars are? if so is there a way of destruct-testing those composites?
  3. ooooops, sorry duplicate question... answer found here eventually.. http://www.flashpoint1985.com/cgi-bin....anrange
  4. SO? Â The bridge doesn't appear with an object name on the map, and it won't group to a trigger like the houses, etc. do... Â so how can we detect when the bridge is blown up? Help??
  5. Hey, In trying to design maps that cater for many tastes, i.e. the fps/footsoldier folks, the tank/apc crew folks and the aircraft folks, I am continually running into one major game design problem... IF I put the side's bases close enough to be traversed on foot / by road in a sufficiently short time to keep the game interesting, then as soon as anyone gets airborne in a helicopter/jet ALL units come withing their radar/targeting range, leading to spawnkilling and other antisocial behaviour. I know that in the vehicles with 'radar', the range of that radar is set by the class-property 'irScanRange' within their Config.cpp files. There doesn't seem to be any command in OFP that allows direct manipulation of such properties from the mission map/editor, like "this.SetProperty("name",value)" and there is no command to set this value directly either as far as I can tell. _If_ there is a way of doing this without actually de-pbo-ing a vehicle and re-making it as an addon I would very much like to know.. If there is NO way of doing this presently, then could I request ability to tweak class-properties of vehicles etc. ourselves to better suit the game map we wish to create? WareWolf
  6. WareWolf

    Bad vehicle type.

    stoopid question probably, but have u defined a game-logic Server 'object' for the respawn script to check against?
  7. WareWolf

    Helo auto height

    u need to use a stick with a throttle to avoid that auto-height feature...
  8. Hey, Many folks don't like to download/install Gunslinger's 'Editor Upgrade', but the freedom it gives us in the editor is excellent. I am working on a translater for mission.sqm files, that will be able to round-trip translate Gunslinger's redefined object names to the actual in-game object names. Obviously this will NOT work with all objects... but I have got it working with about a third of Gunslinger's stuff so far. 1 of the bug-bears I have found so far is that the 'House_DESTROYED' items do not seem to be defined in the main config.bin, neither are bushes or trees...(or the human-head..lol) IS there a way of creating these 'objects' without resorting to Gunslinger's addon? Or are, for example, the destroyed houses implemented as attributes of complete houses in the game-code? WarWolf p.s. is there yet a list of the new objects to be found in resistance like the tower-vblocks and new buildings, etc?
  9. WareWolf

    Self-host games not visible

    Sorry - this started off as observations about the new MP in-game browser, and the in-game stuff ONLY seemng to handle dedicated servers, not own-hosted games - which in my view is a serious shortcoming.
  10. WareWolf

    Self-host games not visible

    may be a silly question, but the list showing in-game is only of dedicated servers - if u have custom maps like me, then u want to host games with those maps. Â Â if i click the 'new' button to create a game, that game is then NOT visible to other players on the internet. Â UM?? Surely the interface should allow folks to see such games (as in gamespy arcade or similar) Oh, and whilst already on this soap box, would it not be a good idea to build in an addons manager to the game to allow addons to be downloaded by the game itself - that way you could specify that a game needs addons to join it, thus allowing the gamer to click 'download required addons' and have them installed automatically. I _was_ thinking of writing a customised-to-ofp gamespy type program to do this stuff, but since u already put the interface into the game itself I can't do that properly now... but surely they would be valuable additions to an already excellent game. Â I'm sure that folks like the ofpeditingcenter (etc...) would be only too happy to run a server that could distribute their addons collection through to an in-game auto-download-interface, as the addons are making the game stronger and much more flexible in the kinds of maps that can be created. ..and why no chat ability pre-server?? Â how can u chat to the players in a staging-type room?
  11. WareWolf

    Self-host games not visible

    you think microsoft's xbox wouldnt work on sockets or directplay? Why then is gspy getting involved if not to get the xbox market too?
  12. WareWolf

    Help us!

    BTW No I think that a few co-operative servers placed around to download from would be the best option.. definitely NOT download from the game host machine. If a game room can be marked as requiring addons, then u either have to download them before entering game room, OR they have to be downloaded before u can set status=ready.... those 2 could even be an option to be controlled at the discretion of the game's host. AND Something else I was toying with was the maps... Might be a good idea when downloading from a slower host machine/conn to first transmit it to a fast client machine, then have that faster machine/conn distribute it on to the other machines in the game?? ...Im a slow-ish host, so I notice these things :)
  13. WareWolf

    Help us!

    a perfect example of addon-hell... PLease help us by doing something automatic in the game?!?!?!?!?! this is only a _tiny_ example of what we have to put up with to create maps that use the addons, they add so much to the game.... Â but this gets silly... Â try putting up with stuff like this for days on end.! <WarWolf> hey <Magic{1}> tag <Mafia> hey <Magic{1}> sprichst du deutsch??? <Magic{1}> warwolf <WarWolf> bischen <Mafia> speak german <TacoDACV> hi, may i play <WarWolf> If u have (or can get ) the addons, yes sure Christallica has left the room. <TacoDACV> what addons <WarWolf> you need / du brauuchst : <UM{WO}3s_RidgeBack> which ones <UM{WO}3s_RidgeBack> _2M_S_[DS]Chef-ReDcO has left the room. <WarWolf> kegetys winter vehicles: http://ofp.gamezone.cz/index.p....50.news <WarWolf> winter everon (bottom of page) [for tents]: http://ofp.gamezone.cz/index.php?sekce=islands <WarWolf> winter kolgujev [for arctic troops]: http://ofp.gamezone.cz/index.p....&page=1 <TacoDACV> ok thanks <WarWolf> und <WarWolf> Ash's Arctic Armour Pack: http://ofp.gamezone.cz/index.p....86.news <WarWolf> TJP's MH60G Snow Camo: http://www.ofpeditingcenter.com/tjp/download.shtml
  14. WareWolf

    Help us!

    Well, I do think it was necessary to include the entire transcript as it is only an EXTREMEMLY SMALL portion of my last week of hell and it HAD shown how frustrating it can be for all concerned VERY clearly... Some of the problem of identifying what addons were missing was resolved by way of using test missions addon by addon (one addon at a time).... What you propose to do in Resistance WILL allow us to dispense with the test-mission-bodge at least - for that I thank you!!!!!! But, the main problem I have found is actually getting links to people and getting them to download them and install them.. I feel that I have been doing technical support for Microsoft and for BIS/Codemasters and Addon Creators for free over the last week - and a very stressful job it's been too. The people who _really_ appreciate the value that the addons can give to the gaming experience were the only ones who stayed the course and now can enjoy the artic mission - at last. Many people out there do not even understand how to use windows explorer, or a zip program properly..... let alone how to install addons - you wouldnt believe the number of times I had to explain to someone how to copy a file, how to unzip, how to wipe their nose..... All in a LIVE CHAT environment with others in the room all at different stages of download/installation/quitting in desperation.... An automatic system to handle/manage/download/install addons that is fairly idiot-proof is the only answer to the problem that i can see there is for the future of OFP. How WILL users on an XBOX download and install addons on demand, if it's not handled in-game? The XBOX factor is one of the reasons that I won't write the program to do the addons stuff myself - cos if I did, and it proved to be popular, it will cause a problem for BIS/codemasters to get even worse: It will allow the gap between the capabilities of the PC and the XBOX implementations to get wider, more easily, and more quickly, than is possible under the current addon hell conditions. I love OFP, I think it is the best game since space invaders, no: the best game since pong. If you fixed the helicopters to bank and strafe properly - I would even go so far as to say it's the first 'ULTIMATE' game for the computer EVER. I think that the future for OFP, and it's eventual successors is very bright indeed, remember when Microsoft really f*kd up with DLL Hell, we (the authors of both the program AND the addons) can avoid Addon Hell getting to Microsoft's plague proportions now if we act quickly enough and get our addons AND maps organised!!! WarWolf
  15. WareWolf

    Self-host games not visible

    ALSO: As the market for the game is expanding: the XBoX users will need the addons-download facility to play many missions on even dedicated servers... so that facility MUST be in-game for them to join MANY games...
  16. WareWolf

    1.45 patch

    I also have the logitech SF, the hats are easily programmed for looking-around..!?!? As I was (unsuccessfully) trying to circumvent the throttle sensitivity issue by turning the sensitivity of the joystick right down - NOW after 1.45 has been applied the throttle is real sweet - - so - TRY turning yr sensitvity down to one of the lowest settings - u might get a pleasant surprise!
  17. WareWolf

    Thankyou!

    1. Sensitivity of Helicopter collective with stick throttle - FIXED! It's now real SWEEEEEEET to fly low-altitude and landing procedure is now intuitive, no more belly-flops! The initial climb when taking off feels a bit too rapid tho - is the ground-effect slightly too high? I dunno - it feels exactly right when flying and landing - so why the rapid climb at power up ..? might be me doing it wrong. Anyhow A BIG THANK YOU to BIS for getting that sorted. Now then.... can anything be done about the other 2 items for sliding/strafe-ing?? 2. There needs to be an option or a way of disconnecting the rudder/tail rotor from the cyclic left/right movement - I have a twist-stick so use the twist for the tail-rotor/rudder control, and it is very frustrating to have the cyclic fighting the twist - it also makes sliding the helo sideways near-impossible. 3. The left/right cyclic doesn't bank the helo far enough to the side. I accept that many sims (including CGold) do not allow us to invert the helo in a roll (which is possible in a real helo) but the inability to pass 20 or 30 degrees in OFP totally kills the effect of realism that the graphics provide, it needs to be able to bank (and slide/strafe) at at least 60 degrees as a minimum. This would also aid in strafing in (2) above. WareWolf
  18. WareWolf

    Aicraft fight

    U can get the Apache and other western helos to fire stingers - but not see then on the ship - by using depbo and editing the config.cpp file (available in the editing centre) then re-stuffing a new pbo file as an add-on. i dont seem to be able to locate the pbo for the hind helo's though this is only a workaround - u cant see the missiles on the helo - so it sucks really - but at least u can shoot them.
  19. WareWolf

    Oxygen submission form:

    I am VERY new to OFP - got it last week after my mate kept raving about it - and yes I have been hooked! Im already making custom missions and tinkering with adding AA-stingers to the Apache for air-air combat. (p.s. where can I get the Hind pbo's to add'em to that helo too??) BUT there is no way I can commit full-time to complete mod-building, although the ability to add the stingers for real (read-visible! and maybe even develop a full-blown RAH66 Comanche in my spare time really appeals to me as one real-cool add-on (i'm a comanche nut - but comanche4 sux). There is a point to all this IF ONLY BIS WOULD SEE IT. IF the base game is considered AND treated as AN OPERATING SYSTEM - then all the add-ons, mods, etc that people make themselves should not be the property of BIS, but of the developers themselves...but supported joint-projects with BIS with MOD developers could still happen. The more capabilities we ALL build for the game, the more popular it becomes and the more copies of the base system they sell..! They could even charge a MODEST fee for the tools such as oxygen, in much the same way that microsoft sell language-tools for their operating systems. If I were BIS, then I would seriously consider this route as the game's base engine could itself go on for a very long time to come - with new engine / upgrades to existing engine being released as newer machine technologies unfold with better graphics capabilities etc... WareWolf (presently redundant VB/C++ programmer, replaced by 1200 Indian programmers on Sub-Contract - anyone need a programmer?, or if/if not - can anyone recommend good reference material to really get started up on model-creation seriously? - I would love to create a comanche for this environment)
  20. WareWolf

    Helicopter flight model..changing

    First, I think that OFP is awesome! The helicopter models, and graphics are excellent. Â Until now I have been a dedicated ComancheGold (NovaLogic) pilot - but since playing OFP I am seeing what I have been missing out on! OFP is already a vastly more realistic flight experience than the disappointing Comanche-4. But for me, and others that have piloted other helo games/sims there still needs to be more realistic handling of the controls and flight model to go with the excellent graphics in OFP. Can you tell me if it's possible for us gamers, or for you developers to change these 3 flight/control characteristics.. 1. The throttle response is too sensitive around the zero-point: there needs to be a larger amount of throttle travel to get the same effect or to achieve finer control of vertical velocity - the current high sensitivity makes low-level-flight and landings way too difficult. 2. There needs to be an option or a way of disconnecting the rudder/tail rotor from the cyclic left/right movement - I have a twist-stick so use the twist for the tail-rotor/rudder control, and it is very frustrating to have the cyclic fighting the twist - it also makes sliding the helo sideways near-impossible. 3. The left/right cyclic doesn't bank the helo far enough to the side. Â I accept that many sims (including CGold) do not allow us to invert the helo in a roll (which is possible in a real helo) but the inability to pass 20 or 30 degrees in OFP totally kills the effect of realism that the graphics provide, it needs to be able to bank (and slide) at at least 50 or 60 degrees as a minimum. Is it possible to make these changes ourselves? If so, how? Â Or if not - than can I request that these changes be incorporated into the next patch/upgrade? I have tried turning the sensitivity of my stick all-the-way down but to little effect. My Ideal would be the flight capabilities and control from Razorwork's ComancheVsHokum (play with it in fly-by view you'll see what I mean), but with your excellent graphics which give a good feeling of depth and altitude which is sadly lacking in RazorWorks' sim. WareWolf.
  21. WareWolf

    Chopper cycle radius

    This is a copy of post i put up before i saw this 1.. First, I think that OFP is awesome! The helicopter models, and graphics are excellent. Until now I have been a dedicated ComancheGold (NovaLogic) pilot - but since playing OFP I am seeing what I have been missing out on! OFP is already a vastly more realistic flight experience than the disappointing Comanche-4. But for me, and others that have piloted other helo games/sims there still needs to be more realistic handling of the controls and flight model to go with the excellent graphics in OFP. Can you tell me if it's possible for us gamers, or for you developers to change these 3 flight/control characteristics.. 1. The throttle response is too sensitive around the zero-point: there needs to be a larger amount of throttle travel to get the same effect or to achieve finer control of vertical velocity - the current high sensitivity makes low-level-flight and landings way too difficult. 2. There needs to be an option or a way of disconnecting the rudder/tail rotor from the cyclic left/right movement - I have a twist-stick so use the twist for the tail-rotor/rudder control, and it is very frustrating to have the cyclic fighting the twist - it also makes sliding the helo sideways near-impossible. 3. The left/right cyclic doesn't bank the helo far enough to the side. I accept that many sims (including CGold) do not allow us to invert the helo in a roll (which is possible in a real helo) but the inability to pass 20 or 30 degrees in OFP totally kills the effect of realism that the graphics provide, it needs to be able to bank (and slide) at at least 50 or 60 degrees as a minimum. Is it possible to make these changes ourselves? If so, how? Or if not - than can I request that these changes be incorporated into the next patch/upgrade? I have tried turning the sensitivity of my stick all-the-way down but to little effect. My Ideal would be the flight capabilities and control from Razorwork's ComancheVsHokum (play with it in fly-by view you'll see what I mean), but with your excellent graphics which give a good feeling of depth and altitude which is sadly lacking in RazorWorks' sim. WareWolf.
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