ZiRo
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Everything posted by ZiRo
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Can i just point out: the ai in ofp isnt for racing, the drivers do not race, you can easily go faster than the ai on any road - because th ai corners like shit + they dont put the peddal on the floor. -ZiRo
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YES: we need a Eddie Stone face, lol, only brits who are dedicated SAS type documentries/series will know who he is. Legend - i tell the. (guy on left) (guy in back) FFS: you dont know how hard it is to find pics of him, let alone high res ones. -ZiRo
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Who cares about the TOW not being wire guided? Its better than no TOW imho. -ZiRo
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Ai retreating after 75% casualties
ZiRo replied to Javito1986's topic in OFP : MISSION EDITING & SCRIPTING
Perfect Place for me to post this: I started this script a while back, if anyone wants to finish it off they can. It basically makes a squad surrender when their "confidence" is at 0, their confidence is set at the start of a mission, then decreases/increases as the following happen: How many Alive Friendlies within 100 there are. How many Alive Enemies within 100 there are. How many Dead Friendlies within 100 there are. How many Dead Enemies within 100 there are. How many Group members are dead. Wether the leader is dead. The Confidence "punishment" of all these variables can be set in the script, it could easily be moved to the scripts execution array but i didnt do it for simplicitys sakes. All that needs fixing really is getting the amount of dead friends there are within 100 of the group, and how many dead enemies there are within 100 of the group. Also what happens when they surrender needs doing (leave that up to you, animations, join a special captive group that has a goto waypoint, etc. Could also be adapted to have a % chance of retreat instead of surrender? a good scripter should be able to work out how it all fits together by reading it: NOTE:It still has a couple hint's left in for debugging. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Surrender script by ZiRo and MI Fred (zpcstrike@hotmail.com) ; Made for USMC Co-op campaign ; ; ; [group,confidence] exec "surrenderscript.sqs" ; #modifiers _groupdeadmodifier = 10 _leaderdeadmodifier = 15 _friendsclosemodifier = 10 _enemyclosemodifier = 15 _friendsclosedeadmodifier = 5 _enemyclosedeadmodifier = 10 #start _group = _this select 0 _confidence = _this select 1 _groupstart = ({alive _x} count (units _group)) _startleader = (leader _group) _newconfidence = _confidence _leaderdone = 0 ?(side _startleader == WEST) : _sidetrigger = westlist; _enemysidetrigger = eastlist ?(side _startleader == EAST) : _sidetrigger = eastlist; _enemysidetrigger = westlist ?(side _startleader == RESISTANCE) : _sidetrigger = reslist; _enemysidetrigger = westlist ?(side _startleader == CIVILIAN) : _sidetrigger = civlist; _enemysidetrigger = westlist _array = list _sidetrigger _enemyarray = list _enemysidetrigger ;_groupdeadsaved = _groupdead _enemyclosedeadsaved = 0 _friendsclosedeadsaved = 0 _friendsclosesaved = 0 _enemyclosesaved = 0 #loop _leadergroup = (leader _group) ?({alive _x} count (units _group) == 0) : goto "exit" ?!(alive _startleader) && _leaderdone == 0 : _newconfidence = _newconfidence - _leaderdeadmodifier; _leaderdone = 1 ;_i = 0; while "_i < (count _array)" do {if ((! alive (_array select _i)) && ((_array select _i) distance _leadergroup < 100)) then {_friendsclosedead = _friendsclosedead + 1;} _i = _i + 1;}; ;_i = 0; while "_i < (count _enemyarray)" do {if ((! alive (_enemyarray select _i)) && ((_enemyarray select _i) distance _leadergroup < 100)) then {_enemyclosedead = _enemyclosedead + 1;} _i = _i + 1;}; ;_i = 0; while "_i < (count _enemyarray)" do {if ((! alive (_enemyarray select _i)) && ((_enemyarray select _i) distance _leadergroup < 100)) then {_enemyclosedead = _enemyclosedead + 1; _deadetemp = _deadetemp + [(_enemyarray select _i)];}; _i = _i + 1;}; ?_friendsclosedead == _friendsclosedeadsaved :goto "skipfriendsclosedead" ?_friendsclosedead > _friendsclosedeadsaved : _newconfidence = _newconfidence - ((_friendsclosedead - _friendsclosedeadsaved)*_friendsclosedeadmodifier) ?_friendsclosedead < _friendsclosedeadsaved : _newconfidence = _newconfidence + ((_friendsclosedeadsaved - _friendsclosedead)*_friendsclosedeadmodifier) _friendsclosedeadsaved = _friendsclosedead #skipfriendsclosedead ;_enemyclosedead = {_x distance _leadergroup < 100&&!(alive _x)} count (list _enemyarray) ?_enemyclosedead == _enemyclosedeadsaved :goto "skipenemyclosedead" ?_enemyclosedead > _enemyclosedeadsaved : _newconfidence = _newconfidence + ((_enemyclosedead - _enemyclosedeadsaved)*_enemyclosedeadmodifier) ?_enemyclosedead < _enemyclosedeadsaved : _newconfidence = _newconfidence - ((_enemyclosedeadsaved - _enemyclosedead)*_enemyclosedeadmodifier) ;_enemyclosedeadsaved = _enemyclosedead #skipenemyclosedead _groupdead = ({alive _x} count (units _group)) ?_groupdead == _groupdeadsaved :goto "skipgroupdead" ?_groupdead > _groupdeadsaved : _newconfidence = _newconfidence + ((_groupdead - _groupdeadsaved)*_groupdeadmodifier) ?_groupdead < _groupdeadsaved : _newconfidence = _newconfidence - ((_groupdeadsaved - _groupdead)*_groupdeadmodifier) _groupdeadsaved = _groupdead #skipgroupdead _friendsclose = ({_x distance _leadergroup < 100} count (list _sidetrigger)) ?_friendsclose == _friendsclosesaved :goto "skipfriendsclose" ?_friendsclose > _friendsclosesaved : _newconfidence = _newconfidence + ((_friendsclose - _friendsclosesaved)*_friendsclosemodifier) ?_friendsclose < _friendsclosesaved : _newconfidence = _newconfidence - ((_friendsclosesaved - _friendsclose)*_friendsclosemodifier) _friendsclosesaved = _friendsclose #skipfriendsclose _enemyclose = ({_x distance _leadergroup < 100} count (list _enemysidetrigger)) ?_enemyclose == _enemyclosesaved :goto "skipenemyclose" ?_enemyclose > _enemyclosesaved : _newconfidence = _newconfidence - ((_enemyclose - _enemyclosesaved)*_enemyclosemodifier) ?_enemyclose < _enemyclosesaved : _newconfidence = _newconfidence + (abs(_enemyclosesaved - _enemyclose)*_enemyclosemodifier) ~0.1 _enemyclosesaved = _enemyclose #skipenemyclose ?_newconfidence <= 0 : goto "surrender" ~1 ;hint format ["%1\n%2",_deadftemp,_deadetemp] hint format["%1 Confidence, %2 newconfidence", _newconfidence, _enemyclosedead] goto "loop" #surrender hint format["%1 Surrenders", _group] #exit exit -ZiRo If anyone shows interest in this i might finish it myself. -
I texture, mission edit, 3d model and script ofp. Texture: Because its an art form, i love making textures for vehicles in ofp, cus they look just plain cool. Mission edit: Because i like to make something people can play and think "i wish i'd thought of that" or "thats a really cool feature to the map". 3D Model: this is my favorite of them all, it really racks my brain, its like doing a puzzel, a maths quiz and using the deepest parts of your imagination all at the same time. Really works my brain, i cant sleep within 2 hours of deep 3d modelling. Scripting: Again, intelectual challenge, maths, logic, systems. Texture: Satisfaction that i have the ability to make somthing look as good as it does. Mission edit: Fun, gamage, satisfaction that i made somthing fun and enjoyable. 3D Model: Cool renders, the ability to applaud myself after a good weeks work, that i achieved what i set out to and completed a multitude of intellectual challenges. Scripting: Making somthing that works. fun overcoming problems that arise during the building of the scripts. Texture: Not much - exept having to say "fuck? is it that time already?" Mission edit: Frustration when i cant get a syntax or piece of code i need but cant remember 3D Model: Our house is competly ridden of any quick energy giving supplements - Coffee, chocolate, sugar, coke etc. and i loose days of sleep at a time. Scripting: Many hours spent debugging and stuff. boring.
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I'd just like to raise a point: All the towns have more than 1 road in and out. You need to have some towns that are isolated, else they all become the same and theres nowhere to hide those sneaky resistence. -ZiRo
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Seeing as we're image editing :P -ZiRo
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just what we needed, hopefully included in the next version (if there is one).
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-Use 400mb+ of extremely high quality addons. -Take control of over 4 different characters serving in different military units. -Participate in joint unit operations. -Marvel at over 120 minutes of scripted dialogue and cutscenes. -Strive to complete an array of diverse mission objectives. -Battle in over 10 deeply submursive, multi-part missions. Fight in Today's Battle! Watch This Space!
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Right, Sure kid hunt missions would be shite. But at the end of the day all it will be is an addon for a GAME. Your all worried about killing some computer rendered models, slightly shorter than originals. Sure you've got ethics involved, but would you have not bought/play this game if BIS had included models of children?? -ZiRo
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You have to add the slightly camp star wars film geek voice and read this: *camp hand flop*omg Stryker, your as cool as owning the original film reel of "Star Wars IV: A New Hope" from 1977. I would simply DIE if i had that. Stryker, your powers are weak old man! -ZiRo
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The objective is not to have an original storyline. The objective is to have a fun, enjoyable, "different" campaign. "different" in the way of missions. Hopefully you'll see what i mean. -ZiRo
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the parachutes' hit LOD is probably missing. you know the one that designates the area that can be "attacked". i could be wrong.
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Hey Hey, lets not argue. This is not an 'anti-american' campaign. Its simply a campaign using some "updated" units and weapons to have a nice campaign, completing realistic mission objectives (e.g peacekeeping, support, military arrests). We've reconsidered the options available to us in terms of islands and adapted our story to a newer island. Whilst on the subject of releases: The campaign CD will be an OPTIONAL method of Distribution. The campaign will be available to download - we just have to consider the sizes, with/without addons, etc.
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I need a rock throwing addon, like the one in the bas tonal pack, that one is perfect, exept its in the pack. I need a rock throwing addon "weapon", anyone know where i can obtain one easily? i call JAM makers to add the rocks as a jam standard projectile weapon :P -ZiRo
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i absolutly LOVE these Some suggestions/critisims: -Walking diagonal/side/back safe anims needed -Walking with gun up close anims needed -Change stance anims would be nice, to get fluent animation -Reload anims needed other than that its bloody amazing and if you got those into it before i distribute my project - im using them in it. -ZiRo
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The PBO hasnt been sorted yet. The campaign hasnt been sorted yet. It's being planned, everything sorted beforehand so there will be no delays in running off the missions. The amount of missions ive done before and the amount of scripts ive made there will be no delays in getting the missions done, only how much time i can be bothered to spend on them at a time Don't let this phase you, the campaign will be hopefully be completed within a month. Expected delays: Voice actors Sorting out how best would be to distribute the campaign online.
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I understand. The objective of this post was not to promote the campaign in any way, shape or form but to gather research materials. Granted, both posts are to do with the same project but belong in seperate sections and have different goals. You could have at least answered my thread aswell
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Hello, my team and i are starting work on a campaign for Operation Flashpoint, loosly based on current politics, but in a different part of the world. Which addons would you use in a campaign featuring: -United States -Russia -Terrorists/Rebels Baring in mind that this story unfolds on a small baltic island of Nogova. I think it'd be best for the topic if you include addons (you can name more than one) for the following: US Infantry US Air US Ground RUS Infantry RUS Air RUS Ground RES Infantry RES Ground Please include any other suggestions/comments on weapons, scripts, ECP, JAM, etc -ZiRo My Current Thoughts: US Infantry HYK Modern US Infantry BAS Delta/Ranger Pack Marine Assault Pack US Air DKM RAH-66 BAS MH47 BAS H60 Pack BAS Pavehawks BAS Kiowa Pack US Ground Sigma Tank Pack Woodland HMMWV's Marfy 5t INQ HTTV RUS Infantry UCE Russian Infantry Marine Assault Pack RUS Air DKM Mi28 RUS Ground Sigma Tank Pack VIT APC Pack MT-LB Pack RES Infantry VIT APC Pack RES Infantry RES Ground VIT APC Pack RES APC's Weapons: Mix of Earls marine pack + JAM + BAS (All rifles on US are Earl's exept sniper rifles, etc. Ive already sorted a script to easily alter the loadouts) The russians are similarily done, with only one AK74, one PK, one AKS74u etc.
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I need opinions on a possible "campaign cd". Price: Å1 - Å5 GBP $2 - $7 USD Contents: All addons Campaign Extras? (hisky? wgl?) Price will be calculated dependant on Shipping costs. No Profit will be gained! Opinions Please.
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Well with required addon list already breaching 350mb, i feel impartial to adding fixed wing, due to the fact that they will be seldom seen throughout the campaign, although one or two might be a atmospheric addition and are prime to feature in a mission or two. Please recommened the best: West Fighter/Bomber East Fighter I am aware that 350mb is rather unacceptable for 56k users and we are contemplating distributing cd's. -ZiRo
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How do i use a face .jpg in a mission a create? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this Setface "thisface.jpg" DOES NOT WORK. Thanks. ZiRo
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Using .jpg face texture in a mission
ZiRo replied to ZiRo's topic in OFP : MISSION EDITING & SCRIPTING
Yes, i totally agree, its such a shame you are restricted to using a pbo for custom faces. -ZiRo -
liquid snake, I'd appreciate it if you could possibly email/msn me at: zpcstrike@hotmail.com Concerning a larger project. -ZiRo