-
Content Count
2025 -
Joined
-
Last visited
-
Medals
Everything posted by zulu1
-
Some of those are old versions. These links have most of the files. Latest Basic Pack version is 1.6 http://ofp.gamepark.cz/index.php?showthis=9241 http://ofp.gamepark.cz/index.php?showthis=9353 http://ofp.gamepark.cz/index.php?showthis=9148 http://ofp.gamepark.cz/index.php?showthis=7935 http://ofp.gamepark.cz/index.php?showthis=9273 http://ofp.gamepark.cz/index.php?showthis=8357 http://ofp.gamepark.cz/index.php?showthis=8831
-
Here is a beta: http://ofp.gamepark.cz/index.php?showthis=4021
-
Here try this. http://ofp.gamepark.cz/news/download/Vit_Mig25_12.exe
-
Make two squads (same side) attack each other.
zulu1 replied to JS440's topic in OFP : MISSION EDITING & SCRIPTING
There needs to be opposing sides for them to attack each other. Some addons have put units on two or all three sides, but if you don't have addons there is something you can do. 1. Set up the squads you want in the editor. 2. Then in the editor click on the square area in the upper right that has the cloud, time and date. Then at the bottom click on "Resistance is Friendly to" Nobody. Then save your map. 3. Now go out of OFP and open the directory OFP\Users\{Your Profile}\Missions. Then open your mission folder and then open the mission.sqm with any text editor (notepad etc) Now scroll down until you find your squads. You'll see an entry that looks like this: Now you want to change the half of these that you want to be the adversaries. Change East to Guerilla, or East to West or Guerilla to West...etc So if you change east to guerilla change all of the units sides to look like this: Now you have an East (Russian) Soldier that is on the Resistance side. And of course save the file when you finish the edit. Then go back into the game and loadup your mission in the editor and give it a try. -
Is it possible to use a weapon pack for an other addon ?
zulu1 replied to Riku's topic in OFP : CONFIGS & SCRIPTING
Then there is no way without seeking permission from the maker unless it was already globally granted at release. -
Is it possible to use a weapon pack for an other addon ?
zulu1 replied to Riku's topic in OFP : CONFIGS & SCRIPTING
When making missions you can use custom loadout scripts to use any weapons you choose without modifying any addons. -
Here you go. http://www.mediafire.com/download/obfqt6ak9jnsrrn/uwar_grass-1.23b.zip
-
Hey No.4 cool idea. I've been wanting to make a full island map, not sure about the building part but I will try it. edit: Your error comes from armor.sqs and this line i guess: ? _n >= 5.1 and not isnull (units _g1 select 5) : (units _g1 select 5) moveindriver (_vehi select 2) I'm not a scripting guru, but maybe Nikiller might see this.
-
Wayback machine to the rescue: https://web.archive.org/web/20061208122742/http://www.ofp.bmj.pl/rozne/Reap_Mushrooms1.rar
-
Here you go. http://www.ctitc.com/downloads/
-
AH-64 Crash Script With FFUR 07 Causing Lag/Glitch
zulu1 replied to swillis12931's topic in OFP : CONFIGS & SCRIPTING
Anytime createunit is used a small lag, a few seconds can be seen. Createunit-and-lag -
Wanzer Addon Not Detected by Enemy AI?
zulu1 replied to swillis12931's topic in OFP : MISSION EDITING & SCRIPTING
There are some config issues that prevent some units from attacking the Wanzer. I did some experiments and got all but shilka to attack. Changes: cost=1000000; camouflage=8; unitInfoType=UnitInfoTank; I am not advocating editing addons without permission in any way. :) -
Using the ALICE module?
zulu1 replied to zeroip's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did you look at the module section in the BIS Wiki? https://community.bistudio.com/wiki/Ambient_Civilians You need to put entries in the init field. Also download and try the demo mission found there. -
@krzy Here are your files plus an edit I made to mntyboys rpg. https://www.mediafire.com/folder/7ujb4z851pf0b2d,82jp5k8ej8jtnsj,fgwpmiv66vccfm2/shared
-
You can try this. http://www.fileplanet.com/153848/download/Operation-Flashpoint:-Resistance---BAS-All-in-One-Addons-Pack
-
It would take a bit of scripting, but it's possible. Are you up for it?
-
Deleting Spawned Vehicle SP Mission OFPR 1.96
zulu1 replied to swillis12931's topic in OFP : MISSION EDITING & SCRIPTING
Looking at what you did it wont really accomplish what you want I think. It is deleting units before they are created. You should use two different scripts, one to create and one to delete. In the delete script you need to perform an alivecheck routine on the units. Then you can use the deleteunit code for the dead ones. A killed eventhandler could be another option. The big problem here is most spawn scripts use a variable to be able to endlessly spawn new units or groups. Using specific names as you are is problematic. I don't think you can reuse the same names (troop2, 3, 4, 5) over and over. In other words you run the script once and if you want more to spawn then a new script needs to run with (troop6, 7, 8, etc.) I've had a lot of fun using this spawn package, it is very versatile. It may do what you want. http://www.ofpec.com/editors-depot/index.php?action=details&id=314&game=OFP -
Deleting Spawned Vehicle SP Mission OFPR 1.96
zulu1 replied to swillis12931's topic in OFP : MISSION EDITING & SCRIPTING
Most spawning script packages use a "dummy unit" to perform actions. The dummy is located usually way off on a small island out of harms way. The name is totally optional, some people use gravedigger. The example script below uses the _this variable. You need to adapt it for your use. When activated it will make dead bodies sink into the ground, then deletes them. #deadloop ~1 ?(alive _this):goto "deadloop" ~(10 + random 6) (leader eastdummygroup) action ["hidebody",_this] ~4 deleteVehicle _this EXIT Here is another slight variation by Nikiller: ;[unitName] exec "Del_Unit.sqs" ? !(local server): exit _b = _this select 0 ~300 ? alive gravedigger: gravedigger action ["hidebody",_b] ~10 deleteVehicle _b exit -
Ahhh...Right mouse click and translate with?
-
Based on ofpr.info it looks like that patch is for FFUR 2007/slx for 1985 you want this patch http://ofp.gamepark.cz/index.php?showthis=10719 1985 (2008) is probably the best. It's is the last one to be released.
-
@krzy This is the last file of ACES: (readme only lists weapons) http://www.mediafire.com/download/s917ofoetsr2u31/ACES(7.06.06)_.rar I got these from the CAVS site: http://www.mediafire.com/download/9h5sg3q23vaf9tp/cavs_config.rar http://www.mediafire.com/view/ytey8xoj28hc7n5/weapon_info.xls (right click and save as, or it will open from site)
-
Soldier icon in command bar shows red even after healing
zulu1 replied to swillis12931's topic in OPF MISSIONS
If you (the player) is the leader of a squad and you run out of ammo or get injured the icon will remain red. With other AI in your squad you can have them report status and if healed or rearmed the red will go away. You can report ammo low or injured and the red will go for a second, but it comes back again. Like Akvad said there is no fix. Just one of many old OFP issues that were never fixed. -
Uploaded 2 vers.....link : https://www.mediafire.com/folder/u79dtwv4pgrut6f,0454y8q6vw2sdiz/shared
-
This? tdm 16 [oyc]realtournamentv1.12.noe.pbo
-
Hi Rożek; Here are most all of the wgl cti missions. http://www.mediafire.com/download/216noclk2t00eg5/wglcti.zip http://www.mediafire.com/download/4eopico4gst9k40/WGL_CTI.zip http://www.mediafire.com/download/hs33yk7bpi475qf/zeu_wgl_cti.zip There are probably some duplicates in these and also some addons included. I think you already have most addons needed on your server now.