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zulu1

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Everything posted by zulu1

  1. zulu1

    OFP Addon request thread

    Hey, I upload all the observer files: http://www.mediafire.com/?22cw4wd66em30 The webfiles have complete instructions with screen shots.
  2. zulu1

    OFPr.info / ofp.gamepark.cz

    This seems to work for me. Still asking for language, but it sends me through. https://web.archive.org/web/20071001000000*/http://ofp.gamepark.cz/
  3. Been gone so long I forgot my login :) Try this addon scanner, it works on all pbo's...missions, campaigns and addons. It will list all classnames without having to depbo. http://www.mediafire.com/file/qvtzqdlilxum9fm/addonscanner2.31.zip Of course class names don't really tell you the addon name but this is all we have to work with.
  4. zulu1

    OFP Addon request thread

    This one? https://www.mediafire.com/file/og49r2cwali9cl1/SLX_Mod_1.1.rar
  5. The red dot is part of the optics texture for the gun. It has nothing to do with the NVgoggles. If you remove it, it will be gone from the weapon optics all the time.
  6. zulu1

    Zeus

    2 ways In the editor start new mission edit on the island you want and "merge" the mission. Then you need to copy the folder contents over. Or Just make a copy of the mission folder and rename the copy to the extension of the island you want to use. ".xxx"
  7. zulu1

    Explosion and fire script

    The EH in the config should be OK. from what I see it is this part of the script that will not work in MP. ? (vehicle player != player): goto "skip" ? (player distance _f < 7) && _hsay == 1: player globalChat "Getting kind of hot here..."; _hsay = 0 ? (player distance _f < 4) && alive player: TitleText ["", "black faded",random 0.1] ? (player distance _f < 4) && _bsay == 1: player globalChat "Argh, I'm getting burned!"; _bsay = 0 ? (player distance _f < 4): player setDamage (damage player) + 0.01
  8. zulu1

    Explosion and fire script

    Hi Slavko, In SP since there is only one player the variable "player" works. In MP you have more than one player and "player" will not work. You need to send an array of the player slot names through the script (ie. [p1, p2, p3, p4, p5, p6, p7, p8, p9, p10]). The script will need some work and each mission may need a trigger to perform an "alive check".
  9. zulu1

    Im Looking for a Great insurgency Addons

    Hi, Addons are hard to come by these days. Here are some places to look. https://gamefront.online/files/listing/pub2/Operation_Flashpoint/ https://gamefront.online/files/listing/pub2/Operation_Flashpoint_Resistance/ http://arma-cwa.ru/ and ofpr.info in a torrent Torrent Magnet Link
  10. zulu1

    OFPr.info / ofp.gamepark.cz

    JdB, I had a copy of opgwcbeta extracted with a good sound file. I patched the zip file and uploaded it again, here it is: https://drive.google.com/open?id=0ByvuJ-pCUiUIQ2Rzb3pUZ0NHdFE
  11. zulu1

    OFPr.info / ofp.gamepark.cz

    Inlesco, I think JdB is preparing a torrent file of all the FTP files to put up on the net.
  12. zulu1

    OFPr.info / ofp.gamepark.cz

    JdB, I thought I gave you most everything. I have most of the above except noted. I made a folder on my GoogleDrive and uploaded the files: https://drive.google.com/open?id=0ByvuJ-pCUiUIYXUxNGt3OTRHbG8
  13. zulu1

    OFP Addon request thread

    Ok, here you go: https://www.mediafire.com/file/484ulq0ey777h46/ww2ec_USpack_1.11_full.rar https://www.mediafire.com/file/uef0uli9l09p5gx/CoC_diver_v1.0.zip We really need an FTP site now that ofpr.info is gone.
  14. zulu1

    OFP Addon request thread

    Hey Barccy, Excellent find. You deserve a commendation for this
  15. I did not assign anything, just used the game default. A distinction needs to be made between callsign and groupID. It's not a big difference, just termanology. Only two callsigns: [west, HQ] (Default Papa_Bear) [west, "Airbase"] (Default Base Firefly) GroupIDs: Aplha Black, Charlie Blue etc. I never really looked into it, but a small test I ran seems to show that the game goes through Alpha, Bravo, Charlie etc, to the end all black then starts again with Aplha and the next color in line. Refer to my earlier post LINK it has all you need to know about callsigns and group ID's. One of the most important things is any unit, vehicle, object etc, that has a purpose needs to have a name entered in the editor. This is the only way you can refer to it in a waypoint, trigger or a script . Also you should know the differences between: Say Sidechat GroupChat GlobalChat VehicleChat SideRadio GroupRadio GlobalRadio VehicleRadio PlayMusic PlaySound You can research these in the BI Wiki in the scripting section: https://community.bistudio.com/wiki/Category:Scripting_Commands_OFP_1.96 A lot of Arma and TOH and other game scripting has been blended in with OFP. If you don't see the OFP game logo at the top of the section don't try to use it as it won't work. OFP commands are pretty much common to all BIS games, but it does not go backwards, like Arma3 to OFP.
  16. zulu1

    FTA Life Simulation

    Hi, Well you obviously did not try all of the three versions. It seems two of them don't work, the only one that does is this one: http://www.mediafire.com/file/z4992tawsa08bro/FTA2B03[1].zip
  17. zulu1

    FTA Life Simulation

    Hi, Not much is alive anymore, but I have what you're looking for. It looks like I have three versions of the mission and the addons. I think the solo FTA2_cartel2.pbo may be the latest verison. https://www.mediafire.com/folder/xzhoa2z060zzgze,bx93d5j2ttjejdf,27y15px17o4tx05,z4992tawsa08bro/shared
  18. Hi, Sorry you're having so much trouble with this. Here are a few things: #1 Sound MUST be .ogg format #2 Sounds must be in a folder within the mission, called sound (not sounds). #3 With using stringtable file I have always seen $STRxxx and STRxxx as prefixes. "title = $STRCAMP_04r1" is used in the description file (must have $ in front) STRCAMP_04r1 is used in the Stringtable file. It may work without it, just never seen it done. Now unit naming is done in the editor/unit window, there is a name field you use to assign names to units, vehicles, objects, game logics, etc. This is a must for serious mission making. Some names are reserved by the game, can refer to the WIKI for more info. I made two demo missions for you to check out. I ran into a similar error that you got. This brings up an important fact. Some things done in the editor will not work until you first save your editor work as a mission (SP or MP) and play (start) it once. Then when you go back to the editor it should now work. Don't ask me why, it's just one of those OFP bugs we all love. There is another little buggy thing that can drive you nuts. When you play a (non-editor) mission that file is locked and can not be overwritten, deleted or otherwise changed. You must first open (start to play) another (non-editor) mission to unlock the mission file that you had already played to be able update, delete, etc. Again don't ask me why. Ok now the good news. I uploaded the two demos I did that should clear up this whole matter for you. Download from here: My Link A big part of getting a good effect from this is timing. You'll need to experiment with delays, countdowns and time outs to get the desired effect. Have fun now. edit: Here is a demo using lip synchronization. You see it in a lot of the campaign and side missions. It's done using a utility called wav2lip. Download demo from here: My Link Like I mentioned above, the editor mission might not work unless you play/start the single player mission first.
  19. zulu1

    OFP Addon request thread

    Hi Revan, With ofp.info ftp site gone now, you won't find much. See if this helps you out: My Link
  20. Hi, Yes p1 is the squad leader (player in that case). Besides the recorded audio files (ogg format) you need a description.ext and a stringtable.csv (comma separated value) files. any where you see $STR this points to the stringtable file. From the campaign mission "04MontignacMustFall.Eden" Description.ext: In the first radio message entry is "title = $STRCAMP_04r1; " this corresponds to a line in the stringtable file (only using English column) This file can be opened with Excel where you have columns, in a text file you need commas used as separators. STRCAMP_04r1,BLACK TO PAPA BEAR. DF25 UNDER HEAVY ATTACK FROM THE SEA. SEND BACKUP. WE CAN'T HOLD OUT MUCH LONGER. OVER.,BLACK A PAPA OURS. Stringtable.csv: Here is a link to the un-pbo'd mission file. https://drive.google.com/open?id=0ByvuJ-pCUiUIQ3prSVRDbXFpaFE All of the sound files are in a separate sound folder. If you use Firefox or Google Chrome the sounds can be played directly with browser.
  21. Hi, This is a bit confusing for most people. There is no single tutorial that clearly explains how it works and what is required. So that all will understand. The basic radio: There are two west (or east) calling stations: [West, "HQ"] [West, "AirBase"] To give these a callsign in your mission you set them in the init.sqs file: papabear = [West, "HQ"] firefly = [West, "airbase"] papabear and firefly can be substituted with any custom call sign you want. Now there are several ways to send a radio message. Mainly with "sidechat" or "sideradio" [west,"HQ"] sidechat "Hello!" firefly sideradio "radiomessage" This can be entered into the "Init Field" of a trigger or waypoint or called from a script file. You should also give your player group an ID using this: Syntax: setGroupId ["Alpha", "GroupColor4"] Possible Group Names: "Alpha", "Bravo", "Charlie", "Delta", "Echo", "Foxtrot", "Golf", "Hotel", "Kilo", "Yankee", "Zulu", "Buffalo", "Convoy", "Guardian", "Two", "Three" Possible Group Colors: " Values for Groupcolors: 0 (no color), 1 (black), 2 (red), 3 (green), 4 (blue), 5 (yellow), 6 (orange), 7 (pink) This can be done in either the group leader "Init Field" or in the init.sqs file Example: Grp1=group this; Grp1 setGroupID ["Alpha", "GroupColor4"] Here is s series of talk scripts from a mission I made Talk.sqs [west,"HQ"] sidechat "Alpha this is command, you need to begin your attack of the Russian camp." ~6 p1 sidechat "Papa Bear this is Alpha, copy that. We are Oscar Mike." ~6 p1 groupchat "Ok guys we had better load up the truck and get on our way." Talk1.sqs ~2 [west,"HQ"] sidechat "Alpha there are enemy patrols in this area, proceed with caution." ~6 p1 sidechat "Roger that Papa Bear. Thanks for the headsup." ~6 p1 groupchat "Alright men you heard it. You all better keep on your toes. I'm not writting anymore letters home." ~2 savegame; Talk2.sqs [west,"HQ"] sidechat "Alpha we have a radar contact of an aircraft moving north to Le Moule." ~6 p1 sidechat "Copy Papa Bear. Do you have any ID on it ?" ~6 [west,"HQ"] sidechat "Alpha, possible MI 17. We're waiting for confirmation." ~6 p1 sidechat "Roger" ~20 [west,"HQ"] sidechat "Alpha, Mama Bear confirms it's an MI 17. There might be para troops on board." ~5 p1 sidechat "Copy that, Alpha out." These are script files called from triggers at different parts of the mission. "~6" are delays between papabear and alpha calls. You can change it for your preference. Of course this is just a simple basic example. What you want can be done using the description.ext file, for custom sounds, radio messages, identities. To get a voice message you need to define radio messages in the description.ext file. // Radio chatter? // Same structure as CfgSounds. class CfgRadio { // Contains a list of all the .ogg files (without the .ogg extension) which are in all of // the CfgRadio class instances below. sounds[] = {S02r16, S02r17, S02r18, S02r19, S02r20, S02r21, S02r22, S02r23, S02r24}; // Class name is referenced in the mission.sqm file. (E.g. sideRadio ""S02r15"") class S02r15 { name = ""; <<insert name between "" You need to record sound files, place them in your mission folder and make an entry with each sound file name like above example. They are called like above: (E.g. sideRadio ""S02r15"") If you open a standard mission you can see examples of this. In the standard missions due to international languages all of the screen text is given a name and entered in the stringtable.csv file. Example: Trigger in editor: serg sideRadio "00r51"; Hint localize "STR_HINT_14" Sound in Description.ext: class CfgRadio { sounds[] = { }; class 00r51 { name = "00r51"; (name of sound file 00r51.ogg (without .ogg)) sound[] = {"00r51.ogg", db-40, 1.0}; title = $STRM_00r51; (or enter text here) }; }; Text from stringtable: STRM_00r51 "Hey! Where do you think you're going? Follow my orders, you imbecile!" I guess If you want simple text in one language on the screen you can also enter it in a trigger by pressing the "Effects" button. At the bottom there is a text entry field and a screen location button. If this seems complicated, it is.
  22. zulu1

    Destroy Empty Vehicle.

    Because an empty vehicle has no crew it also has no side assignment to make it either friendly or enemy so AI will not target it. You can order an explosive device be placed and detonated on or near it. Only answer is scripting with an invisible target
  23. zulu1

    OFP Addon request thread

    I'd like to help you but that file is almost 500mb. Sapper; Feldish + Mission https://www.mediafire.com/folder/xza13x7lb7kjh2n,559innqj6ft06m9/shared Also maybe you could help patton with pertlatch's ASCR38 mod? It must be on a Russian site somewhere?
  24. zulu1

    OFP Addon request thread

    Hi, As close as I can do without uploading stuff. http://www.mediafire.com/file/vm8muccq6tsr4un/IvoSoAf.rar https://gamefront.online/files/3852746/rhs_weappack_v1.00.rar https://gamefront.online/files/6066820/facestex2.rar
  25. zulu1

    OFP.Gamepark Down?

    File Front (GameFront) Unoffical site https://gamefront.online/files/listing/pub2/Operation_Flashpoint/ https://gamefront.online/files/listing/pub2/Operation_Flashpoint_Resistance/
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