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-STO-Badblood

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About -STO-Badblood

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  1. -STO-Badblood

    Setvelocity of a flare

    May be a little more complicated since I don't think you can actually name a flare. You need to detect the flare then assign a velocity to it. I just wrote a script to this and tested it - seems to work OK. Multiplies the velocity by a factor of XYZ. Can send flares very far. Use it and abuse it - modify it as you need. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;// Quick script witten by BadBlood [STO] ;// Multiplies the velocity of a flare by a factor of XYZ ;// ;// - Place the following line in the init.sqs file ;// Â Â Â Â player addEventHandler ["fired",{_this exec "FarFlare.sqs"}] ;// Change VelX, VelY, and VelZ to be the desired veloctity multiples _VelX = 4 _VelY = 4 _VelZ = 8 ;// Get the object fired _Flare = nearestObject [vehicle(player), _this select 4] ;// Check to see if it's a flare - if not exit ?!(typeOf _Flare == "FLARE" || typeOf _Missile == "FLAREGREEN" || typeOf _Missile == "FLAREYELLOW" || typeOf _Missile == "FLARERED") : exit ;// Change the velocity _Flare setvelocity [((velocity _Flare select 0) * _VelX),((velocity _Flare select 1) * _VelY),((velocity _Flare select 2) * _VelZ)] exit
  2. -STO-Badblood

    Broken legs

    Try this setdammage 0.85 or higher - maybe 0.9 Won't actually break a leg - but should make him crawl "heat73" - lmfao
  3. -STO-Badblood

    Functions vs scripts

    I believe the largest advantage to functions over scripts is that functions are compiled by the server and remote systems one time at game startup. Therfore they reside in memory and are much faster to run. Not sure how or when scripts are compiled but my belief is that they compile every time they are called (don't quote me on that one though). I see the biggest disadvantage of functions is they do not recognize timed events (ie: ~10 or @something). If you need to sycronize or add time delays, scripts are better. Best of all (in my opinion) is a combination of both. Helps to keeps scripts small and fast. I use scripts which make function calls - therfore taking advantage of time control with quick function execution.
  4. -STO-Badblood

    Change aircraft altitude mid-flight

    Never knew flyinheight had these problems - good to know. I've only used it to get a helo or plane fly a course without combat. Would like to read more about it - anyone have a thread link?
  5. -STO-Badblood

    Change aircraft altitude mid-flight

    Is there any reason why you can't use a script or series of triggers to set the FlyInHeight command up then use FlyInHeight to set it back down again ? I haven't tested this - just writing it on the fly (no pun intended  ) Script launched by a trigger: Call line >> [PlaneName, TempHeight, TimeBeforeReturningToOrigninalHeight] exec "changeheight.sqs" changeheight.sqs ;// Keep it on server (may not be needed - need a logic object called server to use this line) ?!(local Server) : exit ;// Get the passed varaibles _plane = _this select 0 _newheight = _this select 1 _timeReturn = _this select 2 ;// Get current height _returnHeight = _plane getpos select 2 ;// Make it fly in the new height _plane FlyInHeight _newheight ;// Wait for the time to elapse ~ _timeReturn ;// Return to original height _plane FlyInHeight _returnHeight exit Note: The script assumes the plane is flying at the correct height when entering the trigger
  6. -STO-Badblood

    Best headset ???

    GREAT great great responses! - Thank you all! I've looked for product ratings through web searching but came up empty. I knew the right place to look was within the good people of the OFP community and here on the BI forums. I think I'll go with the Plantronics Audio 90. You've said some good things and since it uses my sound card, I won't have to worry about switching and incompatibility. Gameer - hope to give something back here - I use a switch to change from headset to speakers. You can get them anywhere (Comp USA - Radio Shack - etc...). Cheap ones work as good as expensive ones - and it should, it's just a switch damn it - lol. It basically just extends your sound card jacks. You plug your speakers and headset (or headphones and mic) into the switch. You can then switch between headset (or headphones and mic) to speakers. Below is an example of one - I actually use a cheap one from Rack Shack. No loss in sound quality and stereo is not compromised. You can get them from $10 to $60 - get the $10 brand, again it's just a switch. Â
  7. -STO-Badblood

    Best headset ???

    I am looking to by a good headset. Getting too many complaints about background noise from my desktop Telex USB mic. Thinking of Plantronics DSP-500 USB. Concerned a little since it has it's own sound card built into the USB cable. May conflict in OFP and/or prevent me from switching to desktop speakers when it's time to REALLY crank up those sweet sounds of death. Also considering a Plantronics Audio 90 which plugs into the PC sound card. Anybody have any experience with the ones above or have better suggestion ? Â
  8. -STO-Badblood

    Stuck in direct play

    Great - Thanks !!!
  9. -STO-Badblood

    Stuck in direct play

    From BuhBye [sTO] buhBye@stogroup.net Sincerely, 1SG BadBlood [sTO] - badblood@stogroup.net
  10. -STO-Badblood

    Cannot create 3d device:

    Have H/W T&L on? May (or may not) be the problem. If you can't toggle it off, try using an older driver for your video card. Keep your newer driver backed up just in case. May have to try a few different driver versions. I noticed some new drivers do not allow you to disable T&L. Worked good for me Direct3D w/o T&L (and old drivers). Just a suggestion. You may have to run FlashpointPreferences.exe again to disable it. Warning: Trying older drivers may crash your system. Restart in safe mode and set it back to the new one again if it does.
  11. -STO-Badblood

    Ofp lagg. cpu or ram ?

    First and foremost - I'm no expert. Just learing from experience. I use a 3000+ AMD with 1.5 gig RAM, ASUS Ti4200 8X with 128meg video card. I find that: 1) CPU is still always maxed 2) System memory usage is light 3) The video card and driver make a big difference. Your lag seems to come in a certain place on the island. That makes me think you are low on video card resourses. I found that using older video drivers help memory map problems and sometime video "lag". You are using a 3000 view distance - that may be a bit much. Try reducing it to 1400 just to see if you still lag over the same part the island. If no lag - video memory/driver is the key. Sure - 512K is not much system memory. I would get more regardless. Don't be too disappointed if it doesn't help too much on the island. Video RAM and the right driver (not always the newest one) might help more. My new card lagged as bad as my old one until I loaded older drivers. Also - CPU usage. CTRL-ALT-DEL and look at the number of services running. Too many don't help. The longer you've had your OS - most likely the more you have running - LOL
  12. -STO-Badblood

    Stuck in direct play

    A member of my group [sTO] joined a hosted game in direct play. His game crashed at the time. Since then, he can start OFP in single play and can connect in direct play but freezes when changing to sockets. He uninstalled OFP, cleaned the registry, reloaded the game, eithernet card, etc.. - game still behaves the same. Using OFP - 1.96 w/ ECP Trying to help out but I ran out of suggestions. Anyone have any ideas? 1SG BadBlood [sTO]
  13. -STO-Badblood

    Good editing practices

    One thing to keep in mind for making faster scripts is to utilize sqf files and the call command whenever possible. It's my understanding that these sqf files are compiled only once at mission load and remain in memory unlike sqs scripts. You need to keep the sqf short and to the point as well. Sqf files run at the speed of the processor and do not recognize any time delays or @ statements. You need to integrate sqs and sqf files for best performance if you want to have timed events.
  14. Scenerio : A defend the base MP mission. All players against invading AI. Q) I want to find a way so if a player leaves the base and dies, he doesn't respawn. Those who stay in the base do respawn. I know respawn is set up in the description.ext file. Is there a way to over ride that on a players local system so when he leaves the base his repsawn = 1 (or something to effectively do the same thing)? IE) Description.ext: Respawn = 3 RespawnDelay = 5 Trigger: (encompasing base) - linked to specific player OnDeactivation: Respawn = 1
  15. -STO-Badblood

    Scripting

    I would like to see the AddAction command be more exlusive to a player rather than a seperate object which can be invaded by a nearby player ---> ie: A player standing 1m away from me aquires my action commands as long as he stays within my action object radius.
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