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Everything posted by [aps]gnat
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Works better. And thanks ag_smtih !! Cant wait to implement when I get home !!!!
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YEH! Nimitz now packs a punch ! Found a solution, drop an officer, or yourself on the deck ... or anywhere, and name the man "nimitz" 8 defence crew are then correctly placed into the Nimitz missile and MG positions. ............ and now just realised what Trenchfeet meant, not the carrier anme, the mans name ! ..... lol Cool .... now watch the MIG's run for cover!
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle = _this select 0 ............................... _groupAA = group nimitz ......................... _AAgun = "AAgun" createvehicle (getpos _vehicle) _AAgun setdir (_kierunek+_agle-0.03) _AAgun setPos [_nx,_ny,(getpos _vehicle select 2)+_h] ? (Count Units _groupAA > 0): "SoldierWCrew" createUnit [(getpos _AAgun),(_groupAA),"",1] _guner = (Units _groupAA) Select (Count Units _groupAA - 1) _guner moveingunner _AAgun hmmmmmmmmm ..... whats wrong Â
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LOL ... Colonel_Klink .... you didnt learn !! oh and BTW ... nice work !!!
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Well it is either the real Hawk or a new ag_smith covering his "not-to-be-so-public-beta" tracks LOL lol ... sorry ag_smith .... couldnt resist ...
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2nd hand report that Nimitz is not fully server freindly yet, if you dont place at 00 heading, it duplicates itself at 00 heading. Think I can see the problem in the "assemble" script ..... working on a solution.
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Might be a scaling problem there ......
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WOW !! Â DOUBLE WOW !! Please pass my thanks to Hawk and Dasquade also! A wonderful beta. Can't wait for the (near) final release .... I can see a Carrier War MP mission alreadly ! To be honest .... an EXACT Nimitz .. why ... I dont care !!!! Lets just call it the sister ship, the Mizint BTW, where can I get Ivan's beta ? ... or is that only available to the likes of agent smith
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LOL I think the Camel may be WWI .... not WWII !!
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I've seen lots of code for blowing stuff up on the ground; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_bomb = "shell120" createvehicle getpos _vehicle pipebomb, bomb, LGB etc (works well) BUT none work in mid air, ie choppers or planes. Anyone got a solution? Is it even possible to have a (non-player or non-AI) AA missile launch, lock and hit an assigned Target via script ? Cheers!
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Mid air detonation - aa explosion
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
hmmmmm ..... if I knew the real difference between camCreate and createVehicle, that comment might mean something to me .... Anyone got a link for a thickhead like me who wants to learn what a "cam" really is etc ? Cheers! Gnat -
Mid air detonation - aa explosion
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Thanks lads! All very nice code and scripts! (saving some of those away for other projects ) But for what I want to do, which is shake up a player or two, not nessisarily kill, Sanctuary's pointer works best cuz you can vary the distance (and number) of the explosion from the target, thus damaging it (hehe Rotor failures!) ie 15meters from ground or air target; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BOOOM = "Shell73" camcreate [(getpos GNAT select 0), (getpos GNAT select 1)+15, (getpos GNAT select 2)]; Fuze = "FxExploGround1" camcreate getpos BOOOM Thanks again! -
OGN Server has a bunch of MAP missions in service. Everon -CH 8 Mile -CTF 8 Mile -CTF The Killing Fields -CTF Little Everon Malden - C MarineDamage Nogova - CTF Infanty V - CTF Clusterf**k VI - Nogova Valley Sarugao - CH Crossroads - CTF Infanty X v6 Probably more .... Server @ 210.15.254.106 My Sarugao Coop beta here; http://members.iinet.net.au/~nrspence/IslandHop.rar
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If the plan is to support MP (which I understand it is, and why not, works very well in some of the past betas) we all know you can't simply support MP in the LAST version of a series of SP ECP betas! Wont work will it, if it does, it'll be $hit. MP has to be beta'ed each version along with SP all the way to the end. Obviously if the team hits serious roadblocks in code flexability ... they'll have to decide what to do next. I think its just as simple as giving the MP users an indication in the README's/Webpage of what to expect for each beta. Some suggestions on what console setting will and wont effect network performance/framerate, what compatability issues could exist for clients with different ECP or no ECP ... and so on. Or if for some reason you couldnt test it before release, say so, "MP users --- cross fingers and report in!" or whatever
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hmmm .... Damage will correct me if I'm wrong, but I though 1.055 was pretty dam stable on a dedicated server, for both ppl joining WITH and WITHOUT ECP installed. (obviously no idea what would happen if a 1.057 client joins a 1.055 Server) But ..... 1.055 is no longer available as a download from what I can see. yeh .... anyway .... Cheers!
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Protected spwn zne , intruders blwn away w\ bombs
[aps]gnat replied to —=R.I.P.=—™'s topic in OFP : MISSION EDITING & SCRIPTING
We I think your aim real high but ..... To check for vehicles, you are going to have to name each one (respawning vehicles may be a problem) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(_driver in _vehicle) : goto "BlowUpVehicle" But, easier is if you just blow them up, doesnt matter if they are in a vehicle or not, in the trigger; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bomb = "shell120" createvehicle getpos Player; Player setdamage 1 BOOM! Big Air time if they are runing LOL -
Reminds me of a western movie where half the packed saloon has guns pulled, waiting for the first one to pull the trigger .... and the other half are just hiding under tables ! lol Sorry, anyway. I enjoy (very very very very much) ECP on both MP and SP. Lovely work boys (clap, clap) BUT now ....... what the friggin hell did you do to MP play between 1.055 and 1.057 ? Because 1.055 WAS all sweet. I sort of agree with Damage's point; if you are concentration on SP play, @ the next release do a 20min MP test and then make a statment in the readme as to it apparent performace. That way big bunchs of ppl will not be pissed off major when an unsuspecting Server Admin does an upgrade and all the players go south ! Pre-warned is pre-armed. See ... there's the difference. SP = one user = 1 install = only one ("only got myself to blame") anoyed person MP = many users (using AutoAddon's) = many installs = many "Whos to blame?!" Now excuse me while I crawl back under the table and find my drink!
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Nice work Doolittle !! Love it. BTW, if possible it might be good to increase the "menu active" zone for buildings, couple of times with the AI building, some were a little too close and one building would prevent me from accessing the menu of another. Otherwise .... off to play some more !
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FYI Sarugao MFCTI 1.1B PS MP HR I converted up available here; http://members.iinet.net.au/~nrspence/MFCTISarugao.rar No addons (next project is to add the Marine Assault Pack to it) How-To doc I made on converting MFCTI 1.1B PS MP HR for any island, available here; http://members.iinet.net.au/~nrspen....aps.rtf Best of luck.
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I'm after the BOAT side profile, coloured icon/picture name/resource that appears down on the in-game Commander bar ..... ie where your 11 soldiers normally appear. Those soldiers icons (LAW, MG, AA types etc) themselves have set names like "islaw", "isat", "isaa" and "ismg" ........... Vehicles have ones like "\humr\ihmmwv", "ijeepMUTT", "ijeepmg" Im after the BOAT versions of that ....... anyone ? .... and no ... its not "iboate" or "iboatw" ..... tried it .... errors. Thx.
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Addon image/icons resource
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Thanks Scud. turns out they are: west boat is "ipbr" and the east boat is "ihrl" Funny enough the profile of the east boat doesnt look much like the boat itself .......... must have been a BIS art dept. brain fart lol -
Getting a guy into an empty vehicle
[aps]gnat replied to Pakman's topic in OFP : MISSION EDITING & SCRIPTING
If I remember correctly ...... he wont get in the vehicle if he is in a non-safe type mode ..... ie change him to "safe" or maybe "aware" and he may get in. Sorry ... my quess anyhow. -
Weird .... what did I miss .... or is it too simple No tut's for effective end game triggering ..... Can someone plz explain why my MP mission wont end proper ... (or explain the different ways of ending missions) I; - Have triggers, type End #1 and End #2 (basically Win/Loose) - Have appropraite text for each ending in "breifing" - Triggering them will not stop the game. - Using "endgame = 1" will end the game .... but only one breifing type is displayed (my loose). End #1 and #2 are being triggered, can see "effects", but nothing more happens. What is the correct use of "endgame" variable ? (or is it just part of dolittles revive script only !!!) Any direction appreciated ...
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duh! Yes .... with all my testing I had 1 extra trigger of type END1 and END2 .... ! Thanks CD .... works fine now.
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Detection of entering any vehicle
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
hmmmmm .... dropped that idea .... Seem to have an answer with; -Script------------------------- #Loop ~15 .......... ?((not isNull B8) and (!(B8 in list DeadA))) : goto "Loop" ?((not isNull B9) and (!(B9 in list DeadA))) : goto "Loop" (... OK .... so everyone is dead ... end mission) -------------------------------- Bx is the named players The trigger circle "DeadA" covers the Respawn location where players (bodies) go while waiting to be revived. The isNull is to check that the named "playable" spot is used either an AI or a human. Gnat.