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-)rStrangelove

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Everything posted by -)rStrangelove

  1. -)rStrangelove

    Modern Warfare 2

    The atmosphere is well done and im really looking forward to play the coop missions. That's all. It's like getting a meal at McDonalds. Tastes really good but after a short time you feel hungry again. :) Btw: Germany retailers like Okaysoft.de sold the game at a normal price - 45 Eur with shipping.
  2. If it's just about a unit which is a leader why not use this check: if {_unit == leader group _blah} then ( dont draw line etc etc )
  3. -)rStrangelove

    PMC Somalia

    Will DL when i get home. Nice one. Flashbacks are cool btw, Batman:Arkham Asylum gave me lots cause of all the comics i've read back then. :)
  4. -)rStrangelove

    Points? What are they for??

    As a scripter / mission designer you could use the points for ranks or buying stuff.
  5. -)rStrangelove

    Wonder Womans harrier

    I've got something better. I hear voices of dead ppl. When i kill all my group members in an editor mission their 'souls' are still alive and take commands from me. ... or i'm slightly mad. Heh.
  6. -)rStrangelove

    Question, sounds

    It's like C++ code. You can find best information when googling for c++ syntax rules. Or in short: every { that is 'opened' has to be closed somewhere } followed by a ; To be able to write long code without forgetting to close something ppl tend to line opened and closed braces up: class A { class B { something = value of something; }; }; In this example above we've opened 2 braces so we need 2 closed ones at the end. Lining them up underneath each other is just good practice, that's all. Class B is included inside Class A. You could also write it like this: class A { class B { something = value of something; }; }; -> that would look horrible for longer classes. ;) For us humans that is. However, that's exactly how the PC translates your classes. So the ; is needed to show him where a code line ends.
  7. -)rStrangelove

    [ARMA]Array of all units

    Write into init-line of player: allunits = [this]; Write into the init-line of every other unit: allunits = allunits + [this]; Easy isnt it
  8. -)rStrangelove

    Star Wars Stormtrooper

    Actually, with the modelling tutorial from Mondkalb i was thinking about making some static imperial / rebel objects like crates / wallpieces / small buildings to use as cover during the blaster fights. I'll start with some crates to get the basics right. :) Thinking about the texture style: In the movies we see the rebels and imperials have totally different styles, like used & dirty and the blueish steel on the imperial side. So i guess for rebel structures different styles would be needed that provide some camoflage on different planets, like snow / woodland / desert. Imperials dont seem to care for any kind of camo, they look the same whereever they construct things in the universe. :) Make sense though, as an imperial you dont need to hide somethng.
  9. Not without a (long) script. Capturing points involves making decisions when to go where and that (to my knowledge) can't be done with triggers / locked waypoints alone. A flag capture script wouldn't be that difficult to do though if you're into sqs scripting.
  10. -)rStrangelove

    Dragon Rising has been released

    That about sums it up. Once you see the game as another mil-action-game it's good fun. Comparing it to OpF/ArmA will only leave you disappointed. Thx for the fish.
  11. -)rStrangelove

    Star Wars Stormtrooper

    How original, Rebel troops with light sabers. :P Naa, i'd stick to blasters, far more fun.
  12. -)rStrangelove

    Star Wars Stormtrooper

    Unlucky about the texture-paths. 65 downloads for a couble of minutes ain't bad though. ;)
  13. -)rStrangelove

    Star Wars Stormtrooper

    Well, so far i see 3 ppl waiting here, so there'd be still 7 slots left for others, sounds fair to me. :D
  14. -)rStrangelove

    Star Wars Stormtrooper

    Impressive. The Emperor will be pleased...
  15. -)rStrangelove

    Best Co-op Mission for Multi-player

    The game already ships with some coop missions. But getting new missions is as easy as just connecting to a server that plays them. You'll download the missions automaticly and then will be able to join within 2mins.
  16. -)rStrangelove

    Star Wars Stormtrooper

    Remember the lawsuit the UT Troopers mod faced? http://www.ugo.com/channels/games/features/unrealtournament_2004/mods.asp Several years ago before the UTroopers incident LucasArts attitude (unofficially) was to not harm SW mods if: - they kept low profile on the net - they didn't have the word 'Starwars' in their name - they didn't use main characters of the official movies/books/games as part of a custom storyline This unofficial info dates back to 1998 when i was part of the Starwars Quake mod. So i'd say it's save to use planets, locations & their names, weapons, vehicles, clothes & equipment as long as you don't use main characters. And you're surely not the first OpF/ArmA mod who'd use textures from other games. But if you feel like it i'd try to repaint them just to be on the safe side.
  17. Since original Opf demo was released.
  18. -)rStrangelove

    Star Wars Stormtrooper

    If somebody needs sw textures for buildings / structures of any kind contact me. I still have the custom ones i did for my HL Svencoop mapseries: http://www.svencoop.com/forums/showthread.php?t=13387
  19. -)rStrangelove

    MHQ in Evolution

    Just add the n00b-flagpole. DL an MHQ version of Evo and see how it's done there. On the other hand maybe just teleporting all enemies to the player base would be better, saves ppl the boredom of teleporting.
  20. -)rStrangelove

    Any tips on optimizing a large building?

    That means we could have invisible AI paths outside of a building and so define where the AI can enter / exit it PLUS a path of waypoints following closely to the walls of the building ? I saw lots of buildings where the AI gets stuck at corners or makes a 200m circle just to get to the front door. Makes it look so stupid. Also: would be cool if you could store additional infos in pathnodes so the AI would know where to take cover, where to lean around a corner, etc. Basically this would enable us to script situationdependant AI like in the COD games. They may be arcadish games, but the way the AI is acting right next to the player is very believable.
  21. -)rStrangelove

    Any tips on optimizing a large building?

    Interesting thing about the 'invisible' large model. Thx for sharing. :) So, if i get this right: - you have modelled a very big but invisible building just to define paths for the AI - you align several (visible) models as an illusion for the human players How does the collision lod work? If i shoot your building, do i hit one of the single parts or the big invisible part?
  22. -)rStrangelove

    Real Life Photography/Photo Editing II - NO IMAGES >100kb

    Hey gents, had trouble finding a good 24 widescreen wallpaper, so i made one myself. Changed color balance on several rain / lightning pictures, a skyline (sorry it's Chicago, but i couldn't find a decent LA) and Jack's face. The WWW is for sharing, so here we go. :D (preview) Download: http://www.file-upload.net/download-1927804/24_1920x1200.zip.html
  23. -)rStrangelove

    Elite 25th anniversary

    Omg, i just noticed somebody made STARWARS ships for OOLITE !!! I could make a soundpack for those! Gonna DL
  24. -)rStrangelove

    Why cant it sound like this?

    Nice video, but the ww2 guy missed the best ww2 game soundwise: MOH Airborne. MOH:Airborne Recording the weapons MOH:Airborne C47 Audio capture Still got the game, it's great. On hard it's quite a challenge. :)
  25. Would be awesome to have a Nam mod, but apart from the workload the one big problem would be the AI - it's just designed to work for far distance fighting, not close combat. Else we would have combat inside buildings now, but it's simply not possible with this AI. Afair all nam mods for OpF/ArmA always had problems: - AI shot you through thick vegetation that the player couldn't see through - AI shot you after you killed 1 guy of the enemy group (knowsabout issues), no matter how good you were entrenced - AI couldn't navigate in jungle parts or didn't see you even if standing right next to them So i guess in order to get a decent gameplay you'd need to redesign a specific jungle AI from the ground up. Will take long to figure out what can be done and a hell to test it in SP / MP.
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