benreeper
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Everything posted by benreeper
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Tiberian Genesis Mod
benreeper replied to Sen†ry ˛°°ł's topic in ARMA - ADDONS & MODS: DISCUSSION
When it comes to the models, graphics, Crysis is the choice but when it comes to gameplay, is it the right choice? In other words, could The Chain of Command be easily ported to the other game or is CoC's gameplay and coding ONLY possible in a game like ArmA (i.e. Massive armies and built in movement nodes for AI)? Just asking for info. --Ben -
I'm asking this because I thought/hoped that signatures would make this impossible. --Ben
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Maybe this topic should be closed before it gets out of hand. --Ben
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How do cheaters execute these commands? --Ben
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Addons are the problem of poorly made missions and that's what we need to get rid of. All missions should use complete mods or NO addons. OFP(ArmA) gave people a freedom that other games do not have: the ability to drop any object/weapon into the game without having to use a complete mod, however most mission-makers have abused this and throw addons wily-nily into their missions. --Ben.
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You people are all insane, self-centered and very immature. Not only are you not talking about how great ArmA is, your conversation should actually be in off-topic. I read this thread just to see how far it can stray and it has. If you do not like this game or if you want to compare it, in a bad light, to another game, then use the correct thread. --Ben
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Multiplayer PC/X360 : a possibility ?
benreeper replied to Lou Montana's topic in ARMA 2 & OA - SUGGESTIONS
As long as their no aimbot (autoaim). --Ben -
You joined the forums just to say that? --Ben
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Dialog Template, plus Standard Dialogs
benreeper replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
So you can't use 3d buttons in ArmA? I can't seem to get them to work. --Ben -
Add a tiny UK and we could recreate WW2. --Ben
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Custom Profile Face Starter Kit
benreeper replied to hypno toad's topic in ARMA - ADDONS & MODS: DISCUSSION
You can setface a model in game and set their identity with an identity that you've created (in description.ext) but can you do these things with your own "face.jpg" and your identity from your profile? In other words, do I have access, in game, to my face file in my arma profile folder (MyDocuments)? --Ben -
Remove all of the addons you installed. --Ben
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Most games don't allow running anything client-side that you want . This wasn't as big a problem in OFP because most cheaters like to "drop" into a game, ruin it and leave. They couldn't do this in OFP (no JIP). From what I've seen on this board, no one has really used "verifysignatures" yet. BIS has implemented something that most MP games have (think "Pure" servers also) and that OFP didn't need. Players have to know that the policy is that you cannot have any addon that you want activated when you join a server. You need a clean game or equal mod that the server is running. It will restrict your freedom but that's just like it is in real life. Heck in Battlefield 2 you need a full mod to have anything different. This is the direction that ArmA should go in. --Ben
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Trying to get a few things to work
benreeper replied to Shadow_Spyder's topic in ARMA - MISSION EDITING & SCRIPTING
Sounds like you are a beginning scripter/mission maker. If I were you I would study everything that could be studied and then start out with some simpler things. A little bit at a time is easier to digest than all-at-once. --Ben -
I really do not understand this problem. If you don't want them to use and addon/mod then require signatures. I guess if signatures had been in there from the start, people wouldn't think that they could use anything, client-side, that they wanted, but you can't and you shouldn't. Most other MP games do not allow this and many of them are "PURE". I would like to know how this wouldn't fix the problem as I may be ignorant in this area. --Ben
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I really do not understand this problem. If you don't want them to use and addon/mod then require signatures. I guess if signatures had been in there from the start, people wouldn't think that they could use anything, client-side, that they wanted, but you can't and you shouldn't. Most other MP games do not allow this and many of them are "PURE". I would like to know how this wouldn't fix the problem as I may be ignorant in this area. --Ben
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Did you read the sticky? --Ben
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Combo/Listbox; Changing record content?
benreeper replied to ZNorQ's topic in ARMA - MISSION EDITING & SCRIPTING
The only way that I've been able to do it is thru re-filling the list/combo box. --Ben -
Does anyone know if 3D dialogs work in ArmA? I can get them to show up but I can't create any text or buttons. I only see the object. I'm pretty sure that it does not work the way id did in OFP. --Ben
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Didn't work. Still no text, just the model. You say you've gotten them to work? The only place that I see them used in ArmA is in the map. Could that be the only place that they work? --Ben
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You're correct, this is not the game that will go to a console. A "Run-n-gun-flicker-n-shine" game, as described, will be the "new" game. I don't think anyone fully understands that situation. Instead of them spending the time and considerable expense to create the perfect simulation, that no one will buy and this community will pick apart for every little flaw, BIS will make a pretty shooter, like every other developer and actually make more money. That is the danger we face. I would definitely understand that move, if it happened. -Ben
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Thanks I'll give that a try. --Ben
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Actually I did. I removed it when I posted the code here. Here is what the rscactivetext class really was. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class RscRadioText : RscActiveText { idc = 2; sizeEx = 0.17; x = 0.005; y = 0.02; //w = 0.4; colorText[] = {.05, .05, .05, 1.0}; h = 0.1; text = "hello world!"; }; It did work in OFP. In OFP the options menu was a laptop computer, now it's just a dialog so the ability to make 3D dialogs must have been removed. I wonder why? --Ben
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Thanks, There are no error messages. The radio does come up but those activetext controls aren't there. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class RscObject { access = ReadAndWrite; type = 80; scale = 1.0; direction[] = {0, 0, 1}; up[] = {0, 1, 0}; }; class WalkieTalkie : RscObject { model = "\ca\ui\radio.p3d"; position[] = {0.08, -0.014, 0.4}; positionBack[] = {0.08, -0.014, 0.2}; scale = 0.1; class Areas { class Papir { class controls { class RscRadioText : RscActiveText { sizeEx = 0.17; x = 0.005; y = 0.02; h = 0.1; }; class RadioAlpha : RscRadioText { y = 0.05; }; class RadioBravo : RscRadioText { y = 0.17; }; class RadioCharlie : RscRadioText { y = 0.29; }; class RadioDelta : RscRadioText { y = 0.41; }; class RadioEcho : RscRadioText { y = 0.53; }; class RadioFoxtrot : RscRadioText { y = 0.65; }; class RadioGolf : RscRadioText { y = 0.77; }; class RadioHotel : RscRadioText { y = 0.89; }; class RadioIndia : RscRadioText { y = 1.01; }; class RadioJuliet : RscRadioText { y = 1.13; }; }; }; }; }; class BWPP_Dial_Radio { idd = 51001; movingEnable = true; controlsBackground[] = {}; controls[] = {}; objects[] = {Radio}; class Radio : RscObject//WalkieTalkie { idc = 1; model = "\ca\ui\radio.p3d"; position[] = {0.05, -0.14, 0.5}; direction[] = {0, 3, 1};//{0, 4, 1} up[] = {0, 1, 0}; scale = 0.60; class Areas { class Papir { class controls { class RscRadioText : RscActiveText { idc = 2; sizeEx = 0.17; x = 0.005; y = 0.02; //w = 0.4; colorText[] = {.05, .05, .05, 1.0}; h = 0.1; }; class RadioAlpha : RscRadioText { y = 0.05; idc = 10; }; class RadioBravo : RscRadioText { y = 0.17; idc = 11; }; class RadioCharlie : RscRadioText { y = 0.29; idc = 12; }; class RadioDelta : RscRadioText { y = 0.41; idc = 13; }; class RadioEcho : RscRadioText { y = 0.53; idc = 14; }; class RadioFoxtrot : RscRadioText { y = 0.65; idc = 15; }; class RadioGolf : RscRadioText { y = 0.77; idc = 16; }; class RadioHotel : RscRadioText { y = 0.89; idc = 17; }; class RadioIndia : RscRadioText { y = 1.01; idc = 18; }; class RadioJuliet : RscRadioText { y = 1.13; idc = 19; }; }; }; }; }; }; BWPP_Dial_Radio is the dialog that I call. --Ben
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I have always wondered about this since OFP and maybe a Dev can answer it. It would appear that, as a group leader, all scripting commands relating to the assigning of vehicles (i.e. assignAsCommander, etc.) are non-functional. Am I correct, is this by design and is there a workaround? Thanks, --Ben