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Homer Johnston

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Everything posted by Homer Johnston

  1. Homer Johnston

    D a v i d i a n

    As long as you use yourvariable = getdammage player   to determine what to display, how it is displayed should be completely isolated to the client's machine. Each client's machine will treat that trigger as its own thing(and the server would too, but if noone's playing on it noone sees ) thx about the comp... the HD is formatting right now 80%... isn't there anything faster!
  2. Homer Johnston

    Nogova... virus

    Its a weak stab, but I signed up another Angelfire account just for the hell of it. Check first post for link.
  3. Homer Johnston

    D a v i d i a n

    Lone, the resource overlay problem can actually be fixed as well you just have to make sure that the triggers and such are completely local to the player... I cant start on how you would do it in Davidian because I haven't looked at it yet, but I'd be damned if you couldn't, because look at CTI! resource displays all over the place Anyway.. very!... interesting proposition.. certainly... tell you what, right now I'm making a 2nd mission (it will hopefully be the start of a mini-campaign), but I'll try to replicate the 'mood' Davidian gives in my 3rd mission (credits will go to you of course). I think it would work quite nice indeed... the only problem is if the AI can't maneuver very well on a sidenote, the last of my new computer parts is supposed to arrive today... so I may not get much done (upping from a P3 550, TNT2, to an athlon 2500+, 9600 Pro ;) lol)
  4. Homer Johnston

    Nogova... virus

    Unfortunately I have no control over what version the servers run... but I'm going to rename the working one to 1.1B right now. Next time I see Max I will ask him if he has distributed anything besides his initial changed one yet. If you want to know whether or not this is the fixed version, however, play it in SP, or be the host server (be a non-dedicated). If it is the non-fixed version you should see oilloads of errors along the top of the screen... also, the mission might work if you use exactly 4 players (that's pure speculation) because of the nature of the error. please note that I have no idea if Max distributed the fixed 1.1... If he hasn't, then the working version will be named 1.1B when it is distributed Sorry... Hang in there... Â IF YOU PREVIOUSLY DOWNLOADED NogovaVirus1.1.Noe.pbo -->FROM THE FIRST POST OF THIS THREAD<-- please rename the file to NogovaVirus1_1B.Noe.pbo Thanks
  5. Homer Johnston

    Nogova... virus

    To be honest, I hadn't given thought about saving.... I designed the mission entirely with MP in mind, unfortunately. If you can provide any details about what/how it screws up, however, I will do my best to prevent it in my next mission (sorry, not planning to enhance this one more... however if anyone wants to depbo it, the code is free game... it's also very messy...lol). thanks for the pics ;)
  6. Homer Johnston

    D a v i d i a n

    Lone; I was in the exact same situation with mine, but it actually takes care of itself. explanation: As far as I know, the OFP engine will never, ever, ever do two things at the same time. If you ask it to move marker X in two scripts at the same time, It will move marker X, then it will move marker X again. Thus, the fog scripts are all moving around the same foglogic, but two will never try to do it at the same time so... no errors there! It (my script) is also completely local to the player; fog script revolves around variable 'player' , not a specific mission object... I think you could even just throw a random unit somewhere on the map, and set him as player, and the fog would revolve around you still. client CPU takes care of everything; how you see it in SP, is how it will look in MP. Cheers!
  7. Homer Johnston

    Nogova... virus

    The link for 1.1 is now on the first page It will be available at midnight, I guess... first come first serve until the 1GB is up! I'm going to remove my forum sigs from that account... might get a couple more DL's out before it caps or something -HoJo
  8. Homer Johnston

    D a v i d i a n

    An absolutely excellent mission Lone... I played the original as well... They almost make OFP feel like a whole different engine! The cluttered, dirty environment was exceptionally well done, I must say. Great work!
  9. Homer Johnston

    Nogova... virus

    Thanks to Hit_Sqd_Maximus, the mission is now available in a 5-player slots version. My angelfire account has run over limit for today, unfortunately, though. (This makes it over limit 5 times in the past week lol) I also took the opportunity to address a bug with the radio. Please inform me if you hit any problems! DuffLad, what PBO tool are you using? I only suggest PBO Decryptor 1.5 (UnPBO.exe) find it at ofp.info, http://ofp.gamezone.cz/index.php?sekce=utilities ... the others are not compatible with Resistance
  10. Homer Johnston

    Adding arrays

    Alright, heres the situation... I have a group of players, and I want to get a final array which contains either XYZ or XY AVERAGE coordinates of the players' positions... the players are all in the same group. the complication (I think) is that the number of players is not fixed (AI is disabled), plus if they die it changes of course... so it needs to include something that counts the players... this also means that I can't pre-make variables per player I already do have a method that allows me to do this, but it is extremely bulky and hard to modify. I'm hoping for a more dynamic solution... If anyone can come up with some ideas, BIG Kudos goes to them! Thanks! HoJo Â
  11. Homer Johnston

    Adding arrays

    ahhh heck actually, forget it, I'll do something else that will work just fine... maybe better in fact...
  12. Homer Johnston

    Nogova... virus

    Hudson: I will do my best to create more player slots but I am weary of lag issues (also difficult to implement multiple squad positions in code...) like everything, compromises must be made. My only promise at this point is the next mission will have at least 5 player slots, however given this crazy unexpected amount of demand I will at least try to up it to 7 or 8. Love your avatar by the way Max; thanks for introducing me ;) I'm currently working out some scripting that will let me use that bit of insight... it does have potential I am glad to say... Frenchman: The song will stay on my HD... if not this mission, I will find a place for in sometime in the series.
  13. Homer Johnston

    Nogova... virus

    thanks a lot guys! I really appreciate the inspiration... keeps me working on #2 here ;) I might have something worth testing by the weekend... Cheers! Hudson I will see what I can do about a potential length "issue" with #2 ;)Â
  14. Homer Johnston

    Finding smallest value

    Seems to work great thanks a big one!
  15. Hi, say you have an array with several number variables. Is there an efficient way to boil it down to which one is the smallest? currently I'm just using a large series of ? _A < _B && _A < _C ...:_target = _A but, it is getting rather bulky with several variables... Thanks for any help!
  16. Homer Johnston

    Nogova... virus

    According to Vektorboson's drop tutorial ( http://home.arcor.de/vektorboson/en/tuts.html ): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Drop [ShapeName, AnimationName, Type, TimerPeriod, LifeTime, Position, MoveVelocity, RotationVelocity, Weight, Volume, Rubbing, Size, Color, AnimationPhase, RandomDirectionPeriod, RandomDirectionIntensity, OnTimer, BeforeDestroy, Object] my drop command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">drop ["cl_basic", "", "SpaceObject", 40, random 5+5, [0,0,2], [1,1,0], 0, 1.275, 1, 0, [5],[[1,1,1,0],[1,1,1,.5],[1,1,1,0]],[0],0,0,"","hojo.sqs",foglogic] matching them comma by comma, probably the two you'll want to experiment with are [0,0,2] (position) which indicates a height of 2, and [5] (size), which is its height (all of this in meters) ... some possibilities I can think of would be, - large size (ie 10), very low position (ie [0,0,-4]) Â this would create small 'heaps' I think note that the size is from top to bottom and the position is measured from center... as such, having a 10 meter thing -5 below the ground means none of it will be visible... -small size, just above ground, and a large number (maybe up to 3.., 4.., 500 to create a lot of small clouds which might look nice (but laggy?) like most things in life, the best result usually comes from experimentation good luck [edit] also, from my script [[1,1,1,0],[1,1,1,.5],[1,1,1,0]] this is the Color array. Note that each element inside the Color Array is an array... this confused me a lot at first ... you can have as many elements as you like, each 4-number array contained within the Color array is displayed for an even amount of time (it cycles through them in order). The 4-number arrays are in the format [R,G,B,Alpha (transparency)] to clarify (hopefully): I used 3... first one is 1,1,1,0 meaning full red, full green, full blue (they are on a scale of 0.0000.. through to 1), and 0 alpha which is fully transparent then second one is 1,1,1,0.5, which means still all-white color, but it has faded into half-transparency... third one fades back out to invisible as the life time expires... if I were to add, oh, say, 1,0,0,1 to the end, then the others would last a shorter time, then after it faded back to invisible it would suddenly come in as a red blob then as soon as it hit full change it would disappear try it for better understanding.. it's actually quite neat I need to learn how to write less... lol... sorry anyway, hope this helps
  17. Homer Johnston

    Nogova... virus

    [edited]Lone, skip all this junk and read the bottom paragraph first... if thats bad, then read the explanation that follows this [/edited] Heres how it works Lonesoldier... in my init.sqs, I have it exec hojo.sqs (I really should have made a better name for that LOL) 120 times, this instantly spawns 120 puffs of smoke. Then, all the rest is taken care of by hojo.sqs... looking in it, we see <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#start foglogic setpos [(getpos player select 0)+(random 80 - 40),(getpos player select 1)+(random 80 - 40),0] drop ["cl_basic", "", "SpaceObject", 40, random 5+5, [0,0,2], [1,1,0], 0, 1.275, 1, 0, [5],[[1,1,1,0],[1,1,1,.5],[1,1,1,0]],[0],0,0,"","hojo.sqs",foglogic] exit a) #start is useless... another figment of my 16 year old brain... b) I placed a Game Logic and named it "foglogic"... hojo.sqs first moves the foglogic to a random area around the player, then c) uses the drop command to spawn a whatever-they're-called. The actual dropped fog has a lifetime of random 5+5. In the end of the DROP command array, you see "hojo.sqs"; this is telling it, 'when random 5+5 is over, execute hojo.sqs' ... so, every execution of hojo.sqs will create one fog piece that (currently) will never die. Maybe this will help you figure out your looping problem? hope so, keep me informed... be sure you've included all of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _fog = 0 #fog [] exec "hojo.sqs" _fog = _fog +1 ?_fog == 120:goto "after" goto "fog" in your fog.sqs Dunno... if you can't get it working I'll be glad to help more ------ Blackie wants a respawn system eh? don't think that would implicate any serious problems............ I'll try to learn my butt how to activate respawns thank goodness for ofpec oh, and thanks for the support vs Hellfish lol though I understand that some people probably think I'm a freaking gotard for using this theme but hey, they're just no fun P.S. is there any demand for another one? I started a second one of these a month ago, just the footwork, but I could complete another (slightly different) one if someone gives a dang LoneSoldier, I think I just realized your problem-- in fog.sqs, did you forget to have a "#after" entry after the scripting? Otherwise, it will just ignore that and keep looping... alternatively, if your fog.sqs is only there to create the first fog patches, replace ?_fog == 120:goto "after" with ?_fog == 120:exit .. that should halt the script...
  18. Homer Johnston

    Big bad bright map...

    do you mean that your eyes actually adjust to the brightness and when you go back to the darkness you have to wait for your eyes to re-adjust? heh as far as I know, that would be possible for the mission creator (place huuuge transparent 'markers' over the map), but as for your problem... hmm, well, IRL if I'm somewhere dark and want to keep my night vision, I close one eye before I turn on the light or whatever... the closed eye usually sees pretty good in the dark still when I open it again lol I'd be amazed if this post was remotely useful, but hey, I tried
  19. Homer Johnston

    Nogova... virus

    thanks guys not at all LoneSoldier, everything is up for grabs. Any questions about it, let me know and I'll be glad to answer. BlackDog if you're really desperate to play it with someone, you can ask me on... wednesday you should be bored of it by then, though
  20. Homer Johnston

    Faces :)

    *looks at avatar* ignore me... I'm just a nut
  21. Homer Johnston

    Ofp combat photography. No pics over 100kb.

    Mr. Blackdog I believe I am the first to take advantage of your FTP opportunity http://pictures.tacticalblunder.com/HomerJohnston/PetrovichAbrams.jpg <-140kb just thought I'd give ol' P3 550 a push to see what it could do, heh...
  22. Homer Johnston

    Resistance buliding names?

    http://www.ofpec.com/editors/browse.php?browsewhat=1&start=100 Resistance Houses... you are looking for name to put in mission.sqm file, right? P.S. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I hope you don't mean some unoffical addon.<span id='postcolor'> ^ don't be a wussy addon developers are doing absolute wonders...
  23. Homer Johnston

    Ai eating too many carrots?

    John, if you ever go out at night under a half-moon and the starlight, you can see quite well if you have ok night-vision (I'm talking about real life)... since I'm pretty sure I usually see the moon in OFP, increase your game-brightness settings also I sorta consider having it set on 16 bit color is more realistic for night; your eyes see things more patchy when the light band is from black to very dark IRL, and in-game if you run 16 bit color the display is sorta patchy at night also, of course, if you're in a bright room you won't be able to see at night... night missions are best played at night!
  24. Homer Johnston

    Helicopter seating problems

    ever notice that you can get into the backseat of the OH-58... and it sits you up by the rotor... I think you can fit a whole squad in that lil' thing
  25. Homer Johnston

    1969 vietnam version 2.0 is here!

    don't have time to check out #4 right now, but two things to check for it are a) are all enemy getting in trucks? b) are any enemy running from mission area? I couldn't find where you had the camera initiated to disable it and watch the enemy get in the trucks... but the actual win trigger seems technically sound
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