Homer Johnston
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Everything posted by Homer Johnston
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eh... it's hard to see unless you're in a room with no windows (or at midnight :p) but yea, I was on the other side of the island but I guess he got killed in mid-air and his 'chute dragged him out to sea :D
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mr. Thomm needs to be introduced to a 2 hour coop mission -- no respawn
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you mission 3 end trigger works fine; I can't actually play the mission (bloody 550 mhz) but I blew up all the enemy with triggers and it finished... most likely a single soldier is running from you or some junk, common fix to this is to set the allowfleeing command to 0 for each soldier so they'll run through their waypoints at all costs... I think :\ on to Mission 4...
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my bud took this in one of our private games tonight... I just thought it looked funny
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actually it's just a camera activated by radio alpha and setacctime 0.01 activated by radio bravo... got the chopper into position, radio bravo, fire, radio alpha, screenshot! hehe the zoom is just a filter in photoshop... I had to overlay some stuff to make the tank & missile clear, and do a little brushing to the flame trail but not really much work if you are used to PS
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http://www.hunexus.com/ftp/hojo/ofp/hellfire_launch.jpg little photochoppin' for the zoom effect
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What would you like to see in ofp2
Homer Johnston replied to Vinsen's topic in ARMA 2 & OA - SUGGESTIONS
perhaps deleting individual kill score and only leaving team objective score would be better -
perhaps deleting individual kill score and only leaving team objective score would be better
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What would you like to see in ofp2
Homer Johnston replied to Vinsen's topic in ARMA 2 & OA - SUGGESTIONS
did anyone mention it would be cool if OFP could do more than one event at the same time; fire multiple bullets without "reloading" between them so we could have realistic shotguns I'm getting tired of the M203... let's sling a remington under there! -
did anyone mention it would be cool if OFP could do more than one event at the same time; fire multiple bullets without "reloading" between them so we could have realistic shotguns I'm getting tired of the M203... let's sling a remington under there!
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Need help for a script for a spy camera
Homer Johnston replied to Bullz_eye_on_my_back's topic in OFP : MISSION EDITING & SCRIPTING
sounds great Inq's loop sounds like it should work </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #Loop ?ForceAlt:Heli setpos [getpos Heli select 0,getpos Heli select 1, Z] ~0.01 goto "Loop" <span id='postcolor'> notice that if you remove line ?ForceAlt:Heli setpos [getpos Heli select 0,getpos Heli select 1, Z] then the script doesn't do anything in other words, if not ForceAlt (aka ForceAlt = false), then the loop does nothing in your dialog setup can you make a button(s) which will set ForceAlt to True/False? also, I might suggest having Z as a variable (ie _fixalt, so the line would be like setpos [getpos Heli select 0,getpos Heli select 1, _fixalt]) which could be defined when ForceAlt is set to True, Â Â ie. click of True button somehow (been a while since I've played with dialogs )execs: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _fixalt = getpos dronename select 2; ForceAlt = true; exit <span id='postcolor'> that way when forced altitude is enabled, it will store the present altitude into the variable... etc etc, you seem pretty smart so I'm gonna get back at my homework good luck I never post in these good ol' forums; I'm just a watcher/info taker, but hey, boredom pushes man to new limits! -
If I open up OFP using the original exec, OPERATIONFLASHPOINT.EXE, it displays version 1.75 up top if I create a mission now, will someone with 1.46 be able to play it??
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1.75>1.46 compatibility..
Homer Johnston replied to Homer Johnston's topic in OFP : MISSION EDITING & SCRIPTING
roger, thanks -
you haven't placed "all" 63 units you've placed all 63 groups the game will handle 12 units per group, with 63 groups per side.. that's 756 units per side solution to your problem? group up some of them (instead of having 5 guys sitting around alone, put them in a group of 2 and a group of 3, maybe) it'll open up a lot of slots, plus AI will probably be "smarter" if included with a group... magically creating units and having them follow waypoints is, a pain in the rear ;\
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Lone: Chris simply copy/pasted a section from the Command Reference Manual it's a scripting topic...
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About the dialogue stuff....
Homer Johnston replied to Homer Johnston's topic in OFP : MISSION EDITING & SCRIPTING
eeeeexcellent... *sets to work on reconnaissance pictures dialogue system* (the briefing's 200 pixel wide stuff doesn't cut it... now I can have some full screen recon pics! thanks bn880 -
*blushes* uh... let's say playera and playerb get an addaction ... 'createdialog "dialoguesarecool1" ' .. if playera uses the action, will it just play the dlg for playera? or for both.. is "createdialog" activating-player-specific, or a general command executed for all... *blushes again* thanks!
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From the mind of a newbie editor
Homer Johnston replied to Demagor's topic in OFP : MISSION EDITING & SCRIPTING
I also tend to learn better with guides... but in actuality, I gave myself a challenge and worked towards it until I succeeded. The production possibilities are endless with Operation Flashpoint. so find something you want to do do what you can if something doesn't work, toy around for another solution if you get pissed off, come post here for one of the genuine know-it-alls to help you! (they've helped me a lot...) it's how I learned to do what I can do... which is quite expansive, however often not the most efficient methods still working on "code reduction" methods good luck -
New editing options in resistance
Homer Johnston replied to maruk's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ Aug. 20 2002,13:04)</td></tr><tr><td id="QUOTE">Hi all, for all those, who want to make their own dialogs, here you are: Vektorboson's Dialog Tutorial It handles 2D-Controls only, but 3D-Controls are in work!<span id='postcolor'> thaaaaaaaaaaaaaank yooooooooooou!!! I just began to ignore this topic, then I saw this...! sorry, noone's thanked you yet! -
anyone gots a list of all the buildings in Resistance? I'm looking for a list I can use to put a couple things in... like http://ofpcinematic.operation-flashpoint.de/downloa....ide.zip this guide, but including the new island's content! thanks
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For some reason the Notes section of my briefing absolutely ignores any attempt I make to modify the font style  it'll display links, line breaks etc. just not different heading codes... if anyone want'sa read the following... it's kinda "messy"... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> <html> <head><title>Briefing</title></head> <body> <h2><a name="Main"></a></h2> <p>On the mission I may be encountering a few small groups of soldiers... if I can kill them quickly and without notice, no one'll sound the alarm. I can be sure it's gonna get a hell of a lot uglier when the alarm goes off.<br><br>  Our squad went over the mission map yesterday... the best plan seems to get the black ops secure a good perch, then sneak in the rest of our guys, dig in, and get to work. Intel reports one Shilka to be in the base. It's gotta be neutralized before I'll call in the reinforcements.</p> <hr> <p> <a name="plan"></a>   Russians are being held at bay on the island. Our target area tonight is the western tip. We must destroy <a href="marker:enemy">the base</a>. <br><br>   Gathered intel suggests upwards of 50 soldiers. The reinforcement chopper (see engagement plan) has 2 complete infantry squads ready. Be sure to take out any machine guns or AA sources that could harm the CH-47's entry and unloading. <br><br> - <a href="#planned">Engagement plan</a> <br> - <a href="#Recon">Overhead imagery</a> <br><br> Objectives <br> </p> <hr> <p> <h4> <a name="OBJ_1">Primary Objective: Disrupt the base.</a> </p> <hr> <p> <a name="OBJ_2">Secondary Objective: Rescue prisoners from the base.</a> </p> <hr> <p> <a name="OBJ_3">Get away from the base perimeter.</a> </h4> </p> <hr> <p> <h2> <a name="Debriefing:End1">Mission Successful</a> </h2> <br> Primary and Secondary objectives successful. Good work. </p> <hr> <p> <h2> <a name="Debriefing:End2">Mission Successful</a> </h2> <br> Primary objective successful. The hostages didn't make it, unfortunately. </p> <hr> <p> <h2> <a name="Debriefing:Loose">Your squad is dead.</a> </h2> <br> Try again, soldier. </p> <hr> <h2><a name="Recon"></a>Recon Data</h2> <br> <img src="overhead.jpg" width="215" height="120"> <h4> <br><br><br><br><br><br><br><br><br> <br><br><br> - <a href="#westpic">Western House closeup</a><br> - <a href="#basepic">Base closeup</a><br><br> - <a href="#planned">Engagement plan</a> </h4> <hr> <h4><a name="westpic"></a> <img src="westpic.jpg" width="215" height="215"><br> 1 = Enemy patrol<br> yellow O = M2 position<br> <br><br><br> - <a href="#recon">Overhead shot</a><br> - <a href="#basepic">Base closeup</a><br><br> - <a href="#planned">Engagement plan</a> </h4> <hr> <h4><a name="basepic"></a> <img src="basepic.jpg" width="215" height="215"><br> X = Hostage pickup point<br> yellow O = M2 position<br> red O = Shilka crew<br> Orange circle-cross = Shilka<br><br> - <a href="#recon">Overhead shot</a><br> - <a href="#westpic">Western House closeup</a><br><br> - <a href="#planned">Engagement plan</a> </h4> <hr> <h4><a name="planned"></a> -Start by infiltrating the <a href="marker:gateway">gates</a>.<br>  * Watch out for patrols or tower guards who may see and report you! If spotted, kill them before they sound the alarm! *<br><br> -Once inside the base, the <a href="marker:shilkaspot">Shilka</a> and machine gun positions (<a href="marker:mgspots2">west</a>, <a href="marker:mgspots1">east</a>) need to be neutralized.<br><br> -Attack the enemy. <br>* The grenadier has 6 40mm grenades, rely on him for extra fire support. *<br><br> -When necessary, radio the  CH-47 (0-0-1) to reinforce the assault. Units will be unloaded between the house and base.<br><br> -When thought safe, you need to retrieve the <a href="marker:POW">hostages</a>.<br><br> -Escape the <a href="marker:enemy">base perimeter</a>.<br><br><br> - <a href="#recon">Overhead images</a> </h4> </body> </html> <span id='postcolor'> not a really big issue, but help would be appreciated, Thanks
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Briefing font woes
Homer Johnston replied to Homer Johnston's topic in OFP : MISSION EDITING & SCRIPTING
I've tried 'em it just totally ignores any <h#> commands for that one section... ahh well, thanks anyways, I'll just live with the standard-briefing-style-text -
Adding mortar's to a guy
Homer Johnston replied to Homer Johnston's topic in OFP : MISSION EDITING & SCRIPTING
nevermind, after sitting and thinking for a minute I've utilized "m203muzzle"... just wait until he fires it, wait until he reloads then add another grenade -
Hopefully this'll be a pretty simple question... I've tried using the Ammo command in the script myself many times, but it doesn't appear like it's gonna work... Basically, I want to add a mortar to a guy's inventory whenever he shoots one off (?playera ammo "mortar" == 2:playera addmagazine "mortar") but it uses "m16" for both mortar count and M16 ammo count... I suppose because you have to reload the mortar into the M16... Â any ideas? Any ways to count his inventory, not what's "in the gun"? if neccessary(or if it's possible), I'm definitely partial to M203's Thanks
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I've seen the titletext command used where stacks text lines over top of one another, so as to allow all of it to fit on the screen... what needs to be done for this? thanks