Blitzen
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Everything posted by Blitzen
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I figured out that I cant seem to see tracers because of something having to do with the FFUR-SLX mod. When I tried the scripts in vanilla OFP I saw the tracers and I must say that it looks soooooo much better with tracers :635:. I also tried adding the admendments you posted to make fire appear as if it is coming from a specific plane. There is problem with doing this: Once the plane starts to engage infantry, the shots actually appear and detonate on the ground that is immediately below the plane (instead of appearing 15 meters below it and moving towards the target). I also found another error having to deal with a "divide by zero" issue: I dont know if this is really that big of a problem as the script continued to run without any problems other problems. Once again, thank you very much for your help on this. I know OFP is an outdated game but I believe that the community it has is one of the main reasons as to why people still play it today. Blitz
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I must admit that I havent tried those changes yet but I was wondering what you think of this.... Awhile ago I got some help making a script for AI controlled planes that would "stop" them from doing their stuka styled dive bomb attacks. Here is a copy of it Although I dont really understand much about the script itself, in-game it adds height to an aircraft if it is below a certain altitude. This enables a plane to recover from steep/swoop dive bombs without crashing as it adds altitutde (consequently, the movement of the plane can get choppy). Maybe this could be taken to the extreme with an AC-130 so that it never goes below an altitude of 500? Then, when the altitude does need to be adjusted it can be adjusted in small increments if it is above a certain altitdue (say 300) and a bigger increment if it is below a certain altitude (say 200)? Anyways, maybe it will help :). Also, have you considered attaching the engagement trigger to an AC-130, so that it will follow the plane around? This would simulate the gun range of the plane. Additionally, would you be able to add the tracers to the gun fire? With how the script is setup now, you cant tell where fire is coming from, which is fine if its not supposed to be coming from a specific plane. However, if you are trying to make the gunfire appear as if it is coming from an actual plane, then it would be soooo much cooler if there were tracers, so you can trace the fire back to the plane.
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Im trying to fool around with the B52 and the backfire to try and re-create what Gnat did with the AC-130. Here goes nothing **EDIT** Okay, I fail at editing config files :banghead: If someone is going to re-create what Gnat did, its not going to be me :( Ranger, I tried your script and I liked what I saw (especially the chain guns :)). I wasnt that big of a fan of the radio messages though; it would be neat if there were replaced by dialouge. In your readme you say: What would this actually look like with shots originating from the AC-130? Also, I think it would be really cool if you mixed in some tracers with the chaingun fire. Lastly, I know that someone had once upon a time released a "holding pattern" script for aircraft. This would cause a plan to circle an area while it waited for a certain condition to be met. I was wondering if anyone has a download link for this? It seems like it would be a good way to have an AC-130 circling an area.
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I dont think he ever released anything with the AC-130. I know that the turrents would be AI controlled but as long as they can pick up targets easily, I would be fine with that. Im downloading your script now and will try to play around with it later tonight. Thanks for the quick reply and the script :D
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I suppose you could add a button that would enable you to fire? With the tracking feature, I dont think it would be very frustating as the shell would always hit near the target. It would, however, not be very interactive. Once again, I dont really know much about scripting/making addons but Im pretty sure this could be done. I remember Footmunch's Tu-22 Backfire had a rear tailgunner (LINK) and [APS]Gnat took it a step farther and added "tailgunners" to an AC 130 (LINK) creating, in principle, an AC-130 Spectre I've been looking around on the Editor's Depot for AC-130 scripts but all the ones I've found have dead links. I would really love to try yours out :D! Thanks for the input, Blitz
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Does anyone have any of the old AC-130 Spectre scripts? Scripts that Im guessing were supposed to simulate an AC-130 bombardment. All of my findings on the editing center and here have dead links Thanks **EDIT** I know that this isnt an addon request per se but I figured this was the most suitable place to post.
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Happy new year! I hope all is well! I've been having some problems getting the WRP editor to work properly. I've done the install and created what I think is the proper folder structure. I've un-PBO'd some PBOs but apparently Im not getting all of the files I need. Whenever I open the everon (eden.wrp) in WRP I get a notification telling me I am missing p3d files. I am assuming that this means I havent gotten/un-PBO'd all of the neccessary files. Here are the ones I've done: * Eden * Cain * Abel * Noe * "O" I know that I need data and data3d, but I've noticed that there are multiple data and data3d files within the Operation Flashpoint folder. Do all of these files contain the same thing and therefore I only need to un-PBO them once? Also, do I need to do anything special with 3rd party addons or can I just un-PBO them like all the others? Thanks for your help, Blitz
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WRP Install Issues--Which PBOs do I need?
Blitzen replied to Blitzen's topic in OFP : MAP EDITING (VISITOR)
Thank you for your help. I actually figured it out earlier this morning. Apparently WRP was going one folder up from the folder I was using for all of the PBOs I was decompressing. After I figured that out and I changed the folder, it worked fine. Now Im playing with wilbur to try and figure that out :) -
Someone else will have to help you with that one. I dont know squat about creating mission briefings as I dont feel like my missions are good enough to be released. :crazy_o: Anyways, I believe that there is some sort of template that you can use to create those.
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No problem! Good luck with your missions and I hope someone comes along to help you with #2
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Try NOT (alive prince) Let me know if that works..
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I just tested it and it worked for me. Note that you have to name the resistance leader and that the syntax for the NOT command is correct. It needs the paranthesis, etc. Also, it needs to go into the waypoint's condition line.
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Hmm...I cant really think of anything off the top of my head. If the resistance leader is not grouped with anyone then there went my theory. Resistance is set to be friendly to west though correct? If they arent, then maybe the SAS is killing him at the start? Another way to activate the trigger would be to use conditions. For example, name the reistance leader "ResLeader" (you can name him anything you want). Now, in the waypoint that occurs before the waypoint that the trigger is supposed to activate, put this in the condition line: NOT (alive Resleader) Therefore, when the resistance leader dies (not alive) the conditions for the waypoint are met and the waypoint next waypoint is revealed. Hope this helps
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I cant help you with #2 (at least not with some more info) but as for this: Is the reistance leader grouped with the SAS? If he is grouped with them and is not the leader then he will be on the same side as the SAS troops. Essentially, I believe that the group's side is determined by the leader (just a guess)?
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Weapon Pack program? Plus trigger question
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
Sort of yes, sort of no :o What I did in excel is allow myself to select different guns and magazines from drop down lists. I broke down the guns and magazines further into both primary (rifles, etc.) and secondary (pistols) so that you can select different rifles, pistols, and magazines. Futhermore, I added different soldier configurations and the ability to select launchers. I was hoping that someone had made something like this but in a more "official" program/style. I wish there was a way I could upload the file to show you but I'm unable to attach documents. :confused: However, I would like to thank you for your help! The operation flashpoint community really is something special :bounce3: -
Weapon Pack program? Plus trigger question
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
Oh, well i dont know about the random weapon loadout but the rest sounded good :) what im looking for is a program that will allow me to select weapon classes from different weapon packs. therefore, i can quickly customize weaponloadouts without having to type removeweapon, addweapon, etc. as i said, i already have created an excel sheet that can do this but i was wondering if there was a better way to do this. my apologies for this post as it was written from my phone :) -
What is, in your opinion, the one mission for OFPR that has just knocked your socks off? The one mission that you think everyone should play AND you think it would work well with FFUR/SLX? Because Im looking for some good missions to play with the FFUR/SLX mod ;) :coop:
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Weather Q's + Unitcount command?? + Radio messages??
Blitzen posted a topic in OFP : MISSION EDITING & SCRIPTING
**EDIT** I did some more searching and found the setrain and setovercast commands. My apologies for looking harder but the command list I downloaded did not have the setrain command listed. Thanks Next, can someone give me an example of how you would make a command to send in reinforcements for the player? For instance the player's group has fallen below a ceratin number and that triggers reinforcements? Something like a unitcount command?? Lastly, can someone point me to a listing of all the radiomessages by popabear? Thank you very very much -
Im have some trouble getting the Spetnaz Mine Pack to work with other 3rd party addons (specifically LSR Seals, HYK Infantry, etc.). Whenever I add mines from this pack to a soldier, he can place the mine but it functions like a default/vanilla mine does. I de-PBO'd the file and looking at the config.cpp, it adds this: to each custom class. I am assuming that this is what allows soldiers to lay mines properly? I tried taking the init.sqs script from the mod and putting it in the mission folder but that caused a crash. I also tried to execute this script from the init line of the soldier. Can someone please give me some help to get this to work on 3rd party addons? Thank you very much :) Blitz
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Spetnatz Mine Pack With other Addons
Blitzen replied to Blitzen's topic in ADDONS & MODS: DISCUSSION
Thank you for helping me. I will try adding the "weapon_empty" to the code. However, I am trying to give mines to a unit by adding it to the init line in the mission editor. I dont know how to add an eventhandler to the init in the mission editor. Any tips? Thanks again, Blitz -
Spetnatz Mine Pack With other Addons
Blitzen replied to Blitzen's topic in ADDONS & MODS: DISCUSSION
I hate to double post, but does anyone have any suggestions? I would really like to get this to work. -
Invisible Walls to Keep troops on Rooftops
Blitzen posted a topic in OFP : MISSION EDITING & SCRIPTING
Happy Holidays! I'm in the process of building a mission where a helicopter will land ontop of a building and drop off special forces units. I've figured out how to do this, but once the SF units are on the rooftops they always seem to run off the side of the building. The building/island Im using dosent have building postions on the top and therefore I cant tell them to move to a certain spot. I was wondering if there were any invisible/impassable objects that I can put ontop of the roof so that the units wouldnt be able to run off. Any tips/tricks for fixing this problem? Thanks -
Invisible Walls to Keep troops on Rooftops
Blitzen replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
what about setting a small trigger in a rectangle the size of the roof? and then have them stay in this trigger? -
Does anyone have an english version of the Spetnatz mod's mine pack? I've been searching and have even PM'd a member here but I've had no luck so far. Thanks for the help! :D
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Sand Berms, Revetments, SAM Launchers?
Blitzen replied to tupolov's topic in ADDONS & MODS: DISCUSSION
Do you want this for Arma or for OFP? You posted in a OFP forum and not the Arma one...;)