-rageQuit-
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Everything posted by -rageQuit-
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Read post made on the: 16th day 12th month year 2014 Idiot.
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Loading Screens with different texts
-rageQuit- replied to breeze's topic in OFP : MISSION EDITING & SCRIPTING
So long as you're sure this refers to OFP/CWA, as what I'm going to point to is over a decade old. From description.ext you can choose to: show/hide the time and date with OnLoadMissionTime display your own title (without any animation) with onLoadMission What you're probably seeing are the effects of scripts that run at the start of the mission before the player is allowed to take control and the screen shows the players view. You can see how advanced it is from what Blanco at OFPEC needed: description.ext - defines the sounds and a dialog for the text's position scroller.sqs - manipulates the text while playing the sound (and is in turn called from...) scrolltest.sqs - launches the whole thing and includes the text to be shown as an array -
If you made the original videos available, could someone edit them together to show the effect in split-screen? Pleeeaase...
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Doesn't the link on the page for SGH Mogadishu work for you? Reworked Meekong I think is going to be called HellsCircus_SE_Asia_Island_Pack_Version3 and, according to my notes, requires VTE Objects and Unsung Objects (same as Pacific 44 - called HellsCircus_SE_Asia_Island_Pack_Version1). Let's see what I can find... SGH_Mogadishu.zip 298kB Hang on while I find the other CD... Reworked Meekong 6.37MB
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A known bug as far as I recall: the airborne AI doesn't like pathfinding over such long distances. It has been overcome with scripting but it's going to take a while to think who might have written it or what they called it.
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The original WIP thread related to this is here (in Russian) - (use a translator of your choice eg. Google or Bing). I believe the downloads in message #24 on the second page still work. The aircraft it's shown alongside in the first video is some beta version of Footmunch's Mig-27 Flogger. From what I can gather in the thread, the author has configured it as a weapon for that aircraft alone - that is, it's not a stand-alone bomb that can be dropped from anything.
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This is going to take more brainpower and sobriety than I have to spare at the moment, but I think it should be possible. Commands in OFP should tell you the positions and velocities (in 3 dimensions) of the vehicle and fired bullet. This gives you two lines in space (that ought to be parallel at the moment of firing). You should know the relative coordinates of the gun muzzle to the centre of the model. Apply that to the other side, relative to the model's line, and you have the trajectory of the second beam. (This assumes that one of the guns on the model fires actual bullets, because how else are you going to inflict damage on anything?) ((Though I suppose you could spawn rockets that look like energy beams.)) (((But then again, you couldn't set them to point in the correct 3d direction.))) Regarding your script: there's no point defining _pos1, _pos2 & _pos3 if you're not going to use them with setPos you don't need to loop it: once created in the correct place and given the correct velocity, it should be able to take care of itself. Actually, I'd probably scrub all that, apart from the bit about me needing more brainpower and sobriety. Since this is an aircraft, configure them as FFAR rocket pods where one side fires then the other. Then it's a matter for the config: it may be possible that one trigger pull could cause two rockets to be fired (hopefully one would emerge on each side) OR ELSE put in an eventHandler so that when the weapon is fired it automatically triggers a second time.
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@dukestyle The answer is, inevitably, Zulu1 did it just over a year ago.
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@SupportGunner Most recent upload in this very thread: by FOXlauncher! Or else FileFront
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Zulu1 posted a link just over a year ago in this very thread: Here is the complete HS package This assumes that v1.2 is the same as v1.2b, just dropping the beta designation. It has the same filename as that given by General Barron in the Handsignals thread.
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FADE kicked in on Steam and GOG versions.
-rageQuit- replied to sweetkitten's topic in TROUBLESHOOTING
The AI is pernickety about the positions taken when mounting a vehicle. If you intend to command a tank, only assign your team-mates as driver or gunner and make sure you get in as commander. Switching position in a tank may change your seat, but doesn't alter the command structure. So, if you get in as driver and order two team-mates to board before 'switching to commander', you will not be able to act as commander. -
@Capjerahya There's also Sanctuary's Modder Resources, which is a lot of the stuff used to make WW4 in an editable format. It's based on Hyakushiki's models, but the textures have been stitched together (and probably some other optimisations also). All sorts of clothing patterns are already included, but it's relatively simple to add your own (just apply the template of clothing style you want, wrinkles, and so on). It's intended to be low on resources, so you shouldn't expect the highest level of detail. Best of all, you don't need to ask anyone to make use of it.
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forest sloping and make model disapear?
-rageQuit- replied to Capjerahya's topic in OFP : O2 MODELLING
I'm not sure about the first half of your question, but I'm fairly sure that no-one really understands LODs as they're implemented in the game. If anyone does understand them, they've immediately given up all their possessions, taken a vow of silence and gone to live in a former wine barrel. The game seems to see the LOD value only as a suggestion. The 0.1 = 10metres approximation I don't think even qualifies as a rule of thumb. Binarizing (converting from MLOD to ODOL) sometimes even changes the value. You could try a geometric progression: 0.1, 0.2, 0.4 Is it actually giving you problems in game? Your computer may be so powerful that it doesn't feel the need to reduce the LOD. -
multiple groups in vehicle trigger
-rageQuit- replied to Apocalypse 83's topic in OFP : MISSION EDITING & SCRIPTING
If they're all going to be aboard the same helicopter, you can add the additional groups to the left side of the equation: "alive _x" count (units a1 + units b1 + units c1 + [driver choppy] + [gunner choppy]) == "alive _x" count (crew choppy) (on the presumption that you didn't leave out Group Charlie on purpose). -
From the same page as Franze's F/A-18, perhaps?
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ULOTC campaign at OFPEC ? Being the University of London Officer Training Corps, it's got Brits, wannabe officers and something to do with Malden.
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I suspect it's the opposite: you have a badly configured addon that includes m1a1n and you need to remove it. Since the Red Hammer campaign was created for the original game, it does not require any third-party addons. You're running WW4 as a Mod - check your addon folders to make sure that's all. A brief websearch suggests that m1a1n (and other addons ending _n) are for some sort of CTI. Badly configured addons are those which don't have their dependencies set correctly. In this case (I'm guessing that) m1a1n derives from the original BIS m1a1, but because of the poor config the game treats the addon as being superior - for every mission with an m1a1, it wants to add m1a1n to the list of required addons in mission.sqm. When that entry is not found in mission.sqm you get this error message. Find the errant addon, correct the config or remove the whole addon, and your problem should be solved. Edit: Furthermore, the presence on unwanted CTI addons may explain the strangely unsightly tank - to improve framerates, CTI uses low-poly models.
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Looks fake to me. The camera and train + tracks are real objects Photoshopped onto a view of Le Moule. If you want trains, try the OFPL Polish Mod.
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Side decal/markings on the BIS Apache
-rageQuit- replied to TerranceofAraby's topic in ADDONS & MODS: DISCUSSION
I can't remember which Apache is used in FFUR, but there is a Westland-Agusta (ie. UK version) by Franze & NodUnit here at GamePark (needs both parts to be downloded). IF the "US Army" markings were a decal (ie. one texture overlying another) removing it from the pbo wouldn't work - you'd end up with an entirely white patch indicating the missing texture. The way round it would be to edit the model (possibly by hacking with a hexadecimal text editor) and replacing the texture with a clear one. -
Newbie need some editing advice with my first Tonal campaign
-rageQuit- replied to heldenhammer's topic in OFP : MISSION EDITING & SCRIPTING
Since you are making a campaign, you can make more than one path for the player to take. In the root of your campaign folder there should be description.ext, one function of which is to plot a course between missions. Campaign missions can end in 7 ways (6 normal plus lose/fail) - each of those endings could proceed onto a different mission (it is usual to have lose/fail make the player repeat the mission). Yours could look something like this: class 01_TargetRange: MissionDefault { end1 = 02_TrueStartCampaign; <--- completed successfully, proceed to campaign proper end2 = 01b_Remedial; <--- not too bad, try something else to prove self lost = 01_TargetRange; <--- fail, start over again template = 01_TargetRange.noe; }; class 01b_Remedial: MissionDefault { end1 = 02_TrueStartCampaign; <--- completed successfully, proceed to campaign proper lost = 01_TargetRange; <--- fail again, go back to start template = 01b_Remedial.noe; }; class 02_TrueStartCampaign: MissionDefault { end1 = ...; lost = 02_TrueStartCampaign; template = 02_TrueStartCampaign; }; NB. There is probably a better way than the above if you really want to punish a player. In the mission folder, there is again description.ext, this time it should include the lines: minScore=1000 avgScore=5000 maxScore=10000 These are the scores that the player needs to earn his pips/stars in the debriefing. He typically gets 200 - 500 for killing enemy infantry. You can increase a player's score with addRating. To check how long since a mission started, use time. In the mission editor, place triggers that are endings of the appropriate Type. Make their conditions a variable name eg. EndOne for End1, EndTwo for End2, MissFailed, and so on. When the player reaches the finishing line, launch a script: [] exec "CheckScore.sqs" in the OnActivation box. //CheckScore.sqs if (time < 1200) then {player addRating 5000; EndOne = true; exit} if (time < 1800) then {player addRating 2500; EndTwo = true; exit} // if neither of the above are true, then the player has failed player addRating -1000 MissFailed = true exit Oh, and since its a campaign you can create cinematics for the OutroLoose part of the mission, which the player should see if he fails. -
Newbie need some editing advice with my first Tonal campaign
-rageQuit- replied to heldenhammer's topic in OFP : MISSION EDITING & SCRIPTING
Soldiers will only engage targets that their weapons are capable of damaging - they consider trucks to have too much armour for their AKs / M4s. Assault rifles are anti-personnel only. Depending on the addon/mod, machineguns might take on light helicopters or soft vehicles. If your intention is to make the player practice designating targets and using the radio menu, then I'm afraid I don't see a simple solution. (For cinematic purposes, you could have them shoot at a point in space with the command doTarget [x,y,z] followed by doFire <weapon>, but that all takes some scripting). PS. Then again, the player might learn what his soldiers will or won't shoot at, but that's probably a vain hope in this day and age ;) -
sttcivil2_2_00.zip (~1.6Mb)
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Bibmi's UN Forces (~3.2MB). Search for http://opflashpoint.org/downloads/addons/32-BIB%20UN%20Forces.zip at Archive.org
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Tested the following just now (apparently distance doesn't like arrays or markers) [ <unitname>, "<first mine pos.>", "<second mine pos.>" ] exec "place_two_mines.sqs" (NB. Quotation marks around mine positions are important as they make it into strings). _unit = _this select 0 _1stmine = _this select 1 _2ndmine = _this select 2 _unit doMove getMarkerPos _1stmine @ (((getPos _unit select 0) - (getMarkerPos _1stmine select 0)) ^ 2) + (((getPos _unit select 1) - (getMarkerPos _1stmine select 1)) ^ 2) < 0.5 _unit fire ["Put", "Mine"] ~4 _unit doMove getMarkerPos _2ndmine @ (((getPos _unit select 0) - (getMarkerPos _2ndmine select 0)) ^ 2) + (((getPos _unit select 1) - (getMarkerPos _2ndmine select 1)) ^ 2) < 0.5 _unit fire ["Put", "Mine"] exit
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Don't you mean to use @ (wait until condition is true) instead of ? (if) - which won't become true since you don't give them time to move to the position and lay mines. And now you've edited what you had, so I'll have to think again. Added, making it up as I go along ---> [ <unitname>, <first mine pos.>, <second mine pos.> ] exec "place_two_mines.sqs"