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Everything posted by Capjerahya
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Nice job. I tried messing with materials aswell and same issue I got with sun color where my metal materials looks more like tainted gold at certain time. The engine uses different sun color for different game time and that's one limitation I have to live with. Another issue is material is not applied to OFP override units from the main config file. I replaced OFP default units with WW4 units on ECP config then applied Material addons to ww4mod textures by making another addon. It only applies to the addon unit not the edited. I tried to apply the materials straight to the main config as well but no luck.
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:< Error: WGLE.Renderer: Could not initialise WebGL http://en.wikipedia.org/wiki/WebGL#Support
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Creating a range with a realtime camera on a RTT to show hits
Capjerahya replied to pete793's topic in OFP : MISSION EDITING & SCRIPTING
I don't think you'll find you answer in this section. -
do you have your terrain detail maxed out?
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It works fine for me. I have ww4mod+ECP and able to play large scale missions in AEC. BTW, when you say custom you mean your own or just a modification of PMC's AEC?
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Modifying the folder that new addon units are placed in, in the editor
Capjerahya replied to john_the_late's topic in OFP : CONFIGS & SCRIPTING
You can use pbobox to extract pbo files and modify the config.cpp from there as long as its for personal use only. -
WW4 Extended - Unofficial expansion for WW4 2.5
Capjerahya replied to kenoxite's topic in ADDONS & MODS: COMPLETE
If your talking about converted models from arma1 or 2 then all you have to do is download the public data and use that instead. Just read the license and comply with it. If it say limited to Arma title, it includes armed assault, arma 2, arma 3 and arma:cwa. There are 3 licenses for puclic data. The only one that you can't use in other arma series is data under DML-SA as it's only for A2DayZ mod. If you are talkig about permission for other models thay was taken from other mods then just ask permission from the original creator. There's.no reason for them to be greedy about it. Thing about it is license page is down. :3 -
Kill player's unit when player disconnect
Capjerahya replied to akvadakar's topic in OFP : MISSION EDITING & SCRIPTING
this might help you. http://www.ofpec.com/editors-depot/index.php?action=details&id=551&game=OFP -
Thanks for the advice. I pretty much spend a hours optimizing my models to suit OFP engine. Grass renders depending on user settings. Got my models set to 0.5, 0.75, 1.150, 1.75, and 2.0 which is no model to render to limit render distance and it works fine on a very old netbook of mine. But renders to far on my PC when I got all settings to maximum.
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Hi, sorry for bothering once again. I already spent hours trying to get some of my models right but one thing that I notice with all my models are the have uneven shaded part. Like in this image. Both are of the same model and texture, but other polygon is shaded dark while other side is in normal shade. I want it to stay uniform and light like the unshaded part but can't figure out how. I already set the light property to both side, zbias none(don't know what this does, and also set it to half lighten. Model shadow disabled, but model shading stays the same. It only does that with my model anyone has an idea why it does that? Thanks!
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create object or soldier then delete it
Capjerahya replied to matteo1944's topic in OFP : MISSION EDITING & SCRIPTING
Example ;distance from player _dist=2 ;create unit and set post in front of player _unit = "man" createVehicle getpos player _pos = [(getPos player select 0)+(sin (getDir player)*_dist),(getPos player select 1)+(cos (getDir player)*_dist),(getPos player select 2)] _unit setpos _pos ;wait 2 seconds ~2 ;delete unit deleteVehicle _unit exit -
I my self wanted the ofp source code just to implement Join in Progress option. I even tried to reverse engineer what whole thing thinking I can do it my self but failed. I also spent 1 month just to get a better option for 3D sight in OFP. Thanks to NPS team I was able to make a good sight out of their ideas. If ever they release the source for public modifications then I would be able to make this feature better. But considering BIS is more in to arma 3 now, I just work with what I have and what I can do with RV1 engine. Forget about this. Not gonna happen. :3
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OFP photography - No images over 100kb - Pictures only, NO comments
Capjerahya replied to Major Fubar's topic in GENERAL
Making some progress in my goal to recreate ofp original maps. :3 -
Strange, when I tried to set the edges to sharp, save and reload the model all setting were reset. I then adjust the lighting without the texture to make sure polygons are rendered plain in buldozer then put it back to my original settings. This time it worked fine. :3 Thanks for the help mac. Cheers!
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Uhhmm. I don't think that ever going to happen. No commercial company would release their engine source to public. Its like saying they quit in the whole game developing industry and others are free to make a clone of the game.
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But sad truth is developers don't waste time on something that won't make any profit anymore. Even if it's the mother of all arma series.
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PowerServer & OFPMonitor: Multiplayer without Gamespy
Capjerahya replied to poweruser's topic in MULTIPLAYER
Nice one man. :) -
I'm glad someone is interested with my project. Though the unit from post #1911 ain't mine, it's nerv's converted unit. The black ops with skullmask in #1912 is the one I put together from arma2 and armed assault sample model. But still farm from finish. Map is not done as ground is to bright during daylight, still lacking covers and other object and I'm still working wit the 3D sight that I wanted long time ago. We already have dan's guerilla pack with 3D sight but I made my own. I'm currently helping with nerv who had the whole Idea converting arma to arma:cwa/ofp since we have similar project in mind but mine is more on in improving and not total conversion.
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Dan did say is has issue crashing in some campaign mission so this must be one of it. If you start the mission inside a vehicle the its a initialisation error thing. I think Dan set most of hidden selection via script.
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I didn't know that dan's addon is playable in a campaign. But I never had any problem with it in any SP missions I played except for not hitting anything more than 100m from me.
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OFP photography - No images over 100kb - Pictures only, NO comments
Capjerahya replied to Major Fubar's topic in GENERAL
Test BlackOps Ghost. Forgot to add the knee pad. -
identical weapon switching?
Capjerahya replied to Capjerahya's topic in OFP : MISSION EDITING & SCRIPTING
I know from the back of my head there is a way to pickup a weapon from a dead body without performing the animation. I have to go with dummy mags then. -
I have a script that runs in loop will switch player weapon to identical one and switch back. Something like thing _lastweap = primaryWeapon player Player removeweapon _lastweap Player addweapon "identical weapon" ;the reverse to return the last weapon Problem is when I call this inside player init, I must press space everytime for it to recognize that I changed weapon. Worst part is weapon automaticaly reloads by it self giving me full clip after switching. Does anyone have a solution for this? For the space pressing thingy I haven't tried selectweapon yet. But for the ammo thing I really like to keep the number of ammo in a clip everytime weapon is switched as if it's still the same weapon. Thanks!
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identical weapon switching?
Capjerahya replied to Capjerahya's topic in OFP : MISSION EDITING & SCRIPTING
I already used that. Apparently Ammo only tells the number of bullet in a mag, magazine tells the number of mags regardless of the ammo it has, to remove mag we use removemagazine which removes the magazine in the first array which is the one loaded to the current weapon. So it removes the one that I want to keep instead. I use remove and addweapon to change the weapon. New added weapon will always load a full mag first so used mag is ignored until player runs out of bullet. I gave up to the 3D sight last time because I can't figure out how to prevent the weapon clipping. Now I finally manage to fix that issue and wen't back through the idea, another problem apears. :( But I'm not ready to give yup yet. I may have to make a dummy magazine for each type of magazine that ain't compatible with the weapon. That way i just have to add one valid mag and change other mags with incompatible mags, and everytime player runs out of ammo and there are still available dummy mags in the inventory then script replace one with valid mag allowing player to reload. That idea still has it's downside though. Player is unable to switch from half used mag to a full one. He should use all the rounds first before being able to reloading. -
identical weapon switching?
Capjerahya replied to Capjerahya's topic in OFP : MISSION EDITING & SCRIPTING
https://www.youtube.com/watch?v=GOFQDqPvlos This is the actual problem. Notice how may bullet fills up when switching from optics to normal and vice versa. Then after awhile ot uses the mags with less ammo. I'm still trying to figure out how why it use full clip instead of the current clip.