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damotr

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Everything posted by damotr

  1. damotr

    Fwatch Request List

    FWATCH_MEM_MULTI select 2 and call loadFile ":mem getnv" returns invalid value if PLAYER is in vehicle For airplanes it's always FALSE For cars it's always TRUE Also: will there be option for fwatch to automaticlly redirect from "Singleplayer" to "Singleplayer/@modfolder", so after pressing it in menu player will be shown modfolder missions as default? It could be really useful.
  2. Well... yeah, but that is not what I ment 😛 1. If script is player-centered ((_unit distance player)<5) then action won't be shown in radio menu while _unit is further than 5 meters from player (obvious as script prevents that by removing action) - which renders adding eg. RTO action this way useless as they should be shown if units are nearby or via radio menu. 2. If there is no script and actions are given with stardard range action menu looks like craigslist in case of few units standing near one another (_unit would be able to trigger its actions and action of _unit2 and all those actions are shown in menu). That's why I asked if fwatch would (somewhere in future, or somehow now) give the ability to resctict default action range to resonable 5 meters 😛
  3. Yeah, but this way action is not possible to execute via radio
  4. Would it be possible to to change range of addAction value? In a way similar to how "mem bullets" works. Such an option would be very handy, as default 50m is in most cases just to much 😛
  5. Is it possible to: - find value of currently "scrolled" action in action box - set "scroll" on certain action
  6. Did anyone manage to find out how to use this patch with DXDLL and fwatch? DXDLL seems to work fine aside from Specian NV effect and fading (it's noticable obly with max brightness).
  7. Problem solved via "-nosplash". One of textures in intro was broken.
  8. Installed on clear 1.99 version and cannot run it :/ "Texture has bad pixel format (VRAM)" problem occured. Any solution?
  9. Okay, it's next element of my maybe-someday-mod... and it works like this: - Every AC-130H has virtual empty static gun that is fixed to plane's center-of-roll and is constantly machning plane's direction (minus 90 deg) - Pilot or gunner may initiate script via "Enable combat mode" action. Gunner is then tranfered to this fixed gun. - Gunner will return to his seat when "Disable combat mode" action is used. - In case pilot is controlled by AI - rounding script is used - Onboard "gun" player is only abe to use optics view - its due to very strange angles of camera in case of external or internal view. Still WIP till I'll figure out how to make CAS script :/ And yeah - model needs polishing, but right now scripts are more important for me. Model is modified FLK C130. I was unable to contact creators and ask for permission so here comes another thing: Would it be fair and enough to list all credits of models/textures/etc. in kick-ass-credits-cutscene? After so many years it's impossible to contact most of the people.
  10. damotr

    AC130 and question

    There were some... perturbations with my mod... But I'm still working on functional CAS script. Since AI of aircrafts can't always get the idea of avenue of approach work is stuck in certain point :/
  11. Okay, I posted topic about "my" mod, and here's just explanation of one the element that I pretty proud of: jamming. Basically: every weapon defined in CONGIF may use multiple magazine types, and if removed and added to soldier - it will instantly load highest magazine listed in it's definition. Eg. class Rifle { magazines[]={"mag1","mag2","mag3"} } If solider has all three types of magazines and add him rifle - it will be instantaneously loaded with "mag1". Here starts magic: I created two types of "Jamming" magazines to match weapons with single mode (M21) and two modes (M16A2, M14 etc.): class Jamming: Riffle { scopeWeapon=0; scopeMagazine=2; displayName="$STR_MN_Jamming"; displayNameMagazine="$STR_MN_Jamming"; shortNameMagazine="$STR_MN_Jamming"; Count=1; ammo="Default"; modes[]={"this"}; canDrop = false; picture = ""; magazineType="0*256"; }; class Jamming2: Jamming { modes[]={"this","this"}; }; Then defined jamming in every weapon first magazine: class FAL:20rnd_762x51_FAL { [...] magazines[]={"Jamming2","20rnd_762x51_FAL"}; modes[]={"Single","FullAuto"}; }; Then created a script, running only on PLAYER (using it for AI would be pointless) that checks if weapon will get jammed at every shot: _soldier = _this select 0 _weapon = _this select 1 _muzzle = _this select 2 _jam = random (100) if (Time > 10) then {} else {goto"end"} #M21 if (_muzzle in ["M21","M21_SD"]) then {} else {goto"M249"} if (_jam < 0.3) then {goto"jam"} else {goto"end"} [...] #RPD if (_muzzle in ["RPD"]) then {} else {goto"FAL"} if (_jam < 0.25) then {goto"jam"} else {goto"end"} #FAL if (_muzzle in ["FAL"]) then {} else {goto"end"} if (_jam < 0.4) then {goto"jam"} else {goto"end"} goto "end" #jam _soldier addmagazine "jamming"; ~0.1 _soldier removeweapon _weapon; _soldier addweapon _weapon; _soldier selectweapon _muzzle; goto "end" #jam2 _soldier addmagazine "jamming2"; ~0.1 _soldier removeweapon _weapon; _soldier addweapon _weapon; _soldier selectweapon _muzzle; goto "end" #end exit For clearing the jammed weapon it was two options: - just enable player to shoot with rest of bullets in his magazine (possible but complicated beyond usefulness) - make him change magazine to full - easy and effective. To clear jammed weapon player need to reload it twice - it seemed much more natural that using action-menu. First reload will clear the weapon, second will load full mag. animChanged = "if (((_this select 0) == PLAYER) and ((_this select 1) in [""combatreloadmagazine"",""crouchreloadmagazine"",""lyingreloadmagazine"",""handgunstandreloadmagazine"",""handguncrouchreloadmagazine"",""handgunlyingreloadmagazine""])) then {((_this select 0) removemagazines ""Jamming"") and ((_this select 0) removemagazines ""Jamming2"");nul}"; I suppose this may work also with Arma 1/2/3 weapons: so if anyone wish to use it: feel free. Just mention me in credits, as it's something I'm really and finally proud of :D
  12. damotr

    Jamming script

    Nope, "jammed" is magazine, so: - no you can't fire burst if jammed on single (or other way) - yes, you can shoot grenade launcher if M16A2 is jammed ;) That's pretty funny that weapon parameters are defined in magazine - but useful afterall. Changing weapon to sidearm also won't change jamming status, but reloading sidearm would - that's by bad - I forgot to remove their animation from array :P
  13. That's makes it clear - mod wont be released. Topic may be closed.
  14. Okay, first of all - I put my nick in quotes on purpose. I do not claim any rights to models, textures nor scripts (only about 50% scripts are purely mine, and that's rough estimation) This "overhaul mod" was born as I was just changing looks of my OFP/CWA to be more "eye-friendly". Then added some scripts, changed some aspetcs of the game etc. etc. It was not supposed to became mod - it was just hobby, I never intended to rip others addons to create mine, but long story short: after very long time as it became more and more complex I start wondering if showing it off wouldn't be a good idea. Here starts problem: I'm currenty trying to contact all addonmakers and moders whose work - or part of the work - I used and obtain their permissions. But - many of them are long gone from forum, not responding to e-mails etc. I want to create full list of this persons as well as "credits-like" animation to present names/nicknames with their work. Would it be fair, and possible? Also: as I don't claim this mod to be "mine" and don't want o put my nickname in any more visable place then credits list - would it be okay to use modified logo? To be honest... I just think bar with subtite (Flashpoint style) is nicer. Side note: I modified (or still modifying as it's not yet ready) all elements like GUI, overview images, missions and campaigns to be coherent. Here is a little trailer, just to show idea of this whole thing: If the releasing this mod would be treated as a violation of the rules ... well ... then of course I will not release it.
  15. BD Grenade Pack FML_beretta471 by MIG (Luis Pinho) ORCS Russian Weapons Pack ORCS Russian RPG Launchers CoC_Mines SJB Weapon Pack JAM3 LSR Weapons pack Police LSR Delta Rangers, Pilots & Seals PSY_SOV: Psykke Libyan Army soldiers: Ironsight HYK Modern U.S. Forces Infantry: Models and Textures by Hyakushiki COMBAT! Modern U.S. APC Crew Pack OPFOR (and Islands) by Ballistic Addon Studios ORCS Russian Infantry in KZM suits FML Civilians MIG Animals: Semper Fidelis Addons (CH53, LAV-X, HMMWV Packs) COMBAT! HEMMT, HUMMWV Pack RHS (Tanks, GAZ66, Mi24 Packs) WW3 (BMPs) M1A2 SEP Pack INQ M60 M-109 ADATS by DKM-Mod 5t Truck Pack by Mp Specnaz mod URALs USMC BELL/TEXTRON UH-1N Dustoff Ah-1W - Super Cobra by Vit Mi2 SA-13 (DKMM) ZSU234 UAZ GAZ13 BMRD-2 A-26 U.S.S. Ashland LSD 48 FFG Oliver Hazard Perry and FFG Krivak IV by Gnat Vietnam PBR by Farside Zodiac by Fox2 A-10A Thunderbolt II by Diesel AV-8B (from WW4 Extended) SU-24,AN-72 Coaler,Mig29 by Footmunch Sterrable Parachute by Vosku Combat Diver addon USMC Symbols by Phaeden Warsaw Pact Army Symbols And Markers by Robin PCW JUNGLE TRAP Made by MiG upon a script by Aeon RKSL Camo nets OWP ZIL, MI8, MI26 and Pilots Fishing boats NK Hole WW2 Objects KLA powerlines KLA construction AGS Industrial AGS Port NAM Pack Objects CAT Afghanistan DMA Libya FFUR FDF CSLA WGL 4 WGL 5 WGL 5.1 TONAL Redux Mapfact many addons SLX Chernobyl Pack ORCS Russian Federation Static Machineguns M46 Fieldgun by DKM-Mod Pack Mortar by Ksatryia But in many cases is just part of model, one or two scripts etc. Eg. From whole FDF I used only model of UAV to transform it into RQ-2.
  16. Yes, and all this thread was to make sure it's possible or not. "Personal use" was just to explain why I started modding, and why it's not waste of time for me :)
  17. As I said earlier: all of this was intended as mod only for my personal use and to have fun. If relasing it will be impossible then it's okay with me. I don't want to violate any rules and that's why I decided to ask - taking into account circumstances that the creators are often unreachable.
  18. Understood. Well... then it's time to do miracles and find this guys :P
  19. Okay, so here comes questions: as I'm really don't want to use this without permissions (but the problem is contacting this people) would it be okay - only in case I'm unable to reach someone with any possible means of communication, and all other persons grant me their permissions - to post final mod here? I assume that if there is no possibility of contacting someone via forum/mail/website it's very unlikeley that they will complain about this thread. As it may seem like bending the rules - my hones intention is to give everyone credits and thank for their work that let OFP shine.
  20. If it will be closed - I may still play it and use it as LAN party game. That was original intention.
  21. damotr

    4GB RAM CWA

    I recently found this: http://www.ntcore.com/4gb_patch.php and updated my CWA. Maybe it's just placebo effect, but I think FPS goes up by 7-12. Any thoughts?
  22. I'm fully aware of that - and it's the reason of starting this topic. On the other hand: many of addons I used are no longer easy to find, and I though that maybe bringing them back to life and glory to their creator would be enough as a justification.
  23. There are basically three types of addons: - "do whatever you want and mind credits" - "contact me if you want to use it" and - "no readme included" last one is tricky, I've managed to write down some authors nicks before ofp.gamepark removed all addons.
  24. Since I won't have possibility to check my scripts on another machine for some time I want to ask: is "publicVariable" able to handle arrays in 1.99 ? And if not: Any idea how to achieve the same effect using fwatch?
  25. damotr

    AC130 and question

    Yeah... but would it be worth it? I mean... My goal is rather to make something effective than make it exactly as in real life. Virtual gun with "end of barrel" in certain distance from plane and playing little nasty bondage game via "getposASL-setposASL" is just easier, and from player point of view... well: Weapons of AC130 (as far as I know, may be wrong here) are stabilized, so after getting exact pich and roll values it will be necessary to somehow smooth the gun movement - if not any change of roll will affect the targeting line. Aiming would become impossible. Current solution does not require this. Edit: One more thing: also if end of gun will be closer than now AI would shot itself in the wing. Tested. There is no option to lock the elevation limit of the gun to roll of the plane, so still - point where projectiles are created must be out-of-model if we want to use it with AI gunners.
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