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Everything posted by prototype1479
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Its probably the google's algorithm its not the same thing for everyone
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Can you give me link for blender? I literally find blenders instead of the program XD And for that O2Pe to
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Yes these limitations are annoying but its also challenging as hell and finding a solution for it is so satisfying and also I have no money to buy a professional animating program ;-( Btw do you guys got steam? If yes then can you guys add me? (my name is Alex_Mercer_1479)
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Hhhooolllyyy! Your reputation is at 666 gotta ruin that :D You know it really depends on the models like for example dan mod really makes me lag. It could be scripts tho but when I decrease its texture resolution the performance increases. And you're right there is so many unoptimized scripts at OFPEC. Maybe i got bad GFX i don't know but I do have a bad CPU too. Oh also it seems like were going off topic so uhm.... ANIMATIONS ARE GREAT RIGHT GUYS?
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It's because... Not replacing models: Pros : -Still has the old school and nostalgic feeling to it -Better graphics = more lag -The models I take from someone else might be not allowed so my mod might get removed from BIS forums Cons : -Old models look pretty bad And also my mod is more gameplay focused rather than good looks (AI take cover script , Jumping/Climbing script , 3D aiming and possibly kickboxing if I learn animating even more)
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What replacement?
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It's like VANO mod and DANMOD you should try out those mods and you will see how it works. But mine will focus on vanilla stuff
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I haven't started RPG's and handguns yet I need to finish this complicated part first and GL's probably will have the original iron sight of the gun because i have no idea how I can detect them or how I can make one for them
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Well the problem was in CFGWeapons in somewhere all I did was replace it with the original CFGWeapons and that fixed it (It's probably some variable that needed to be changed) Also I will release my mod after I make my campaign , polish my AI take cover script and make this 3D aiming function work on every gun (I forgot to show off UZI) So don't worry hitman you will have it soon... probably... If i don't die
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Actually i fixed it : Seems like the problem was in somewhere in CFGWeapons but I don't know where exactly but it was in CFGWeapons
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Thanks so much guys it's good to see that there is still people helping out in OFP community! The only problem I have now is the HK trajectory problem and I guess I have to figure this one out on myself. Again thanks for helping me out it means a lot to me.
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That's good keep it up
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I am only using a custom animation when I press V (and that enables 3d aiming and no it's not FWATCH it's the same trick that dan mod uses) but other than that its still the vanilla animations here take a look at the video : And about the Interpolation number - I did first think like you that it affected the speed of animation but I really didn't see any differences. And the reason I came to that conclusion is that my CombatToCrouchSIght animation didn't work properly until i put 1 next to CrouchSight like this: interpolateTo[]={"CrouchDying",0.1,"CrouchSight",1}; And my interpolation number is like this: crouch[]={1,"Crouch", "CrouchSight", "CrouchIM",
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Well test this thing for example : https://www.sendspace.com/file/tixyka You will see that bullets land above the crosshair Also that number from what I figured out is just an ID for class Interpolations where it needs to be the same number as the one that you use InterpolateFrom or InterpolateTo or else it might not work
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Does the other AI give other AI's covering fire while they move to cover like in my script? Or just moving to cover no matter what
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Also I gotta ask these: Why in CFGMoves at class interpolations combatF moves and combatB moves are seperate? And how do I change the position of the bullets come out from weapons I tried moving usti hlava and konec hlava in memory section and no luck (O2) And finally what does the number 0.5 mean here? crouchF[]={0.5,"Crouch",
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Thanks I am going to make Kickboxing in OFP not only that make 3D Aiming which is compatible with vanilla animation (I love vanilla animations not only I have been playing with them for a long time also because it has 5x higher FPS than most of the community made ones) Also how can you change the camera's position (first person mode)
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Could you tell us what are the features of your AI mod? Like what tactics they use and ect.
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ofp | acwa OFP/ACWA - facts | myths | findings | experiments | prototypes | tutorials | protection
prototype1479 replied to RozekPoland's topic in GENERAL
Wow this video is just satisfying. Too satisfying (Except the part that houses immediately disappear maybe it shouldn't be immediate) But I got a question to ask : Does the bigger trees gets their physics activated even from the smallest explosion? -
ofp | acwa OFP/ACWA - facts | myths | findings | experiments | prototypes | tutorials | protection
prototype1479 replied to RozekPoland's topic in GENERAL
Wait is this is your video? The outro is missing D: -
ofp | acwa OFP/ACWA - facts | myths | findings | experiments | prototypes | tutorials | protection
prototype1479 replied to RozekPoland's topic in GENERAL
That's too much smoke doesn't it lag? -
update Unofficial patch ArmA Resistance 2.01
prototype1479 replied to _xetex_'s topic in ADDONS & MODS: COMPLETE
Can you add takeCover command? It's possible to do if you are a commander with X - 1 - 8 radio but not with scripting commands- 74 replies
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- 4rtech
- arma resistance
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(and 2 more)
Tagged with:
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Fwatch General Scripting
prototype1479 replied to faguss's topic in OFP : MISSION EDITING & SCRIPTING
Is it possible to force AI to crouch in fwatch? -
Respawn Unit with Name Script
prototype1479 replied to swillis12931's topic in OFP : MISSION EDITING & SCRIPTING
The third thing in createunit array is for initialization (or init for short you may find this when you are creating units on the mission editor) "this" is referring to the unit that your creating so if you put "Pilot2 = this" on the unit you are creating then Pilot2 is referring to the unit that you are creating its the easiest way to put a unit inside a variable in OFP while using createUnit command -
Respawn Unit with Name Script
prototype1479 replied to swillis12931's topic in OFP : MISSION EDITING & SCRIPTING
"SoldierWPilot" createUnit [getMarkerPos "PositionPilot2" , group Pilot1 , "Pilot2=this", 1 ,"LIEUTENANT"] Unit will respawn if Pilot1 is still alive. if there is a possibility that Pilot1 might die then try "Pilot_Group = group Pilot1" at the very start an then try "SoldierWPilot" createUnit [getMarkerPos "PositionPilot2" , Pilot_Group , "Pilot2=this", 1 ,"LIEUTENANT"] and delete "et" after your createunit line