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prototype1479

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Everything posted by prototype1479

  1. NEW UPDATE! (Again) -Script is even more optimized than before - one of the scripts checks your FPS and if your FPS is doing bad it will increase the delays depending on how well/bad your FPS did -The bug where the game completely freezes is now completely gone (Probably. Well I at least fix the one that caused it) -The AI didn't send info's correctly to the other groups but that's fixed now -Delay for suppressing the AI is now decreased a little now they react quicker to it -And some other minor fixes Next Time I will probably make a mod out of this so others don't have to manually execute the script for each soldier So here is the file : https://bit.ly/2FZJwps It's the same link as previous one but I thought I should still put one in this post too (It's Swim and Cover v2.01 now btw)
  2. Take cover script Features of TC (Take Cover) script : 1) AI can dynamically take cover behind 3 different types of sandbags and 2 wreck jeeps 2) Not only that they can take cover inside houses too 3) The nearby enemy position is calculated and defenders will take cover on positions that fits right for them (For example if AI is taking cover in a house then they will take cover behind the nearest window to the enemy position) 4) There is also the assaulters they behave differently. They either push/flank or take cover using bushes by setting them on "RED" combat mode (Depending on the situation) 5) AI can be suppressed - just shoot somewhere near AI and they will go prone (If they are taking cover) Instructions are inside TC_Init.sqs there is also more in-depth info there Features of SW (Swimming script) and how it works : The main feature of SW is that you literally swim but there is few conditions - the unit must be in prone and must be slightly above sea level You will swim up if you fell into the water The way the script works is that a pallet spawns under you and that keeps you from falling The file : https://bit.ly/2qbZ4wm Cya
  3. NEW UPDATE! (Again) -Script is even more optimized than before - one of the scripts checks your FPS and if your FPS is doing bad it will increase the delays depending on how well/bad your FPS did -The bug where the game completely freezes is now completely gone (Probably. Well I at least fix the one that caused it) -The AI didn't send info's correctly to the other groups but that's fixed now -Delay for suppressing the AI is now decreased a little now they react quicker to it -And some other minor fixes Next Time I will probably make a mod out of this so others don't have to manually execute the script for each soldier So here is the file : https://bit.ly/2qbZ4wm It's the same link as previous one but I thought I should still put one in this post too (It's Swim and Cover v2.01 now btw)
  4. prototype1479

    Unofficial patch ArmA Resistance 2.01

    Wait I don't get it what did flag animation do to you it is already badly animated Also other mods already have swimming (parachuters getting shot too) even I pulled it off in vanilla
  5. prototype1479

    Advanced AI Mod - WIP

    sounds interesting but also not since this is posted like on april's 1'st
  6. prototype1479

    Is it possible display debriefing on death?

    you can still fake it by giving the unit 1% hp and give death animation to it
  7. NEW UPDATE! -Script is slightly more optimized -When the AI died and spawned again the AI didn't had the effects of the script but now it does -I think I might have fixed a bug where the game freezes completely it doesn't even crash if you see it happen then post here so we can fix it I'm still not sure if this is the fix though -I improved revive script too now when a unit dies the body bag spawns right at their location and also they automatically follow their leader after they revived (I'm not taking credit for the work though I already credited them inside the missions briefing) -The test mission had some bugs itself like to some players in MP , the objective didn't progress to them Now in future updates I might improve the system of take cover script right now the script controls the units per script but in future I might do it groups per script it increases the optimization and fixes some things that I wanted to fix And also after all of these I'm going to make a mod for this so people who want to play with this wouldn't waste their time trying execute the script for each soldier So here is the file : https://bit.ly/2qbZ4wm It's the same link as previous one but I thought I should still put one in this post too Cya
  8. Also if you find any bugs just post here we can fix it Oh also there is 1 more feature on take cover script that AI sends info about enemy positions time to time There is something on OFP that bothers me when there is a nearby group that is getting killed the other nearby group doesn't notice that but that feature fixed that
  9. HMM THIS LOOKS LIKE AN INTERESTING TOPIC HMM : But seriously there is new findings like how to stop an AI in 1 position without using disableAI "Move" there is a trick to it all you gotta do is check the files
  10. prototype1479

    CWA and publicVariable

    http://ofp-faguss.com/files/cwa_scripting.pdf Only these commands were updated/added
  11. Wait hold on a second does this means that AI can see trough bushes in vanilla OFP? Also I found this in scripting a while ago but I'm gonna still point it out... and I mean "this" in scripting If you put a trigger in map and add these: Condition : true Activation : player groupchat format ["%1" , this] You will see that "this" returns the name of something random in the mission Now I want to know what this could be used for and i still haven't figured out yet any ideas?
  12. prototype1479

    mission lock?

    What? Please be specific If you mean that you can lock missions on certain servers then no you're wrong there it's impossible But you can lock certain players with certain names playing the mission by hard-coding the .pbo and putting this code into init ? name _soldier1 == "PLAYER 1" : (some bugged code that crashes the game)
  13. prototype1479

    CWA and publicVariable

    The following Types of data are supported: -Number Since OFP version 1.34: -Boolean -Object -Group Since ArmA version 1.00: -String -Text Since ArmA version 1.09: -Array -Code Since Arma 3 version 1.26: -Nothing (nil) Yeah there might not be a way to use publicVarible to transfer arrays and strings in OFP/ARMA:CWA but you can try something else.
  14. NEW FINDING! What is https://community.bistudio.com/wiki/findIf Doing at https://community.bistudio.com/wiki/Category:Scripting_Commands_OFP_1.99
  15. I bet I'm not the only one here, thousands of players want it. MP fix , multi-core fix, new commands (Especially the ones at VBS) I wish they should have done these on version 1.99. Heck BIS has got VBS's commands locked commands inside OFP and if they were unlocked there would have been more room for modifying OFP and we would be surpassing 1.96's limits. I'm working on a script for vanilla where I need to check an area but of course I can't all I need is to spawn a god damn trigger only with scripts (It has to work dynamically). And if there weren't these limits we would have made more creative stuff and kept OFP alive and it's dying. If they do release a new version it would get a lot of attention just like it did on 1.99 release. I know there is like 0.00001% chance of them acknowledging this heck even reading this in the first place. But what other chances do we got to get it back? It's sad truth but OFP is almost dead.
  16. prototype1479

    I demand a new version of OFP (On 18th anniversary of OFP at least)

    Wait what the heck What is https://community.bistudio.com/wiki/findIf Doing at https://community.bistudio.com/wiki/Category:Scripting_Commands_OFP_1.99
  17. prototype1479

    I demand a new version of OFP (On 18th anniversary of OFP at least)

    I don't wanna talk about the thing got stolen but those 4rtech guys is really doing a good job they got programmers and I even helped them too on a trick where how they could activate setvelocity on a football
  18. prototype1479

    I demand a new version of OFP (On 18th anniversary of OFP at least)

    That's true that's one of the problems of OFP community someone almost stole my work when it was in its early stage lol
  19. I wanted this script to be pure vanilla at first (no addons or anything like that but OFC that's impossible) but in mods you can bind CTRL + S with some animation you want to set then that means if we put that to some animation we made like ActivateJump then if we use AnimChanged eventhandler to detect ActivateJump then we can activate the script. I also try to make my scripts very optimized even though some times if someone else reads they might not understand xD And about hiding new actions are you talking about scripted actions like : https://community.bistudio.com/wiki/addAction_TKOH Or the ones that is hard-coded inside the game like "Put weapon on back" and "Salute"? 1 more thing please add me on steam I want to talk more about climbing script and my user name is Alex_Mercer_1479
  20. So was that a myth or finding or experiment or prototype? I also discovered those missing classes when I was making this thing: There is more stuff in my channel you can check it out.
  21. HandGunGetIn and HandGunGetOut is missing at https://community.bistudio.com/wiki/Operation_Flashpoint:_Moves_List ;_;
  22. prototype1479

    OFP videography

    Read descriptions on YouTube for more info.
  23. I too work on a project that is similar to yours improving gameplay and some things that people has not figured out/done yet and I do all of these in vanilla. If you are interested it's about AI taking cover inside buildings/sandbags getting suppressed and AI being more tactical like flanking and using hills as cover and if the enemy units are close then AI should stand up instead of going prone. And some enhancements for players like when the players stay behind an object and use its corner as cover and using that AI doesn't see the player or can shoot the player but i will make it possible.
  24. prototype1479

    I demand a new version of OFP (On 18th anniversary of OFP at least)

    Not in that way like if the unit is holding M16 right now or a launcher My best way of doing that is just using the "(unitname) ammo secondaryweapon (unitname)" because no AI would use LAW or RPG while they have no ammo for it but it still has its holes
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