Search found 839 matches
- 2009-08-19 13:11:09
- Forum: ArmA 2 Missions
- Topic: ArmA2 non-linear, strategic mission
- Replies: 9
- Views: 19061
Re: ArmA2 non-linear, strategic mission
Heya granq, I've been digging into the A2 locations function, and posting what I find here: http://www.ofpec.com/forum/index.php?topic=33978.0 Based on what you said: A force invades and controls all cities. He sends patrols that go from base, to one or several cities. When he finds out the cities i...
- 2009-08-17 16:14:44
- Forum: ArmA 2 General
- Topic: ArmA 2 editing tools released!
- Replies: 1
- Views: 7458
Re: ArmA 2 editing tools released!
Cool.
Now to figure out my Blender to ArmATools workflow.... :doh:
Now to figure out my Blender to ArmATools workflow.... :doh:
- 2009-07-28 16:14:43
- Forum: ArmA 2 Missions
- Topic: ArmA2 non-linear, strategic mission
- Replies: 9
- Views: 19061
Re: ArmA2 non-linear, strategic mission
Ah, got it. :) So, do you have a priority list, or list of necessary scripts/functions that you'd like to have? Based on your description, and given the size of the Chernorussian map here's some of my ideas. (And please, I'm not a particularly ego-driven person - if there's an idea you don't like or...
- 2009-07-28 14:37:20
- Forum: ArmA 2 Missions
- Topic: ArmA2 non-linear, strategic mission
- Replies: 9
- Views: 19061
Re: ArmA2 non-linear, strategic mission
Also, keep in mind that the briefing can actually be changed dynamically, using variables for text. (At least, I *think* I've seen that.)
Another thing - I would suggest designating a forum, either here or maybe dev-heaven.net for exchanging code or other stuff. Also, granQ, I'll send you my email.
Another thing - I would suggest designating a forum, either here or maybe dev-heaven.net for exchanging code or other stuff. Also, granQ, I'll send you my email.
- 2009-07-28 14:29:23
- Forum: ArmA 2 Missions
- Topic: ArmA2 non-linear, strategic mission
- Replies: 9
- Views: 19061
Re: ArmA2 non-linear, strategic mission
granQ- First - excellent work, just the concept you guys have written up is very exciting. :) Second, perhaps there is a way to use a logic to represent something like "abstract" combat. That is, have a game logic that references arrays that have the units from both sides, and if there's something l...
- 2009-07-28 13:23:45
- Forum: ArmA 2 Missions
- Topic: ArmA2 non-linear, strategic mission
- Replies: 9
- Views: 19061
ArmA2 non-linear, strategic mission
NOT "dynamic", although nearly so. :D A bit of background: both Snake Man and I, with our F4 background, are very interested in dynamic campaigns. Indeed, the F4 campaign engine is like the Holy Grail of simulator campaigns (even if it isn't perfect). We've been having a PM discussion about the abil...
- 2009-07-24 12:48:47
- Forum: ArmA Missions
- Topic: 51km desert terrain and PMC Realwar campaign
- Replies: 6
- Views: 19055
Re: 51km desert terrain and PMC Realwar campaign
Hey SM-
Good stuff!
I was wondering how you created the cities? Did you use some sort of algorithm, or did you hand-place all those buildings?
This is an impressively huge theater.
Good stuff!
I was wondering how you created the cities? Did you use some sort of algorithm, or did you hand-place all those buildings?
This is an impressively huge theater.
- 2009-07-22 12:56:30
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Yeah, sure.
Is this the one that is available now? I'm finishing up an addon for A2 with JTD, but that should be about a week or so.
I've been meaning to get more into how to delay the startup to get a bunch of stuff to happen before the player is "in" - this would be the perfect testbed.
Is this the one that is available now? I'm finishing up an addon for A2 with JTD, but that should be about a week or so.
I've been meaning to get more into how to delay the startup to get a bunch of stuff to happen before the player is "in" - this would be the perfect testbed.
- 2009-07-22 02:52:43
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Sure - a sleep would not be a problem at all. I'd suggest a couple places - right after the start of the for _i loop, and after each call command in the init. Also, I found in the testing, there is kinda a balancing for the algorithms for the city center and radius. I start with the number of buildi...
- 2009-07-22 00:32:59
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Ahh... I bet what is happening is the radius-finding, and to a lesser extent, the center-finding routines. Do you know if the position in the config is pretty close to center for each city? If it is, you could do away with that one - or really just change it to make that the global for the center. S...
- 2009-07-21 21:26:48
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Yeah, there's a little stutter, but it works.
How many cities are there?
I think there are some ways to stop the init until it is done, but I haven't investigated that much.
How many cities are there?
I think there are some ways to stop the init until it is done, but I haven't investigated that much.
- 2009-07-21 20:58:35
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Ok - my init that works. /* JTD City Initialization script for ArmA2 by Trexian Purpose: run the JTD City functions Implementation: executed from init or mission.sqm Future plans will include greater information exchange. ooooooooooooooooooooooooooooooooooooooooooooooooooo Version history 01a - rele...
- 2009-07-21 19:57:27
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
FAAAAAAAAACCCCCCKKKKKK. I am so sorry. I'll do some more digging and post another version tonight that I *know* works. :( To make sure the functions are working, add these hints after the commented line about the markers. // set markers hint format ["%1 center %2 rad = %3", (JTD_citylist select _i) ...
- 2009-07-21 19:38:42
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Shit. Sorry. Here's that whole sqf with that fixed. /* JTD PMC City Initialization script by Trexian Purpose: run the JTD City functions for PMC Implementation: executed from init.sqf. ooooooooooooooooooooooooooooooooooooooooooooooooooo Credits: OFPEC Command HQ - dos game from 1990 by Microprose, i...
- 2009-07-21 15:02:19
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Ok, here are the files for when you are ready: http://tdperkins2000.googlepages.com/JTD_CityFuncs.7z It is dependent on that "type" entry, though. ;) There is a bit of trick to using them, and I don't think I explain it very well. Basically, the 3 global arrays share the same indexing. So, index 5 i...
- 2009-07-21 13:42:40
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Understood.
In your config, do you have a "type" entry for your cities, like in my post from October? If you don't, I'll need to adjust the scripts a bit.
In your config, do you have a "type" entry for your cities, like in my post from October? If you don't, I'll need to adjust the scripts a bit.
- 2009-07-21 13:33:35
- Forum: ArmA 2 Editing
- Topic: Location functions issues
- Replies: 7
- Views: 11224
Location functions issues
When I first read on the Biki about the BIS location functions... http://community.bistudio.com/wiki/BIS_fnc_locations ... I was excited and disappointed. Excited, because it meant that they had streamlined the ability to find locations, such as cities. But, disappointed in that it appeared my city ...
- 2009-07-21 13:24:53
- Forum: ArmA Editing
- Topic: JTD City functions
- Replies: 30
- Views: 32291
Re: JTD City functions
Indeed, I'm more than happy to talk about ArmA2 stuff in the appropriate place. :) But, I ran a quick test in ArmA2, and... http://i26.photobucket.com/albums/c114/TRexian/JTD/CityCentersJTD.jpg The basic scripts themselves work with A2 with a minimum of tweaking. (In fact, I can't remember what exac...
- 2009-06-22 13:46:47
- Forum: ArmA Missions
- Topic: Operation Random Fury - beta
- Replies: 25
- Views: 28864
Re: Operation Random Fury - beta
New version - 02e posted at OFPEC:
http://www.ofpec.com/forum/index.php?topic=32835.0
I would call this "late beta" quality.
http://www.ofpec.com/forum/index.php?topic=32835.0
I would call this "late beta" quality.
- 2009-06-11 15:25:00
- Forum: ArmA 2 Editing
- Topic: 3D Editor in ArmA 2
- Replies: 2
- Views: 13823
Re: 3D Editor in ArmA 2
They have the "technology" for it already in VBS2. Can you save the missions and everything?
- 2009-06-01 22:06:04
- Forum: ArmA Missions
- Topic: Ideas and storylines for Helicopter / Tank campaign
- Replies: 11
- Views: 19839
Re: Ideas and storylines for Helicopter / Tank campaign
For the campaign name, how about something like "Red Dare" - it is a sound-alike for "Red Air."
- 2009-05-11 12:22:00
- Forum: ArmA Editing
- Topic: Common scripting errors
- Replies: 4
- Views: 12832
Re: Common scripting errors
Close, but here's how I use it - this is from the OFPEC ComRef. http://www.ofpec.com/COMREF/index.php?action=details&id=685 // Pre-compile a function, with file name and line-number information stored within it. myFunction = compile preprocessFileLineNumbers "myFunction.sqf"; // Call the function la...
- 2009-05-11 03:55:21
- Forum: ArmA Editing
- Topic: Common scripting errors
- Replies: 4
- Views: 12832
Re: Common scripting errors
The "error: type, expected expression" to me means that you've given it a variable that it has no idea what it is. Maybe undefined, not in a "private"? Or, something you've assigned as nul/nil then tried to use? Maybe as part of a math command. I've never seen that particular error, though. The most...
- 2009-05-09 13:09:56
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52968
Re: Cluster bomb script
Yeah, that'd be pretty easy.
Let me know what you want.
Edit:
Yeah, use what Vigilante did, and use _g mod 2 (or 3 or whatever number) at the bottom of the _g loop, and use _newpositionx/_newpositiony/0 for the source of the sound and it should be pretty close.
Let me know what you want.
Edit:
Yeah, use what Vigilante did, and use _g mod 2 (or 3 or whatever number) at the bottom of the _g loop, and use _newpositionx/_newpositiony/0 for the source of the sound and it should be pretty close.
- 2009-05-07 13:53:31
- Forum: Terrain / Theater
- Topic: EAfrica theater by T_rex, what to do?
- Replies: 12
- Views: 14495
Re: EAfrica theater by T_rex, what to do?
So you guys seem to favor this theater. Well then, off we go (again) :roll: hehe Everything old is new again.... What "war" is it that we would be representing in this theater? This is the war I was thinking of: http://en.wikipedia.org/wiki/Eritrean-Ethiopian_War http://www.globalsecurity.org/milit...
- 2009-05-07 12:41:26
- Forum: Terrain / Theater
- Topic: EAfrica theater by T_rex, what to do?
- Replies: 12
- Views: 14495
Re: EAfrica theater by T_rex, what to do?
LOL Those files haven't been touched in years. I can look in my archive CDs to find the files, but really, it seems like it would take less time to just start over with it. :) I don't mind if you want to take it down, or I can help figure out how to move forward if you want. I'd been planning on usi...
- 2009-05-05 14:45:35
- Forum: ArmA Missions
- Topic: Operation Random Fury - beta
- Replies: 25
- Views: 28864
Re: Operation Random Fury - beta
From a brief look by DM: I decided to hop on over to the nearby town of Yoro, seeing as my map displayed pure red on that. I disembarked a couple of hundred meters to the north, and almost immediately found a crate then I went to the crest to see who I could plink at. I didn't see anyone but my crew...
- 2009-05-04 12:57:24
- Forum: ArmA Missions
- Topic: Operation Random Fury - beta
- Replies: 25
- Views: 28864
Re: Operation Random Fury - beta
Latest betatesting.... http://i26.photobucket.com/albums/c114/TRexian/JTD/ORF/Brief_burncar.jpg So, there I was, Paraiso airfield, 6:15 in the morning. We'd just been briefed about a specops group that had gone out to get a civilian intelligence source. http://i26.photobucket.com/albums/c114/TRexian...
- 2009-05-03 00:35:41
- Forum: ArmA 2 General
- Topic: Chernarus industrial areas
- Replies: 1
- Views: 6835
Re: Chernarus industrial areas
I keep forgetting that railroads are how most nations move stuff around.
They've been notably absent from OFP/ArmA. (And F4.)
They've been notably absent from OFP/ArmA. (And F4.)
- 2009-05-01 20:07:35
- Forum: General Editing (tools)
- Topic: Image editing: creating camo face
- Replies: 3
- Views: 11858
Re: Image editing: creating camo face
There's some decent vid tuts on youtube. http://www.youtube.com/watch?v=F4EooYoYYTQ http://www.youtube.com/watch?v=lnekNH3gS1c Each layer is like a picture in itself. If the face is the background, you can create a new layer "above" that one. If you make it all one color, and the opacity 100%, then ...
- 2009-04-30 12:42:32
- Forum: ArmA 2 General
- Topic: ArmA 2 the name tale
- Replies: 1
- Views: 6631
Re: ArmA 2 the name tale
Love the Latin reference - I had not realized that was partly the story behind the name.
Interesting, too, that he leaves out another obvious-to-insiders connection with VBS2, though.
Interesting, too, that he leaves out another obvious-to-insiders connection with VBS2, though.
- 2009-04-30 00:33:44
- Forum: ArmA Editing
- Topic: How to be a mod maker and how to mod?
- Replies: 6
- Views: 13371
Re: How to be a mod maker and how to mod?
hehe
I think they are good articles. Yeah, they are kinda your opinion, but you've done alot and seen alot, so you're in a great position to offer that kind of advice.
:thumbs:
I think they are good articles. Yeah, they are kinda your opinion, but you've done alot and seen alot, so you're in a great position to offer that kind of advice.
:thumbs:
- 2009-04-29 18:38:07
- Forum: ArmA Editing
- Topic: How to be a mod maker and how to mod?
- Replies: 6
- Views: 13371
Re: How to be a mod maker and how to mod?
I like it. :) I especially like the tone - kinda like a big brother. :D Kinda in-your-face, but in a way that is clearly helpful. One thing to add, maybe, about the publicity, is that it can also help prepare the users for any unique aspects. So, if aiming the new BFG2000 is a bit different, it can ...
- 2009-04-29 16:33:12
- Forum: ArmA Editing
- Topic: How to be a mod maker and how to mod?
- Replies: 6
- Views: 13371
Re: How to be a mod maker and how to mod?
Good stuff. :) In the documentation section in the How To Release article, you might mention credits/thanks to people who've helped. It is a nice way to treat the people who've helped you create the next great addon. :) Also, I'm curious what you think of something else - publicity. I mean, let's sa...
- 2009-04-24 18:26:59
- Forum: ArmA General
- Topic: ArmA beta patch v1.16.5277 has been released!
- Replies: 4
- Views: 12202
Re: ArmA beta patch v1.16.5277 has been released!
I heard from Dogsbd that he's had some trouble with it not recognizing what patch he already had installed. readme states must have 1.08 installed tried to install patch and I got an error saying I have 1.12 installed, need 1.14 reinstalled 1.14 patch tried 1.16 again still getting message saying th...
- 2009-04-24 16:46:57
- Forum: ArmA General
- Topic: ArmA beta patch v1.16.5277 has been released!
- Replies: 4
- Views: 12202
Re: ArmA beta patch v1.16.5277 has been released!
Wonder if this'll be the last patch before ArmA 2.
Some of the stuff looks VERY promising.
Some of the stuff looks VERY promising.
- 2009-04-08 17:02:07
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52968
Re: Cluster bomb script
Interesting....
With the i = i+ 1 in the parameters of the loop, you also have it in the body of the loop? Doesn't that effectively halve the number of times it loops?
Edit: ah - I see now, you're doing things in pairs, basically. Got it.
With the i = i+ 1 in the parameters of the loop, you also have it in the body of the loop? Doesn't that effectively halve the number of times it loops?
Edit: ah - I see now, you're doing things in pairs, basically. Got it.
- 2009-04-08 16:24:29
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52968
Re: Cluster bomb script
Hey SnakeMan, I was looking through the biki and had a couple ideas for changing the velocity and number of the bomblets. Changed to 6 loops of 37 bomblets for a total of 222. Also, changed the new x/y vector velocity formula to make the directions independently random. Code for bottom half of the s...
- 2009-04-06 17:12:41
- Forum: General Editing (tools)
- Topic: PowerGREP
- Replies: 3
- Views: 11425
Re: PowerGREP
This appears to do something similar, but cheaper.
http://www.wingrep.com/features.htm
(Edit because I forgot the link. Also, this is basically portable, too, if extract the installer.)
Did you get the $150 version of PowerGREP?
http://www.wingrep.com/features.htm
(Edit because I forgot the link. Also, this is basically portable, too, if extract the installer.)
Did you get the $150 version of PowerGREP?
- 2009-04-06 13:22:10
- Forum: ArmA Editing
- Topic: Organizing your various scripts to one dir
- Replies: 6
- Views: 14053
Re: Organizing your various scripts to one dir
Ooops- I used the wrong phrase. :) When I'm in the mission editor, and I save as a single player mission (or, I presume, a MP mission), it makes a .pbo of the mission. But, if the scripts aren't co-located in that folder, then how will it work? Or is it a situation that you have to remember to trans...