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1
Arma3 - Single Player Beta Testing / Re: Evil's Last Will (Arma 3)
« Last post by Undeceived on 04 Aug 2016, 08:32:00 »
Thanks! :good:


I have a new version ready and released it "officially" now.

Thanks again for your time and feedback, guys! 👍☺ This beta phase was real fun, especially here and not releasing it elsewhere (which for me is what beta is meant to be).

A new project should be ready for testing soon. 😎

Btw., as many of you (in A1 times too) mentioned the noise that comes when the player approaches the Black Venom camp in the forest ☺ - the Spetsnaz unit now has a warning system, spread around the camp.
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General Announcements / Re: A blast from the past
« Last post by h- on 03 Aug 2016, 13:40:28 »
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A sad story given how vibrant the community here used to be.
Quite.
I think the downfall for us started back in the day when we always managed to get this place off-line for various reasons and for varying lengths of time just when BIS came out with the next title in the Arma series so the void was filled by other sites, mainly Armaholic I guess.

Quote
I am glad you are still hanging on in there.
The resurrection of the site from the previous death was quite an ordeal, not sure why we even bothered given the fact that basically no-one comes here anymore. I guess it was due to the massive amount of knowledge stored here.
We had all kinds of plans, even to do a complete re-write of the site but those ideas soon died off.

I don't even know if any of the 1-2 other remaining staff come anymore, and why would they.
I've been here for like 14 years so I guess I'm just institutionalized so badly it's my daily routines to stop by here (and still fiddle with BIS games daily).. ::)


Anyhoo, e-mail sent, just noting it here in case you never receive it for some reason..
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General Announcements / Re: A blast from the past
« Last post by THobson on 03 Aug 2016, 10:11:01 »
Thank you.   A sad story given how vibrant the community here used to be.  I recall years before we had a major data loss and severe financial problems which we eventually recovered from.  I am glad you are still hanging on in there.

It would be wonderful if you could link the spoiler document to the review.  As far as I can tell OFPEC is the only place where the mission is available now.  I would be very happy to send you either a doc or pdf file.  Let me know your email address.  You can email me at trevor_hobson@hotmail.com

Many thanks
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General Announcements / Re: A blast from the past
« Last post by h- on 02 Aug 2016, 19:13:50 »
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I recall having to bail the site out of a significant financial problem a few years ago.  I hope that is now behind you.
How we ended up at the place we're now can read about in this news article.

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As OFPEC is the real home for my mission I would very much like it to be some how linked to the review of the mission.
I guess that could be done, I can do some editing around the site so not all is impossible (it just takes a while because it always takes some time to re-familiarize myself with PHP and how the site structure works), but for example a tutorial submission thingy we had is completely broken which would have been a perfect fit for publishing this.

So you can post it for me as a word doc, I'll try to link it to the review as soon as I can.
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General Announcements / Re: A blast from the past
« Last post by THobson on 01 Aug 2016, 17:39:26 »
Yes its been a while.  Sorry to hear about OFPEC's current state.  I see you have advertisements on the site now, a good way to generate revenue I hope.  I recall having to bail the site out of a significant financial problem a few years ago.  I hope that is now behind you. 

As OFPEC is the real home for my mission I would very much like it to be some how linked to the review of the mission.  I can provide a word or pdf file but I am not sure how or where to put it.  An alternative is for me to just put the whole text into a post on a relevant thread.  What would you suggest?
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General Announcements / Re: A blast from the past
« Last post by h- on 01 Aug 2016, 14:41:50 »
 :blink:
Well, seriously long time no see  :)

I guess it would be possible, depending on how'd you wanna do it, because some thing on this site are a bit  broken and no-one here to fix'em..
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General Announcements / A blast from the past
« Last post by THobson on 30 Jul 2016, 19:33:39 »
Some years ago I wrote a mission for OFP called Abandoned Armies that proved quite popular.  Time moves on and I thought it had been forgotten about and then just recently someone sent me an email asking for the design notes/ spoiler document that I wrote to explain how the whole mission worked.  It seems that the link to the document I put up many years ago is broken.  Would it be possible to put that document up on the OFPEC site for historical record, and just in case anyone else wants to play the mission again?

Many thanks
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Arma3 - Single Player Beta Testing / Re: Evil's Last Will (Arma 3)
« Last post by Undeceived on 23 Jul 2016, 19:33:47 »
Fear not, guys, the project isn't abandoned.

It's just that I have the absolute ultimate excuse for the break: I've got a child. :)

Need some time to get back to normality but it won't take so long anymore.

Other than that I'm happy not having released the mission as Apex came out and many players jumped on it.
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Didn't test this in-game yet but you need to TAG your global variables (like Autorun to MYTAG_autorun).
That's why the the whole system was invented back in the day :)


Oh, and crazy to see activity on these desolate plains  :P
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A script to Auto-run or crawl if injured 100 meters / Opflash - CWA


https://www.dropbox.com/s/pbc77nqz3d6umbu/run%20crawl%20100%20meters.Intro.7z?dl=0

Test out and if it passes approval - post to Editor's Depot script side CWA

Tested by me & works.


The below readme files:

Script by WW2Weasel < 03-21-2012 > for WH40K Mod - WW2_Weasel@yahoo.com
No permission is needed to modify this script or it's counterpart. 
Have fun gaming - and why not visit us at the Wh40k mod and say hi!: http://s1.zetaboards.com/OFPWH40K/index/
This script written regarding tedious long range running of unit. 
I hadn't thought of doing this before. I thought this was an absolutely important feature to have in operation flashpoint.
The Scope of this script is to play animations to auto run or crawl if injured 100 meters.  This script is meant for players not the AI.
I thought long and hard about giving it more functionality.  I decided to leave as is; but allow others to modify to suit their own tastes.
Result of this Script:  The player's unit begins running then you can steer him around much like you would a vehicle in opflash.
Place in players init line of unit:  [(name of unit)] exec "Arun_Acrawl.sqs"
How to modify distance to be more than 100 meters?  Simple....
- for running - it takes 35 iterations of the playmove command to run 100 meters.  So to run Approx. 500 Meters (35 * 5 = 175) || ?canstand _unit: _i=175,goto "autorun"
- for crawling - it takes 138 iterations of the playmove command to crawl 100 meters.  So to crawl Approx. 500 Meters (138 * 5 = 690) || ?!canstand _unit: _i=690,goto "autocrawl"
Also very important to include: Arun_Acrawl_break.sqs in your mission folder as well - As this is the Addaction break mechanism used to stop the Auto running/crawling.
Also if you take dammage - if not immediately killed the script will stop.
I have not tested yet in MP. But it should still work.  It's meant for local players - and broadcasts the players positions via publicVariable.  One possible problem in busy games is the animation may become choppy and distance traveled could be less than 100m.
*** A Caveat - you may need to test delay in time with your pc and model/animation - time delay definitely needs fine tuning per individual's situation. 
Time delay is important for 2 reasons: 1) It allows for smooth running of animation and 2) Allows the Autorun break addaction to stop immediately upon activation.  To not have a time delay - renders autorun breaking useless.
On my pc default west soldier is ~.5 delay.
*** Default for Standard Imperial Guard unit is ~.6 a larger unit like Ogryn is ~.8.  If time is not set properly - jitter or pause may result.
You may need to change the animations if you are using custom animations - below are the ARMA Cold War Crisis defaults.
Default Bis run animation: _unit playMove "CombatSprintF";
Default Bis crawl animation: _unit playMove "LyingFastCrawlF"
Autorun = [(name of unit)] exec "Arun_Acrawl.sqs"
Autorunbreak = (name of unit) addAction ["Auto-stop - "+format ["%1",(name of unit)], "Arun_Acrawl_break.sqs"] - this runs other script that has a returned value to switch on/off script manually if player chooses via the addaction.



Arun_Acrawl_break.sqs:

Script by WW2Weasel for WH40K Mod
This script written regarding tedious long range running of unit. 
This portion of the Autorun scripts is to handle controlled exit from script by player.
Autorunbreak = player addAction ["Auto-run stop", "Arun_Acrawl_break.sqs"] - run from inside Arun_Acrawl.sqs
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