And no, it isn't a real live-action movie.Yeah, just checking ;)
Think I found it!
http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=14271
No armor, navy, cars with mounted guns, or air units in the map
I don't agree. Remember in the film there were gunships around just off the coast to prevent someone from escaping by sea? I think we should use that in the mission. So if you do make it off the island there is still a chance for you to be caught.
After all, in the movie the kids were reluctant to kill people (apart from one guy what was his name?)
You are right, but I meant not available for the players, only the soldiers can use them.
Once this gets done, is it going to be something that gets released for anybody to play or is it going to be some sort of structured tournament which anybody can enter? I think a tournament would be class because there would be serious rivalry to try and get through to the next round.
Think I found it!
http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=14271
- Ben
#beg
_FZONES = ["zone1.sqs" ,"zone2.sqs" ,"zone3.sqs" ,"zone4.sqs" ,"zone5.sqs" ,"zone6.sqs" ,"zone7.sqs" ,"zone8.sqs" ,"zone9.sqs"]
_r = random (Count _Fzones)
_r = _r - _r %1
[] exec (_Fzones select _r)
~60
goto beg
zone1forb = true
zonemarker1 getMarkerPos setMarkerPos [1920,0,0]
exit
Yeah okay, so I saw that list on the website. But this is my OFFICIAL list. Notice how the wepons are different to the list on the website.
Also, now I'm here. Can someone help me with that annoying "Forbidden Zones" script. Here is my latest version:-Code: [Select]#beg
_FZONES = ["zone1.sqs" ,"zone2.sqs" ,"zone3.sqs" ,"zone4.sqs" ,"zone5.sqs" ,"zone6.sqs" ,"zone7.sqs" ,"zone8.sqs" ,"zone9.sqs"]
_r = random (Count _Fzones)
_r = _r - _r %1
[] exec (_Fzones select _r)
~60
goto beg
yeah, there is less than last time. But let me explain. When one of the "zones.sqs" are executed that links to another script:-
(example "zone1.sqs")Code: [Select]zone1forb = true
zonemarker1 getMarkerPos setMarkerPos [1920,0,0]
exit
//zone1forb is true in a trigger on the mission which makes you explode if you are in the zone.
The markers still don't move though!!!!
_this select 0 setdammage 1
"Heat102" camcreate getpos _this select 0
That will kill the unit and make a Sabot shell on they're position (Erm, accualy, now I think about it, you prob don't need to bother about the first line :P)Dats a good start, but you need to make how ever many triggers, with activation repeatedly
And in the Activation field, put something like [this] exec "killhim.sqs"
And killhim.sqs
Code:
_this select 0 setdammage 1
"Heat102" camcreate getpos _this select 0
That will kill the unit and make a Sabot shell on they're position (Erm, accualy, now I think about it, you prob don't need to bother about the first line )
Then, again, move them of screen and setpos (Or what ever the trigger equiv is) them
- Ben
So do you automatically die if u are in a zone, or is there a time limit?
This is gonna be a little OT, but I'm just dying to see this movie.
Any suggestions where it could be found?
Thanks
I don't even think the soldiers even had tanks.
You know the two none students in the movie- one of them is the guy Lean Bear was talking about- there should have a different clothes then everyone else.
I forget his name, but the kid that but a virus on the military computer, he should have a computer... just an idea.
One more thing... didn't the main character get a lid and that killer guy gets a fan at first?
Basically, if we hide a laptop somewhere in the island (Hey! It could even be randomly placed seeing as were so good at that! ;D) then whoever finds it can use it to try and disable the collars.
The movie isn't as focused in the details as the book.
Also if the players decide to take out the soldiers, none of the weapons are really good for tanks and all. There should be hidden anti-tank and anti-air weapons in soldier territory.
Is this going to be a role play scenario then, say if u r kiriyama you have to be a evil killing machine. I would rather all the players are unidentifiable with the movie so people can make up their own minds as to how their characters act
One more thing, mission over cutscenes. There should be about two different cutscene at the end. One, showing the winner doing something... I don't know, is there a way to make the winning player show in the cutscene instead of the same unit all the time. You could even have the characters name appear and say ______ wins. Although it didn't happen, it would give it a dark flare if the character kills them selves because they feel bad about all the deaths they caused- just an idea. And if most escape, there could be a movie part about them leaving.
You could make it throwable and have an affect like the holy water or the cocktail, and people in the radius die with a gagging affect...
Hi guys. I am really interested in this idea. I briefly thought about how this would work in OFP when I first saw BR a couple of years ago. Let me know if you need any scripting help. I'll have a look into how it might be made.
[] exec {me.sqs}
[] exec {zonePlacement.sqs}
[] exec {zoneControl.sqs}
[] exec {dangerZoneCheck.sqs}
exit
Calls four scripts that are covered below.#loop
~0.5
{me} setMarkerPos (getPos player)
goto {loop}
Justs moves a marker so it is always above players head for testing purposes. Will also be required in game so players know where they are and don't blindly stumble into a prohibited zone and don't know where to go to get out ;)triggerH6 setPos [9600,4480]
{markerH6} setMarkerPos [9600,4480]
triggerI6 setPos [10880,4480]
{markerI6} setMarkerPos [10880,4480]
triggerJ6 setPos [12160,4480]
{markerJ6} setMarkerPos [12160,4480]
triggerH7 setPos [9600,3200]
{markerH7} setMarkerPos [9600,3200]
triggerI7 setPos [10880,3200]
{markerI7} setMarkerPos [10880,3200]
triggerI8 setPos [10880,1920]
{markerI8} setMarkerPos [10880,1920]
exit
Moves zone markers & triggers into their exact locations. You will notice that they are a bit off-centre in the editor so this script overrides that._H6 = [{H6}, triggerH6, {markerH6}]
_I6 = [{I6}, triggerI6, {markerI6}]
_J6 = [{J6}, triggerJ6, {markerJ6}]
_H7 = [{H7}, triggerH7, {markerH7}]
_I7 = [{I7}, triggerI7, {markerI7}]
_I8 = [{I8}, triggerI8, {markerI8}]
_zones1 = [_J6, _I8, _I7, _I6, _H7, _H6]
_zones2 = [_I8, _J6, _I7, _I6, _H7, _H6]
_zones3 = [_J6, _I8, _I7, _H7, _I6, _H6]
_zones4 = [_I8, _J6, _I7, _H7, _I6, _H6]
_zones5 = [_J6, _I8, _I7, _H7, _H6, _I6]
_zones6 = [_I8, _J6, _I7, _H7, _H6, _I6]
_zones7 = [_J6, _I8, _I7, _I6, _H6, _H7]
_zones8 = [_I8, _J6, _I7, _I6, _H6, _H7]
_zones9 = [_I8, _I7, _H7, _H6, _I6, _J6]
_zonesAll = [_zones1, _zones2, _zones3, _zones4, _zones5, _zones6, _zones7, _zones8, _zones9]
_zones = _zonesAll select (random ((count _zonesAll) - 1))
_i = 0
dangerZones = []
~1
hint {Welcome students!\n\nI hope that you are all fit and ready to fight!}
~3
#newZone
hint format [{Warning!\n\nSector Zone %1 will become a forbidden zone in 5 minutes.}, ((_zones select _i) select 0)]
((_zones select _i) select 2) setMarkerColor {colorYellow}
~3
hint format [{Warning!\n\nSector Zone %1 will become a forbidden zone in 20 seconds.}, ((_zones select _i) select 0)]
~3
_k = 10
#loop
hint format [{Warning!\n\nSector Zone %1 will become a forbidden zone in %2 seconds.}, ((_zones select _i) select 0), _k]
~1
_k = _k - 1
? _k > 0 : goto {loop}
hint format [{Warning!\n\nSector Zone %1 is now a forbidden zone.}, ((_zones select _i) select 0)]
((_zones select _i) select 2) setMarkerColor {colorRed}
dangerZones = dangerZones + [(_zones select _i)]
_i = _i + 1
~3
? _i < ((count _zones) -1) : goto {newZone}
hint {There is now only one safe zone remaining. If a winner is not decided in the next 15 minutes, there will be no safe zones and no-one will survive.}
~3
[] exec {killAll.sqs}
exit
First, each grid coordinate (zone) that will be required has the name, trigger and marker stored in their own array.#wait
~1
? (count dangerZones) == 0 : goto {wait}
#start
~1
_i = 0
victims = []
#collect
~0.1
victims = victims + [list ((dangerZones select _i) select 1)]
_i = _i + 1
? _i < (count dangerZones) : goto {collect}
_i = 0
#death
~0.1
{[_x] exec {dangerZone.sqs}} forEach (victims select _i)
_i = _i + 1
? _i < (count victims) : goto {death}
goto {start}
exit
This basically checks each player for their position. If any are in danger zones then execute dangerZone.sqs for each of them. The problem is that they will keep getting the script executed for them over and over again until they leave the danger zone. I only want it to happen once._unit = _this select 0
hint {Warning!\n\nYou have entered a forbidden zone.\n\nYou have 20 seconds to evacuate or your collar will detonate.}
~10
_i = 10
#countdown
_k = 0
_count = 0
#check
~0.01
? _unit in (victims select _k) : _count = _count + 1
_k = _k + 1
? _k < (count victims) : goto {check}
? _count == 0 : goto {safeZone}
hint format [{%1...}, _i]
~1
_i = _i - 1
? _i > 0 : goto {countdown}
? !(alive _unit) : goto {exit}
_unit setDammage 1
{grenade} camCreate (getPos _unit)
goto {exit}
#safeZone
hint {You have entered a safe zone.}
#exit
exit
This gives a warning and a countdown much like that found when a zone is about to be made dangerous. A check is made during each second of the 10 second countdown to see if the player has entered a safe zone. If not, bye bye player._zonesAll = ["zones1" ,"zones2" ,"zones3" ,"zones4" ,"zones5" ,"zones6" ,"zones7" ,"zones8" ,"zones9"]
_r = random (Count _zonesAll)
_r = _r - _r %1
[] exec (_Fzones select _r)
_zonesAll = [_zones1, _zones2, _zones3, _zones4, _zones5, _zones6, _zones7, _zones8, _zones9]
_zones = _zonesAll select (random ((count _zonesAll) - 1))
_i = 0
dangerZones = []
This basically checks each player for their position. If any are in danger zones then execute dangerZone.sqs for each of them. The problem is that they will keep getting the script executed for them over and over again until they leave the danger zone. I only want it to happen once.
Maybe you could set a variable to 'true' once the script has run for the first time.
Initialise the variable somewhere as 'false'.
You would then need to check the condition of this variable at the start of the script, if it is 'false' the script carries on, if it is 'true' the script exits.
Of course it will probably need to be reset as false afterwards in order to be effective for next time.
Try putting this in somewhere, har har.
Well, surely if the script is executed the player will be dead so it won't need to exeute it again?
So you eventually get a number of 20 second countdowns all happening at the same time!
? !(alive _unit) : goto {exit}
_unit setDammage 1
{grenade} camCreate (getPos _unit)
goto {exit}
: goto {exit}
.20 secs? That's a long time. You could probably run through a zone in that time.You could run through the small sub-sectors in that time, but not the big ones, they are 10 times that size! Immediate death would make my life a bit easier (there's a joke in there somewhere) and I could have a working script for you tomorrow (roughly), so let me know what you all think.
apart from the fact that none of the time on the hints relates to th missionYeah that'll be amended for the final :)
Eventually it just crashed, but, in between the hints of 20 secs remaining I saw a glimpse of "10...." Which means that the script is running further in the "dangerZone.sqs".Yeah the 10... 9... 8... will appear in between the new calls to the script whilst u are in a danger zone, they just overlap each other.
If you re-jig this part:-I'm not sure why I need to take out that part. The reason that check is there is to stop the player getting exploded even after he has died. But that all goes back to the multiple calls problem so if I can sort that then that will be that.
Code:
? !(alive _unit) : goto {exit}
_unit setDammage 1
{grenade} camCreate (getPos _unit)
goto {exit}
and basically just take out of the first line:-
Code:
: goto {exit}
I just thought of something... since the zones are random, what do we do if the map gets split up. Is there a way for that not to happen?Thats why I incorporated a number of different zone orders in zoneControl.sqs, 9 in all. I made sure that there were no options for a player to become stranded in a safe zone which might later turn into a danger zone. This in effect 'herds' the players to the final zone, which is why there are danger zones in BR, to encourage conflict. You basically want the zones to contract from the outside inwards in a random fashion.
You could run through the small sub-sectors in that time, but not the big ones, they are 10 times that size!
Here's what I meant. Say all the zones except one are fobidden. If you go into a forbidden zone and the 20secs remaing thing starts going and you enter the zone near another boundary; you can run into the next zone (just crossing into it) then run back into the first one going forwards all the time. Using this tecnique, I managed to easily move accross the island without being blown up. And if you are playing a multiplayer game and there is only you and one other person left. And this other guy keeps doing the above. The mission could last for ages (well, only until the tree day mark). But it would be realy unfair on the other player since he can't do it. See what I mean? Try it if you don't believe me. And if immediate death upon entering a forbidden zone would make your life easier, it would prob. make the players' lives easier as well.I see what you mean. In terms of dodging between two danger zones and constantly resetting the death script that in itself is yet another side effect of the repeat script calls. If and when I could fix it then that would not be a problem. Another problem also lies with a countdown: You could cross a corner of a danger zone into a safe zone provided you are quick enough.
One problem is that if the player is keeping track of the time for when the zone turns red, then that pretty much messes up that plan
About the random weapons... I still like my idea of random characters. You just choose boy or girl then you ae a random character.
I still like my idea of random characters. You just choose boy or girl then you ae a random character.
Does anyone know if the watch that pops up when you press "t" (default settings) changes with the time. I didn't think so but I will check it out nonetheless.
Also, Skumball, about the forbidden zones script(s). I seem to recall you saying that the zones will follow a sequence but which one is chosen at random. And that the zones start towards the outside and spiral in. Shouldn't you also include some versions where the zones start at the south, say, and work up (vaugely) north?
Here's an idea that I had. Does anyone have a mic for the computer and a copy of BR on DVD (or VCD)? 'Cause you could play the film on, say, Windows Media Player and rcord parts of it to be used as sound in the game?
But then, would the weapons relate or would they be randomly chosen non-speciic for the character?
You remember you list of students and there weapons... the character always gets the same weapon, but since you are randomly chosen a character, it still is a surprise what you get...or would gamers get real used to the characters and what weapon they had?
I have BR on DVD and OGG experience, happy to help.
Busy this coming week, will help whenever possible.
*edit* good pics LB!;)
Yeah. I think that regulars would get used to which one to pick for the good weapons. I'm all for choosing either boy or girl and then you get a character picked for you. But I think the weapons, if possible, should be random.
Cool. Do you get what I mean with the recording certain parts of the film?
One more thing. The GPS which is with OFP is there for all players. Is there a way to make it so that it is only for one player and not the others? (Obviously, that would be the whole point of having a GPS as a weapon)
Or you could have something like in Devilchaser's 'Operation Firelord' where the GPS beeps increase when an enemy gets closer and closer to you and when its solid, u kno ur screwed!!
For me there is no question as to whether the weapons are random or not. They should definately be random. That's what makes BR all the more interesting (?) for those involved. Imagine playing a number of games and knowing which character has which weapon... how boring would that become? I want to start a game of BR and go; "s***, a fork" or "woo, a gun"
To make the GPS a little fairer, how about randomly picking an enemy, and displaying on screen there distance and direction? Then after a few minutes, another enemy is picked at random and their pos and dir come up on screen? Otherwise the GPS would be a GODLIKE weapon.
But also, how would players with helpful objects actually attack? There should be a standard punch attack for those without offensive weapons. Those with, say, a fork would have a similar method of attacking but be more powerful. Those with guns, well, they can feel smart
Yeah. The config is super easy too. Its getting the anims to OFP that's the problem.
To get the audio from the DVD, have a look at
Just here to say how much I admire this initiative. It sounds like this mod is gonna kick ass;)
Maybe this is something the MOD should charictarize with. Like you fill in a question list and based on the awnsers you will become this character. In the mission editor this isn't very hard, you just activate the group respawn option and based on the awnsers you add the type of character to it's group and kill the original, thus making the player to respawn as his character. For character design, each person should be modelled and textured (etc) and given special abilities and incapabilities.
Like panicery schoolgirls can't use a crossbow or a Uzi, they use other honest players to survive and use their weapon (poison/pan) to kill whoever trusts her.
d**n, just had another great idea, the whole concept of BR 1 is survivle of the fittest and it's exactly that the survivle aspect needs to be strenghtend. Like, with food. Each player needs to eat and drink or else he/she will die or hunger or doesn't get enough energy to move around or fight.
Ummm, OK. How would you stop the same character being picked more than once? What if someone worked out the specific answers to always get someone with the best special abilities. This mod wasn't really created for a RPG like mission although we could make a seperate one for it, it would just take more time.
Hmmm, remember Satomi from BR (she was with the goody-goody girls' lighthouse crew). Well, she flipped and started blasting everyone with an uzi.
The thing that always screws up in OYC is it's tournament systemI guess we would have to reconfigure it then ;).
Waiiiiiit a minute. the kind of tournament structure i was thinking was like organisin this stuff into a kind of knockout system in which it would be posted online, i didn't think you actually meant we would have it all scripted in-game, i mean how would we fit that many people in a game???
i mean how would we fit that many people in a game???Over at RPC forums, Nuker reminded me that not that many people are really gonna be playing. He reckoned a full house would be rare and that, if it was popular, about 25 would be the average number of players.
I don't know about the cold blooded killer anymore, maybe just if you breaking point meter fills you kill your self...
That one dude ...I forget his name again...
I think this would add a really cool feel to the game. Could it be done? If it would, it would make the mod 10 times cooler.
what Lean Bear wanted