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Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mandoble on 27 Oct 2007, 21:39:19

Title: Mando Ghosts (ACCEPTED)
Post by: Mandoble on 27 Oct 2007, 21:39:19
Hope not to be too late Mattius  ;)

Some ghosts for ArmA  :o

EDIT: Particle problems fixed.

OFPEC Download (http://www.ofpec.com/ed_depot/index.php?action=details&id=473&game=ArmA)
Title: Re: Mando Ghosts
Post by: LeeHunt on 29 Oct 2007, 01:08:14
Downloaded and tried out the demo...

Very cool resource, could especially be good for children's missions (an idea i've heard bandied around a bit).  Worked fine for me. 

The combination of these ghosts and the "yommies" could make for a good haunted Rahmadi mission....
Title: Re: Mando Ghosts
Post by: MattiusRochelle on 29 Oct 2007, 14:47:45
Nope Right on time mate, thanks ever so much, i will remeber this. You will not be forgotten.  :good:
Title: Re: Mando Ghosts
Post by: hoz on 29 Oct 2007, 14:50:19
I get some errors when I run this. Although I do get the demo.

Code: [Select]
LODShape::Preload: shape 'ca\data\micuda.p3d' not found
Warning Message: Cannot open object ca\data\micuda.p3d
LODShape::Preload: shape 'data3d\koulesvetlo.p3d' not found
Warning Message: Cannot open object data3d\koulesvetlo.p3d

These two error give me a dialog box. there are many other errors in the RPT.

Title: Re: Mando Ghosts
Post by: Planck on 29 Oct 2007, 15:59:12
micuda.p3d does not exist in ArmA, its a football btw.

koulesvetlo is in ca\data.



Planck
Title: Re: Mando Ghosts
Post by: Mandoble on 29 Oct 2007, 20:42:37
Trying to find a "good" ArmA substitute for Micuda (used for eyes).

EDIT:
Found sphere thanks to Planck.
New version available.
Title: Re: Mando Ghosts
Post by: MattiusRochelle on 30 Oct 2007, 14:43:46
thanks.  :good: :D
Title: Re: Mando Ghosts
Post by: LeeHunt on 15 Dec 2007, 17:17:47
this one looks ready as well unless Mandoble has any other comments?  i'm guessing its good to go though  :)
Title: Re: Mando Ghosts (READY)
Post by: MattiusRochelle on 20 Dec 2007, 19:12:32
Indeed it is ive had it playing on my Halloween map on the GOL server and ive had lots of Wows WooooWs lol No problems what so ever on a dedi server  :good:
Title: Re: Mando Ghosts (ACCEPTED)
Post by: winged serpent on 25 Feb 2008, 01:00:47
 :-[
sorry to be a real noob and all but i really like this scripting but the demmo has the player dying when the timer runs out...how can i adapt this?
thanks :-[
Title: Re: Mando Ghosts (ACCEPTED)
Post by: Mandoble on 25 Feb 2008, 14:53:22
Well, not sure what timer are you talking about. If it is about the explosion that a ghost creates when it expires, it is implemented into "finfantasma.sqs" and it is not dangerous for the player. If you mean the effect of being close to a ghost and then being sent into the air, this is implemented into "susto.sqs" just after the line containing [_pos]exec"mando_ghosts\explosion.sqs"
Title: Re: Mando Ghosts (ACCEPTED)
Post by: winged serpent on 25 Feb 2008, 17:58:58
 :D
thankyou that is exactly what i was so incoherently trying to ask about
 :-[
Title: Re: Mando Ghosts (ACCEPTED)
Post by: D007 on 03 Aug 2008, 19:13:35
We have been trying to use this script but need to be able to disable it on a trigger or command line in a script..
found we can do this by setting it to
ghost_parms = false
but we get errors of course XD..

any way we can disable this by a trigger or script Mando?
Btw it's been fun to play with.. My brother set the parameters in such a way as to only have small orbs flying around scarcely.. neat effect.

Thank ya. :)..
Title: Re: Mando Ghosts (ACCEPTED)
Post by: Mandoble on 05 Aug 2008, 00:27:41
All you need to do is to terminate the script:

Code: [Select]
script_running = [7, 30, 50, 5, 10]execVM"mando_ghosts\ghost_mngr.sqf";
When you want to terminate it:
Code: [Select]
terminate script_running;