Showing posts with label Help. Show all posts
Showing posts with label Help. Show all posts
Tuesday, 27 May 2014
Introducing Faguss - A Wizzard With OFP-CWA
This has to be seen to be believed lol, so you watch that, then i shall note some basics
This is a really cool evolution for OFP and CWA, really really cool
It also has NO issues with DxDll
You MUST have the Description.ext and the Init.sqs in the Mission folder you want to use it on
The current Database (included with this) doesn't cover AWM objects NOR many others
but nothing stops YOU making database files
Fwatch Update fun...
He also has an Ingame Script Editor
And A Cut Scene Editor
Where can i get this gear from ?
http://ofp-faguss.com
Saturday, 10 May 2014
Accessing Mission Scripts in Folders With Game Open
Ok this one can be such a nightmare for many people..
So what i propose in this post is a Number of Alternatives To Alt and Tab
(I recommend reading the whole post, before choosing a method that best suits you)
Method 1 ALT and Tab
If you didn't know this, you can hold your ALT key (while the game is open) and while keeping ALT pressed down, press the TAB key, then letting go of the TAB key while maintaining hold on the ALT, will allow you to switch windows (if your lucky) You can also press TAB again to select another open task on your computer. This method works for some and not for others, and for those it does work for... It's unstable at best and can make the game crash.
Rumor has it if you run the game at a different resolution to your desktop the alt tab is more stable.
Method 2 the -window
Adding the -window command switch (to the games short cut) will run the game in window mode, but again isn't really that stable, best stability is to avoid the task bar.. IE minimize the game using the top right corner option (then ALT and TAB) to maximize it after editing what ever it was outside the game.
and again.. Rumor has it if you run the game at a different resolution to your desktop the alt tab is more stable.
Method 3 Networking
If you have more than 1 computer (on a network or router) you could share the mission folder on the network, and edit files that way so the game can stay open and maximized all the time while using the mission folder on a 2nd machine... This method is not advised unless you know about networking NOR are we willing to discuss it further, so asking in comments wont get a response from us here.
Method 4 Browser Use On A 2nd Machine
A free simple network idea, as seen on iPhones and iPads that i guess you could use on your pc's would be Apple Quick Times "Bonjour" web browser plugin. A lot of the required PC Companion Software for iDevice file transferee apps are free to download on a windows and mac platform. Meaning you could use that software to "Download" OR "Upload" modified files from one machine to another "Over a Router LAN/WiFi" Thinking about it, if you had an iDevice, there are plenty of text editors for them, so you could be editing SQS files, copy and pasting from PDF files right on an iPad and then send that file back into the mission folder.. But again this is something that unless you no what your doing.. OR have a Face to Face Friend to help you, then i probably wouldn't recommend it
Final Notes
Remember a mission still needs re-loading if you modify the EXT or SQM file
(all other edits you can just use PREVIEW to see your changes)
SQM IS modified by the game when you click Save In Mission Editor
EXT is NOT modified when you click save In Mission Editor
SQS is NOT modified when you click save In Mission Editor
PBO is NOT modified when you click save In Mission Editor
Changes To A Loaded PBO File work, But not for the following Information..
Class Names, Mission Editor Name OR Any Variable Loaded In A Required EXT in the mission dir
Monday, 5 May 2014
Controling The Santini Air Hanger Doors
The Santini Air Hanger
(A.K.A Jet Copters Based in Van Nuys)
A Pair of these are based on the Main Airwolf Island (down the bottom left in the mission editor) When the game loads the main doors are closed by default. This tutorial will explain how to have them already open when the mission loads. We will also go into detail on how you could also make a form of remote control for them by adding an action to your self or a vehicle, or even a trigger or radio command.
You use the same method i once spoke of in the "OFP School Videos" when blowing up pre-mapped buildings using the "Object ID" rather than a named item or the "this" reference that would of been used on something you had normally of manually placed your self.
The "Moveable" version of the hanger, that you can place your self (in the mission editor) can be controlled like any addon that's not been pre-mapped upon the island. and would use the "THIS" command OR "What Ever Name You Gave It" in front of the commands below.. to control it.
That is instead of the (Object_ ID)
But for Mapped objects, you can't name them, they have a mapped Object ID, that can be seen when you click "Show Ids" on the mission editor window (then zoom in on the map to see ID Numbers)
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| Mission Editor With Show ID and Show Textures Selected |
EXAMPLE:
If you placed an oblong trigger infront of the hanger
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| Trigger To Open In Front, Trigger To Close Over The Top (of hanger) |
activated by Civilian, and in the trigger Activation field you put this code.. as one full line.
(object 24820) animate ["awmstat2folddoors1", 1]; (object 24820) animate ["awmstat2folddoors2", 1]; (object 24820) animate ["awmstat2folddoors3", 1]; (object 24820) animate ["awmstat2folddoors4", 1]; (object 24820) animate ["awmstat2folddoors5", 1]; (object 24820) animate ["awmstat2folddoors6", 1];
Then you (as santini or string AS a civilian player model) drove your jeep towards the hanger doors, you would activate the trigger as you drove over it.. Then the doors would open. Then you could have in the "upon deactivation" or in a separate trigger over the hanger its self in the activation field you put this code
(object 24820) animate ["awmstat2folddoors1", 0]; (object 24820) animate ["awmstat2folddoors2", 0]; (object 24820) animate ["awmstat2folddoors3", 0]; (object 24820) animate ["awmstat2folddoors4", 0]; (object 24820) animate ["awmstat2folddoors5", 0]; this animate ["awmstat2folddoors6", 0];
Then the doors would close behind you as you entered.
For the hanger (that you place manually in the editor) you would use these.
Open Hanger Doors
this animate ["awmstat2folddoors1", 1]; this animate ["awmstat2folddoors2", 1]; this animate ["awmstat2folddoors3", 1]; this animate ["awmstat2folddoors4", 1]; this animate ["awmstat2folddoors5", 1]; this animate ["awmstat2folddoors6", 1];
Close Hanger Doors
this animate ["awmstat2folddoors1", 0]; this animate ["awmstat2folddoors2", 0]; this animate ["awmstat2folddoors3", 0]; this animate ["awmstat2folddoors4", 0]; this animate ["awmstat2folddoors5", 0]; this animate ["awmstat2folddoors6", 0];
Their are no scripts within the Static addon its self that can be used for closing or opening the doors, it is all within the addon config as ive listed above
and at some stage i will look into a shorter code (for all) kinda option....
( i shall include scripts into the next AudioandEffects Addon )
Open Hanger Doors
Shorter Code or Script HERE?
Close Hanger Doors
Shorter Code or Script HERE?
Video Showing The Distance.. You can be anywhere on the map and activate the doors
Other Examples could be the addAction to the jeep.. like a remote control, or even a mission based objective condition, where something else needs to be completed or picked up, before you can open the hanger.
At the moment i am unsure if an option to remove the action from the hanger proximity was included in the addon, i doubt it tbh as hind sights not an addon makers forte and this is sometimes why fans have problems learning to make missions lol.
Remember cut scenes, where the game takes over, stripping the GUi, creating cams, using the velocity and doWatch commands to take over vehicle motion "mid game" rather than an intro our outro only fmv... having things going on around you...
What about half the hanger open?.. or just 1 section.. have we been robbed,, the place is open...
IMAGINATION IS KEY...
Please ber in mind we are here to teach you and help you... but NOT do it All for you...
None of us are being paid to work on this stuff, none of us have all kinds of certificates in game design.. we are just every day fans.. Only... WE... give something back to the community....
Please think about that before asking something you could of just typed into GOOGLE
If you have any Other tips regarding this hanger, the code, and ideas for it, feel free to comment below, and please follow the blog...
Thursday, 4 October 2001
OFP Flashpoint Mission Editor Uber Reference Guide
OP Flashpoint Mission Editor Uber Reference Guide (Compiled by Merciless Creations)
One of the best (no internet needed) compilations ever put together for Operation Flashpoint, Its also viable to use with, Red Hammer, Resistance and Arma Cold War Assault game re-release.
Couple this PDF with Your Imagination and the OFP Com Ref from here. Then your ready to take the game to levels you never thought you possibly could. The book holds stacks of Ideas and concepts, all illustrated using mission editor images. Stacks of tips and tricks to get things working. Its a massive step up from the official readme.chm help file that very few disc browsers will remember came on CD 1 of the GOTY Edition.. Its still worth a read, but will require winhelp32.exe..
All the text (on the pages) can be searched, selected and highlighted. Making this truly an awesome piece of work. It means if you "Print It Out" The text has clarity rather than blurry writing.
This will require Adobe Acrobat Reader to view the PDF file, or a similar PDF compatible viewer.
(you could use it on an iPad or Laptop, while mission editing on the PC)
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| Page Example |
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| Page Example |
File date 4/10/2001
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