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Operation Flashpoint 2 - Modder's Chat Zone | Forum profile

Forum profile page for Operation Flashpoint 2 - Modder's Chat Zone on http://www.codemasters.com. This report page is the aggregated overview from a single forum: Operation Flashpoint 2 - Modder's Chat Zone, located on the Message Board at http://www.codemasters.com. This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period. Additional forum profile information for "Operation Flashpoint 2 - Modder's Chat Zone" on the Message Board at http://www.codemasters.com is also shown in the following ways:

1) Latest Active Threads
2) Hot Threads for Last Week

Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.

Site: Codemasters Forum - Operation Flashpoint 2 - Modder's Chat Zone (site profile, domain info codemasters.com)
Title: Operation Flashpoint 2 - Modder's Chat Zone
Url: http://community.codemasters.com/forum/forumdis...
Users activity: 48 posts per thread
Forum activity: 249 active threads during last week
 

Posting activity on Operation Flashpoint 2 - Modder's Chat Zone:

  Week Month 3 Months
Threads: 249 1,137 2,652
Post: 1,226 5,315 12,821
 

Operation Flashpoint 2 - Modder's Chat Zone Posting activity graph:

Posts by:  day  week  month 

Top authors during last week:

Name
Posts
TemplarGFX
269
user's latest post:
first EVER user made in-game...
Published (2009-11-27 20:09:00)
yeah, but I dont have a Halo suit :P __________________ URBAN WARFARE - Intel Grab-And-Dash Be prepared for a mission like nothing you have seen before. Battle for control of Mologa in the most INTENSE battles you have ever witnessed! Grab the Intel and get out of there! Competition Entry by TemplarGFX In-Game Cut-Scenes! Example
_PaLL3_
107
user's latest post:
[SOLVED] How to save checkpoints...
Published (2009-11-27 14:57:00)
This is truly epic information. Another fantastic contribution my friend... __________________ =[TSK]= Videos: =[TSK]= Morning Glory (Part1) =[TSK]=Bridge - Singeplay =[TSK]= Maps: Morning Glory Lack of INTEL (competition) Bridge Mission Editor: Changing AI Name
Talisa1811
102
user's latest post:
Vehicle Mountable and AI Question
Published (2009-11-27 23:03:00)
Vehicle Mountable and AI Question What is the setting you can use that stops the player from mounting a helo but allows scripted mount commands of the AI boarding the helo. I have tried both Code: OFP:setVehicleIsMountable("ushelo01", false) OFP:setVehicleMountableStatus("ushelo01",0) and both prevent the AI from mounting as instructed. Obviously I did not try them both at the same time. __________________...
Haywood Slap
73
user's latest post:
script realistic call for...
Published (2009-11-27 20:53:00)
Yes, OFP:isUnit takes one parameter, the name of an entity and returns true if the entity is a soldier (as opposed to a vehicle etc.) You want something like: Code: local echelon = OFP:getParentEchelon(identifiedID) if identifierID == "radioman" and echelon == "ech1" then ... end __________________ In theory there is no difference between theory and practice. But in practice there is. Intro to LUA , Editor...
Got Mullet?
52
user's latest post:
AI Medic Echelon Question
Published (2009-11-23 16:30:00)
ya, Q, tactical, and the bottom should be call medic
{SOD} Morpheus
37
user's latest post:
first EVER user made in-game...
Published (2009-11-27 20:55:00)
looks great but my livelink aint working __________________ function onStartGame ( gamerName,gameName ) if gamerName == [SOD]Morpheus then if gameName == OF_DR then OFP:setVolume ( "Speaker" , "100" ); OFP:setMood ( "gamerName" , "EMoodVeryHappy" , "OVERRIDE" ); OFP:setLights ("room" , false ); end end end
SiMpLE Jack
34
user's latest post:
Night time missions... Overrated?
Published (2009-11-27 23:06:00)
I know what you mean Nagger. In a way. It does seem a waste to not enjoy the nice graphics, but on the other hand night missions IMO are excellent IF you are in the mood for a night mission. I have the same issue with Falcon4 and Flight Sim. I prefer simming at night but It always seems like a shame I'm missing out on all the scenery. BTW, when you guys make night missions, try CLEAR skies. It's the clouds and fog that make the...
Mulholland
25
user's latest post:
26/10 - OFPDR Intel Mission...
Published (2009-11-27 10:13:00)
Hello 4P0C4LYP53, feel free to ask here or in the Intel OFPDR mission contest forums. The mission submission for the Intel & Operation Dragon Rising mission contest ends on sunday! You can check all the mission requirements by clicking here . HURRY UP!
Dru1d
23
user's latest post:
Rendering Issue
Published (2009-11-25 17:38:00)
Its in the port and I have very few statics. Thought initially I had the height set wrong, but as I approach they appear. Cant work out why. Hope the ME isnt bugged and considers sandbags as entities !!
Cheshire_Cat
23
user's latest post:
Need help with my code, several...
Published (2009-11-27 11:43:00)
Quote: Originally Posted by TemplarGFX its a problem with my email address having a swear word in it! Yeah, it wouldn't even let me say "r3t4rd3d" above. ><
 

Latest active threads on Operation Flashpoint 2 - Modder's Chat Zone::

Codemasters Forum
Started 17 hours, 13 minutes ago (2009-11-28 11:00:00)  by TemplarGFX
OFP commands return the string "" (no characters) when nothing is found. for example Code: if OFP:getNearestEnemy("player",0,true) == "" then --no one is in sight else --ARGH enemy in sight! end __________________ URBAN WARFARE - Intel Grab-And-Dash Be ...
Thread:  Show this thread (2 posts)   Thread info: What does function return ? Size: 1,548 bytes
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Codemasters Forum
Started 1 day, 8 hours ago (2009-11-27 20:07:00)  by SiMpLE Jack
oh yeah? can YOU do THIS? __________________ function onStartEditor() OFP: activateBlankStare (" player ", "monitor" ) ; -- unit name, target name end
Thread:  Show this thread (11 posts)   Thread info: first EVER user made in-game Cinematic + example Size: 1,407 bytes
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Codemasters Forum
Started 17 hours, 43 minutes ago (2009-11-28 10:30:00)  by _PaLL3_
You have to make a waypoint path in that case. Have to path follow the road, not to close between the waypoints tho.. I know that could prove difficult if you got slopes on either side of the road. __________________ =[TSK]= Videos: =[TSK]= Morning Glory (Part1) =[TSK...
Thread:  Show this thread (2 posts)   Thread info: How to make an AI vhicle drive on street Size: 1,780 bytes
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Codemasters Forum
Started 18 hours, 8 minutes ago (2009-11-28 10:05:00)  by _PaLL3_
*EDIT* Its easier just mount heli crew from start and just use: OFP:setVehicleIsMountable("heli1",false) That command is for players only afaik. __________________ =[TSK]= Videos: =[TSK]= Morning Glory (Part1) =[TSK]=Bridge - Singeplay =[TSK]= Maps: ...
Thread:  Show this thread (2 posts)   Thread info: Vehicle Mountable and AI Question Size: 2,062 bytes
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Codemasters Forum
Started 1 day, 12 hours ago (2009-11-27 15:27:00)  by Haywood Slap
More undocumented functions Since Templar discovered the scriptedCheckpoint command I decided to poke around inside the OFP table to see what else was in there that wasn't in the documentation. After a quick scan these are the functions I've found. Quite a few look interesting! Unfortunately, I have no way to find the number or ...
Thread:  Show this thread (18 posts)   Thread info: More undocumented functions Size: 3,074 bytes
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Codemasters Forum
Started 4 days, 1 hour ago (2009-11-25 03:12:00)  by TemplarGFX
Hi all, Im hoping you guys could do me a favour and give this mission a quick test run for me. Its similar to the other mission I posted yesterday, except there is now objectives, and you can actually win! Im going to submit this for the competition, but first I want to make sure its not A:Too Easy (I doubt it) B:Too Hard(thats more like it) C:IMPOSSIBLE(just maybe) Mission : ...
Thread:  Show this thread (62 posts)   Thread info: [Intel Entry Candidate]Urban War - Intel Grab and Dash Size: 2,536 bytes
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Codemasters Forum
Started 4 weeks ago (2009-11-01 02:34:00)  by TemplarGFX
Hi everyone! well after some great breakthrough's thanks to people here, I have been able to finish off the first 1/4 of the island. now, when I say finish off, I mean placing the PLA, giving them patrol paths and defend locations. almost no statics are placed yet. what I am really hoping for is for people to give this a play and let me know : A) are there enough PLA to keep ...
Thread:  Show this thread (103 posts)   Thread info: [ALPHA]Open world Mission - 1/4 of the island done Size: 1,747 bytes
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Codemasters Forum
Started 1 day, 8 hours ago (2009-11-27 19:17:00)  by Nagger
Good stuff, the only thing, I dont know how big "wave1" is... but If you kill radioman they will never spawn. In which I would add them to another command somewhere else during the mission, this way the mission wont end without them ever spawning. Besides that... pretty good.
Thread:  Show this thread (7 posts)   Thread info: script realistic call for reinforcements Size: 666 bytes
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Codemasters Forum
Started 1 day, 1 hour ago (2009-11-28 03:01:00)  by TemplarGFX
yes, it will not allow players to be in a different echelon in COOP __________________ URBAN WARFARE - Intel Grab-And-Dash Be prepared for a mission like nothing you have seen before. Battle for control of Mologa in the most INTENSE battles you have ever witnessed! Grab ...
Thread:  Show this thread (4 posts)   Thread info: Learnt Something new today - Tether Zones Size: 1,071 bytes
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Codemasters Forum
Started 3 weeks, 1 day ago (2009-11-06 16:07:00)  by RIKKI_B
[co-op] L4D Survival Style (no waves...constant respawning) Hi guys. I know theres already simalar maps, but over the last few day a couple of things in LUA have clicked for me so I thought I would give it a go. I wanted to make a survival style mission like the survival game mode in L4D, choose a place to defend in the area, ...
Thread:  Show this thread (24 posts)   Thread info: [co-op] L4D Survival Style (no waves...constant respawning) Size: 2,021 bytes
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Hot threads for last week on Operation Flashpoint 2 - Modder's Chat Zone::

Operation Flashpoint 2 - Modder's Chat Zone
Started 4 days, 1 hour ago (2009-11-25 03:12:00)  by TemplarGFX
Hi all, Im hoping you guys could do me a favour and give this mission a quick test run for me. Its similar to the other mission I posted yesterday, except there is now objectives, and you can actually win! Im going to submit this for the competition, but first I want to make sure its not A:Too Easy (I doubt it) B:Too Hard(thats more like it) C:IMPOSSIBLE(just maybe) Mission : ...
Thread:  Show this thread (62 posts)   Thread info: [Intel Entry Candidate]Urban War - Intel Grab and Dash Size: 2,536 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 3 days, 22 hours ago (2009-11-25 05:55:00)  by Cheshire_Cat
EDIT: Code below is constantly being updated to reflect your suggestions. My newest issues: 1. For some reason obj02 appears (along with obj3) right after I finish obj2. It's a secondary objective that I don't want to appear until I enter triggerzone4. 2. When the mission ends, it shows obj3 as not completed. It should complete when I enter triggerzone5 (which is also the trigger that...
Thread:  Show this thread (53 posts)   Thread info: Need help with my code, several issues Size: 6,457 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 4 days, 17 hours ago (2009-11-24 10:21:00)  by Talisa1811
I am putting together a fairly intense scripted firefight between US and PLA forces. The problem I have is that the US are alot better than the PLA and manage to wipe them out with very little effort or loss. How can I make the PLA a better shot, more aggresive (already set mood to aggressive) and generally a tougher set of soldiers to kill. Thanks
Thread:  Show this thread (34 posts)   Thread info: Is there a way to make the enemy AI better? Size: 385 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
RE: Free Roaming - 33 new posts
Started 1 week ago (2009-11-22 00:21:00)  by TemplarGFX
you think you have a way to crack what exactly?
Thread:  Show this thread (33 posts)   Thread info: Free Roaming Size: 47 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
=[TSK]=Bridge - 32 new posts
Started 1 week, 2 days ago (2009-11-19 07:40:00)  by _PaLL3_
Mission Description: =[TSK]=Bridge is a small, fast and action packed mission. USMC have to get to the other side of the bridge, secure objective and get to extraction point. PLA is to defend objective and kill all USMC attackers before they get to extraction point. Win Condtitions: PLA have to kill all attackers before they get to the extraction point to win the match...
Thread:  Show this thread (36 posts)   Thread info: =[TSK]=Bridge Size: 3,191 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 6 days, 16 hours ago (2009-11-22 12:06:00)  by TemplarGFX
Take and Hold - Discussion Hi all, I am trying to make a take and hold mission. really have no idea how to go about many aspects, but I came up with an idea on how to show who has control of a point, and the progress of capturing it. This works just like in Battlefield : Nuetral locations will count up from 0 to ...
Thread:  Show this thread (29 posts)   Thread info: Take and Hold - Discussion Size: 2,366 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 3 days, 23 hours ago (2009-11-25 05:01:00)  by Cheshire_Cat
I am. Still no answer??
Thread:  Show this thread (25 posts)   Thread info: save game in LUA coding? Size: 24 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 2 days, 14 hours ago (2009-11-26 14:08:00)  by DMRuckus
Is there any way to change the control configuration for the game when you use the "Test Mission" button? When I test the mission, I get the default configuration for the keyboard keys. I also notice that the player's name is "Mission Editor" or something like that. I can go in and change the keys, but it doesn't seem to save them when you exit.
Thread:  Show this thread (24 posts)   Thread info: Mission Editor / Test Mission Size: 387 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 4 days, 23 hours ago (2009-11-24 05:10:00)  by MageyaCry
Templar, I wanted to create this thread to thank you for all your help to me and to the whole Mission Editors community. I know I speak for a lot of us, you has been the greatest supporter when it comes to answering questions, and taking your time to even write scripts for us. I personally haven't ask you directly about any scripts, but this is because every time I have searched for one, ...
Thread:  Show this thread (23 posts)   Thread info: The TemplarGFX appreciation Thread Size: 820 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 1 week, 2 days ago (2009-11-19 13:02:00)  by BrodY
Personally (and I don't think I'm alone) I thought the mission editor for OFP and ArmA was 1000 times better. At least then you didn't need to know scripting in order to pull off a decent mission. I don't get it... why, oh WHY, did you have to make it this way? It's not even half as user friendly as the older editors. I think it's a shame. I loved to sit and create missions in the other OFP ...
Thread:  Show this thread (22 posts)   Thread info: Mission Editor for dummies wanted! Size: 810 bytes
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