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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: 47 posts per thread
Forum activity: 272 active threads during last week
 

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

  Week Month 3 Months
Threads: 272 2,005 2,246
Post: 983 9,693 10,592
 

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

Posts by:  day  week  month 

Top authors during last week:

Name
Posts
TemplarGFX
88
user's latest post:
White screen on start up - Page...
Published (2009-11-10 14:18:00)
I see that as lack of control on the mission designers part (not a poke at anyone). you should be using : max, used = OFP:getMissionQuota() max is the maximum allowed, used is what is currently used. if (max - used) < OFP:getGroupSize("primaryset") then --disable something not important or far from the player end
Haywood Slap
72
user's latest post:
registerOnReconFunction
Published (2009-11-10 00:16:00)
When OFP spawns an entity set it assigns the set an "id" value. You need to save that value to a global variable and use that in the call to destroyEntitySet Code: function onMissionStart() OFP:activateRVChain("rvi") OFP:registerOnReconFunction("han", "rv2", "usmc", 5000, 3, 600) -- All functions that spawn entity sets return the entity set's id. --...
Talisa1811
69
user's latest post:
Timers
Published (2009-11-10 16:36:00)
Code: function onEnter_yourtriggerzone_whateverunit() OFP:displaySystemMessage("Timer Has Started") OFP:addTimer ("atimer", 5000) -- Starts a 5 second timer end function onTimer_atimer() OFP:displaySystemMessage("Timer Expired") end Not sure about seeing it count down though __________________ Talisa If in doubt, C-4 ! My SkyDrive OFP-DR Files...
RIKKI_B
67
user's latest post:
Handy LUA code snippets
Published (2009-11-10 19:08:00)
Quote: function onHit(victim,attacker) local dist = OFP:getDistance(victim,attacker); -- distance between shooter and target local parent = OFP:getParentEchelon(victim); -- parent echelon if dist > 375 then if OFP:getMountedVehicle(victim) == "" then -- not mounted OFP:searchAndDestroy(parent,attacker,100,true,"OVE RRIDE") -- can be replaced with any command you wish else...
private pile
45
user's latest post:
? Tutorial: How To Extract the...
Published (2009-11-10 18:01:00)
Berliner19, thanks very much for this.
_PaLL3_
44
user's latest post:
death counter for respawn
Published (2009-11-10 21:11:00)
Take a look at these 2 threads: http://community.codemasters.com/for...ht=spawn+waves http://community.codemasters.com/for...ht=spawn+waves They got some really nice features, both of them. I think you could do some really nice stuff with either or combine snippets of code to match what you want. __________________ My OFPDR Video Contribution =[TSK]= Maps: COOP/SP: Morning Glory Mission Editor: Changing AI Name
J-Chase
41
user's latest post:
completing objectives by killing...
Published (2009-11-04 15:17:00)
Quote: Originally Posted by TemplarGFX Hi, can you see why this doesnt work? Code: function onTimerTicker() setTimer("Ticker",tickertime); if zoneaid > 0 and OFP:isObjectiveVisible("secondary1") then if OFP:isAlive("secondary1grp") then --do nothing else OFP:setObjectiveState("secondary1","COMPLETED"); end end end zoneaid is larger than 0 when the...
D4rky
34
user's latest post:
HELP : simple speech - not...
Published (2009-11-07 15:17:00)
Ive tried neumerous times to get speech working in similar ways. The only advice i can offer is to use the "OFP layPlayerSpeech({"xxx","xxx"}) format. Its the only way i could get it to work reliably. Unfortunately then it always comes from your players mouth. Some speech is better than none right? Maybe some other members have got it working reliably...
Wolf_holic
30
user's latest post:
[co-op] L4D Survival Style (no...
Published (2009-11-08 11:03:00)
Quote: Originally Posted by RIKKI_B Thanks mate. I noticed that too, but I'm sure you wasn't in it long anyways :P Yes, Rikki_b this is a great map, I really enjoyed testing it with you the other day...looking forward to doing it again with you... Thanks mate PS: Maybe this time we will get the 15min's so many times we almost made it..at least several times we got silver...LOL
Lonesome Wulf
28
user's latest post:
26/10 - OFPDR Intel Mission...
Published (2009-11-10 22:51:00)
Well ok set it to 4, problem still persists. "You didnt send a mission" when i click the "send mission" button ^^ __________________ Defend youself against a horde of enemies - waver after wave: http://community.codemasters.com/for...06#post5809806
 

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

Codemasters Forum
Started 23 hours, 19 minutes ago (2009-11-11 03:09:00)  by TemplarGFX
I think originally they planned to have the AI have limited ammo. but then realised they waste all there ammo shooting at the air around you. so they changed it so they have unlimited ammo. Im guessing they just dont take ammo into account when shooting anymore.
Thread:  Show this thread (5 posts)   Thread info: SetAmmoCount.... Size: 315 bytes
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Codemasters Forum
Started 14 hours, 46 minutes ago (2009-11-11 11:42:00)  by _PaLL3_
set it in a timer... Code: function whatever() if something happens then OFP:addTimer("DISPLAYMESS1",1000) -- 1 seconds end if something else happens then OFP:addTimer("DISPLAYMESS2",1000) -- 1 seconds end -- etc etc end function onTimer_DISPLAYMESS1() OFP:displaySystemMessage ("A") OFP:removeTimer("DISPLAYMESS1") end functio n onTimer_DISPLAYMESS2() OFP:removeTimer("...
Thread:  Show this thread (4 posts)   Thread info: Asked this before but can't find post Size: 827 bytes
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Codemasters Forum
Started 15 hours, 28 minutes ago (2009-11-11 11:00:00)  by Rooster1590
So...why did this get stickied? Just curious. I mean, it looks great and all, but why the sticky? Especially JUST after posting it too. A few other people have posted great maps and got up here after a lot of hype and good reviews, but why does yours get special treatment?
Thread:  Show this thread (3 posts)   Thread info: New Infiltration map : Within My spirit Size: 288 bytes
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Codemasters Forum
Started 15 hours, 33 minutes ago (2009-11-11 10:55:00)  by Talisa1811
Helios, not sure to what you are referring when you say that they are looking into this. If you are refering to my OP and request for specific sounds then thank you very much indeed. Access to the sound system would be fantastic.
Thread:  Show this thread (4 posts)   Thread info: In-Game Sound Expert Needed - Page 2 - Codemasters Forum Size: 282 bytes
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Codemasters Forum
Started 2 days, 5 hours ago (2009-11-09 20:35:00)  by _PaLL3_
Sorry for bumping this, but this is getting really annoying. Anyone else get this problem with no speech when u've reloaded a checkpoint? Is this a known bug or just us two experiencing the same problem?
Thread:  Show this thread (11 posts)   Thread info: Conversations dont work after loading from last checkpoint. Size: 217 bytes
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Codemasters Forum
Started 3 weeks, 3 days ago (2009-10-18 15:25:00)  by Paxodeus
function onMissionStart() OFP:setObjectiveState("objective", "IN_PROGRESS"); end function onPlaceableKill_platent() OFP:setObjectiveState("objective", "COMPLETED"); OFP:missionCompleted() I using this - when USA blows up 'objective' they win, but when PLA times end - they loose - how change it to win? Any1 ? Please?
Thread:  Show this thread (8 posts)   Thread info: Help - infiltration script Size: 481 bytes
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Codemasters Forum
Started 9 months, 3 weeks ago (2009-01-21 02:39:00)  by USAF xKILLJOYx
wow it seems like you have a [u]huge[u/] workload to do. Now, im no modder and i have no sort of idea how computer coding works so good luck. If i knew how to, i would love to help that Aussie over there but i don't hah.
Thread:  Show this thread (224 posts)   Thread info: Aussie Assault Size: 220 bytes
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Codemasters Forum
Started 1 day, 3 hours ago (2009-11-10 23:14:00)  by Aladinko
Hey ivan_mamute_rs Do you happen to be from Serbia ?
Thread:  Show this thread (3 posts)   Thread info: infiltration mission (simple code) Size: 212 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 1 day, 17 hours ago (2009-11-10 09:18:00)  by ubasrawr
White screen on start up So this is my first time playing around with the map editor and I don't know what I am doing wrong. I set up a few enemies and a few npc allies as well as my own guy. I get no further error messages so I tried to test run the map. When I start up I get this white foggy screen and I can't move or do...
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Operation Flashpoint 2 - Modder's Chat Zone
Started 1 week, 1 day ago (2009-11-03 19:45:00)  by Lenny^Black
f*ck that ... you must place everywhere Intel i7, they dont accept multiplayer maps and it is only for people from some countries
Thread:  Show this thread (21 post)   Thread info: Create a Mission, win an Intel®Core™i7-960 PC Size: 280 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 3 weeks, 2 days ago (2009-10-19 07:44:00)  by cesk
Name says it all! Mod Name: Operation Flashpoint: Zombies Map Name: OFPZ_Mission1_v01b Download: http://www.filefront.com/14754589/OFPZombies_V01b. zip Mirror: http://www.strategyinformer.com/pc/m...d.html#id33 253 PalloKallo's Zombie Video: http://www.youtube.com/watch?v=8qP2z...layer_embed ded Instructions : To install simply drag and drop the "...
Thread:  Show this thread (293 posts)   Thread info: Operation Flashpoint Zombies Size: 4,213 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 1 month ago (2009-10-10 13:21:00)  by ArmaVSFlashpoint
Thank you very much for this Berliner, gonna try this now!
Thread:  Show this thread (236 posts)   Thread info: Tutorial: How To Extract the win_000.000 Files. Size: 153 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
RE: OOOOOpsy! - 18 new posts
Started 1 week, 1 day ago (2009-11-03 22:22:00)  by Wolf_holic
Hey; Now do I feel foolish, the Air Strike works...now! I've added enable Airstrike like this in code: Code: function onEnter(zone1,Echelon) OFP:enableAirStrike(0,"JDAM","true") OFP:callAirStrike(0,"wp11","JDAM") end Now the foolish part is that I thought the above code would call the Chopper's I have...
Thread:  Show this thread (18 posts)   Thread info: @RIKKI_B/TheGentleOne Size: 1,086 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 5 days, 15 hours ago (2009-11-06 11:04:00)  by private pile
That's good news, thanks. Can I ask if there are any plans at the moment to fix the campaign editor on 64 bit systems? __________________ Code: function onFinishedTyping(userName, messageName) talking_sh*te=OFP:isUserName("private_pile") if talking_sh*te==true ...
Thread:  Show this thread (18 posts)   Thread info: Live Link Function Now Fixed Size: 1,106 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 7 months, 2 weeks ago (2009-03-29 00:36:00)  by Fozzy Bear
That's what I'm talking about. What modeling program are you using?
Thread:  Show this thread (205 posts)   Thread info: Combat Simulation Project Size: 68 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 3 weeks ago (2009-10-22 00:06:00)  by TemplarGFX
MOD : Ultimate AI Mod 1.0 Its finally here! the first official release of the Ultimate AI Modification! This modification drastically alters the way the AI behave to make them much more realistic! see the changes below for complete details. Also included are 3 versions of the games Dispersion System. Please note that these ...
Thread:  Show this thread (110 posts)   Thread info: MOD : Ultimate AI Mod 1.0 Size: 7,351 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 1 week ago (2009-11-04 18:56:00)  by RIKKI_B
try this mate... Code: function onMount_helicopter(vehicleName, unitName, echelonName) local usmc_in=OFP:isAllMounted("Fireteam1") if usmc_in==true then OFP:takeoff("Helicoptercrew2", "ADDTOFRONT") OFP:move("Helicoptercrew2", "Landzone", "ADDTOEND") end end
Thread:  Show this thread (16 posts)   Thread info: I have no idea why this doesn't work! LUA is driving me INSANE! Size: 652 bytes
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Operation Flashpoint 2 - Modder's Chat Zone
Started 2 weeks, 6 days ago (2009-10-22 07:35:00)  by TemplarGFX
Hi All, another gripe fixed! I have an xbox 360 controller for my PC, and I noticed that the quick command menu is not toggle like it is on the keyboard. a few minutes later and I've made it so that you can hold the MIDDLE MOUSE button down to open the quick comm, use WASD to issue your command, then let go of MIDDLE MOUSE and the quick comm closes again. I tried replacing Q ...
Thread:  Show this thread (41 post)   Thread info: MINIMOD : Hold for Quick Command Size: 2,752 bytes
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