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Operation Flashpoint 2 - Modder's Chat Zone | Forum profile
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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.
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Posting activity on Operation Flashpoint 2 - Modder's Chat Zone:
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3 Months
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Threads:
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272
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2,005
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2,246
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Post:
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983
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9,693
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10,592
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Operation Flashpoint 2 - Modder's Chat Zone Posting activity graph:
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Top authors during last week:
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
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. --...
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...
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...
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
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...
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...
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
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
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Latest active threads on Operation Flashpoint 2 - Modder's Chat Zone::
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.
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("...
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?
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.
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?
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?
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.
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 ?
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Hot threads for last week on 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...
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
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 "...
Started 1 month ago (2009-10-10 13:21:00)
by ArmaVSFlashpoint
Thank you very much for this Berliner, gonna try this now!
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...
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 ...
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?
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 ...
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
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 ...
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