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[DGF|Q]
Oct 13 2002, 10:18
maybe u already know the problem ... tanks r able to lock inf and vehicles by clicking with the right mouse button (by default) through the landscape ... this creates an unfair opportunity as u may not need 2 see the unit by yourself in order to know about its position ... u just have to click madly across your screen ... even more locking units goes behind visibility range ... that means you may know about a units position before being able to see it in reallity ... ok thats it ... just to give you a little info about it;

one possible solution may be introducing new addons(units) with the same data as the original ones but disabling the locking/targeting ability ... the problem is by now that i'm not very familiar with the part of ofp ... so i'm not sure what really enables targeting itself ... (as some weapons r able to lock (sabot/heat/aa) and some r not (law/any little inf weapon) ...

by searching the config.bin and various addons it think i found the relating variables ...
irLock=0 / 1
airLock=0 / 1
(laserLock=0 / 1)
canLock=0 / 1 / 2 (maybe the important ones)

but i couldnt find any description about these or (almost) any other variables - so if so would be able to tell me sth about these or giving me a link to some kind of reference (?), i'd be very! grateful about that - and my second problem is, if these r the ones, how i am able to impliment them into the game ... as i said in the beginning maybe creating clones of the original units and only editing the appropriate section (making new addons) would be the best solution, but maybe so could explain me how to do that (?) ... and maybe the second solution would be editing the config.bin itself ... but im not really sure if thats possible ... finally can u include units changes somehow in missions itself (?) ...

regards and very much thx 4 your help!
[IT|Q]

Rastavovich
Oct 13 2002, 11:00
irlock = able to lock on IR target (ir targets are definded as such in their config)

airlock = is a weapon able to lock on air targets

laserlock = can the weapon use a laserpath to find its target

canlock = is the weapon able to lock anyway.

0 = false
1= true
In case of canlock 1 = lock only in cadet mode, 2 = lock is possible in any mode

[IT|Q]
Jun 10 2003, 06:18
got some more ...
help very much appreciated!

irScanToEyeFactor=1/2/5
irScanGround=1/0
camouflage=1/2/4/8
scope=0/1/2

regards
(sry but the original threat was made before the forum separation)

<>Crippler<>
Jun 10 2003, 13:57
Camouflage relates to how difficult a unit is to spot- a higher value makes the unit easier to spot.
irScanGround is generally used on aircraft (in my experience anyway) -I have found that it just means if the aircraft can see ground units or not- If irScanGround=0, the aircraft will generally just fly over all enemy vehicles on the ground and won&#39;t see them (so is pretty useless really for aircraft addons).
I dont know what irScanToEyeFactor means sorry.

BratZ
Jun 10 2003, 17:15
@<hidden> June 10 2003,08:18)]
got some more ...
help very much appreciated&#33;

irScanToEyeFactor=1/2/5
I think this is how well the AI determines radar targets

irScanGround=1/0
Whether the radar will show ground targets

camouflage=1/2/4/8
Has nothing to do with radar,how well a target is seen by AI eyes,Higher is easier to recognize

scope=0/1/2
0= public,1=private,2= protected
You don&#39;t need to mess with this much,but can hide weapons and mags,
ex: you don&#39;t want a soldier to be able to equipt itself with a plane mgun or missile launcher is a good example

From what i gather
0=public ...weapon or mag is available to anyone and can be equipt in briefing
1= private ...Only available my manual equipt
2= protected ... only available in cpp config and cant equipt units with it (good example is a strokefist mag...never need to reload etc..)