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Author Topic: Ori Units  (Read 8345 times)

Capt.KMcElevey

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Re: Ori Units [Beta Release]
« Reply #15 on: January 31, 2010, 06:37:24 pm »

They were never my favourite baddy's... The jaffa seemed so... likeably bad.  :biggrin: Still excellent work, I'm downloading right nyah!
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SketzooR

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Re: Ori Units [Beta Release]
« Reply #16 on: April 17, 2010, 12:05:23 pm »

:( links broken.. any chance of it being fixed?
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icewind.123

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Re: Ori Units [Beta Release]
« Reply #17 on: April 17, 2010, 06:17:09 pm »

:( links broken.. any chance of it being fixed?

Hmm, both links in the release topic worked for me, did you follow the link in the first post to these 2 links?

http://www.filefront.com/14446199/ori_mp.zip/
http://www.filefront.com/14593111/ori_mp_newArmA2.7z/
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SketzooR

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Re: Ori Units [Beta Release]
« Reply #18 on: April 17, 2010, 07:13:53 pm »

the link in the first post didnt work for me it says 'The topic or board you are looking for appears to be either missing or off limits to you.'

Thanks for the direct link :)
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icewind.123

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Re: Ori Units [Beta Release]
« Reply #19 on: April 17, 2010, 08:29:17 pm »

That is strange indeed, I added a new link to the thread and not directly to the post.

edit:
I think the problem is that the "RELEASED" subform of this forum is not accessable by normal users, I couldnt see the forum when I logged out.
« Last Edit: April 17, 2010, 08:33:55 pm by icewind.123 »
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icewind.123

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Deepsmeg

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Re: Ori Units
« Reply #21 on: April 22, 2010, 08:05:46 pm »

Do they spontaneously combust?
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http://tinyurl.com/dsf-faq <--- Updated 09/08/2011

Master Bra'tac beat Apophis in a game of chess. Using Mr Bun the Baker.

When Master Bra'tac fell from above and failed to learn to fly on the way down, Hannor Mir still became a street pizza.

icewind.123

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Re: Ori Units
« Reply #22 on: April 22, 2010, 09:05:53 pm »

Do they spontaneously combust?

Yes, if you add a prior with the editor, hit preview, close your eyes and picture a prior spontaneously combusting while you delete him with a simple 0-0-1 alpha radio "deletevehicle uber_prior" trigger, they will spontaneously combust.

Other ways of implementing spontaneous combustion or any power at all are not available at this point, as I pretty much fail at scripting.


Here's a crappy attempt of a script I made a while back:
ArmA Prior Test

(no real use, it only works for pre-set enemies at pre-set velocity and pre-set direction)
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Deepsmeg

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Re: Ori Units
« Reply #23 on: April 22, 2010, 10:57:26 pm »

Daniel Jackson the Prior ignites

You will need to tweak this - I've been battling trying to get the values to hardcode, they seem to resist me.

Code: [Select]
_v = _this select 0;
_int = _this select 1;
_t = _this select 2;
_tdiff = time - _t;
_lifecheck=true; //if true then script will only run while unit is 'dead'
_fade=true; //if true then fire will fade over time and according to rain, eventually dying out.
private ["_snd"];
if (count _this > 3) then {_lifecheck=_this select 3};
if (count _this > 4) then {_fade=_this select 4};
if (_fade) then {_int = _int - (_tdiff*0.02/3)};

_fl = "#particlesource" createVehicleLocal getpos _v;
_fl attachto [_v,[0,0,0],"destructionEffect2"];
_fl setdropinterval 0.02;

_li = "#lightpoint" createVehicleLocal getpos _v;
_li setLightBrightness 0;
_li setLightAmbient[0.8, 0.6, 0.2];
_li setLightColor[1, 0.5, 0.4];
_li lightAttachObject [_v, [0,0,0]];

if (isserver) then
{
_snd = createSoundSource ["Sound_Fire", getpos _v, [], 0];
_snd attachto [_v,[0,0,0],"destructionEffect1"];
};


while {(_int>3) && !(alive _v && _lifecheck) && (getpos _v select 2 > -2.5) && !(isnull _v)} do
{
_fl setParticleParams
[["\Ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32],
"", "Billboard", 1, 0.3*_int,
"destructionEffect2",[0, 0, 0.17*_int],
0, 10, 7.9, 1, [0.3*_int, 0.05*_int],
[[1,1,1,-0], [1,1,1,-1], [1,1,1,-1], [1,1,1,-1], [1,1,1,-1], [1,1,1,0]],
[0.5, 1], 1, 0, "", "", _v];
_fl setParticleRandom [0.04*_int, [0.1*_int, 0.1*_int, 0.1*_int], [0.05*_int, 0.05*_int, 0.05*_int], 0, 0.06*_int, [0, 0, 0, 0], 0, 0];

_cl = 0.8/_int;

_li setLightBrightness (_int/30);


if (_fade) then {_int=_int - 0.02 - rain/10;};
sleep 3;
};

deletevehicle _fl;

deletevehicle _li;
if (isserver) then {deletevehicle _snd;};
clearVehicleInit _v;
oriburn.sqf


Code: [Select]
DSF_Ori_Burn=compile preprocessFile "oriburn.sqf";
I put this in the initilisation field of a dude

Code: [Select]
this = [dannyboy,7,time,false,false] spawn DSF_Ori_Burn;  hint"burn"
I called Daniel Jackson dannyboy and put that on a radio trigger.
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http://tinyurl.com/dsf-faq <--- Updated 09/08/2011

Master Bra'tac beat Apophis in a game of chess. Using Mr Bun the Baker.

When Master Bra'tac fell from above and failed to learn to fly on the way down, Hannor Mir still became a street pizza.

icewind.123

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Re: Ori Units
« Reply #24 on: April 23, 2010, 12:42:52 pm »

*takes a look at the script*

Oh, wow, so much code, so much scripting, so much variables, so much!

*runs around panickly until hitting the wall, knocking himself out*

____

Looks definetly cool, I will try it out. How long did that take you  :p ?
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Deepsmeg

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Re: Ori Units
« Reply #25 on: April 23, 2010, 12:59:28 pm »

Not that long.

Bear in mind that in OFP we made a nuke, and when the launcher got killed we made it ignite.
I'm used to playing with fire scripts.

That one there is an edited version of the BIS one.
You'll probably want to edit the duration and clean it up a little.
You can change the 7 in the call to anything from 4 to 10.
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http://tinyurl.com/dsf-faq <--- Updated 09/08/2011

Master Bra'tac beat Apophis in a game of chess. Using Mr Bun the Baker.

When Master Bra'tac fell from above and failed to learn to fly on the way down, Hannor Mir still became a street pizza.

Gimitri

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Re: Ori Units
« Reply #26 on: May 22, 2010, 06:43:23 pm »

hi
can I download the Prior anywhere?
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samourai56

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Re: Ori Units
« Reply #27 on: May 22, 2010, 08:14:54 pm »

there one prior for arma1

http://www.stargateassault.net/forum/index.php?topic=2088.0

no version for arma2 today
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BIGD

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Re: Ori Units
« Reply #28 on: August 12, 2010, 04:39:26 am »

awsome work on the ori,Is the prior going to be made to work on arma 2.
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icewind.123

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Re: Ori Units
« Reply #29 on: December 19, 2010, 12:56:15 am »


New version 0.8c of the Ori - ArmA2:

- added bloodtextures
- some texture/uv adjustments
- added Ori Prior (no powers, just for the looks)


http://www.stargateassault.net/forum/released/ori-army-%28beta-release%29/msg8275/#msg8275
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