bennie1983nl 0 Posted August 6, 2008 I am now working on the Demo but when that is done I will work further on this Main project. Share this post Link to post Share on other sites
petrtlach 1375 Posted August 8, 2008 class CfgSounds { sounds[] = {}; class gehaalt { name = "gehaalt"; sound[] = {"gehaalt.ogg",db+10,1.0}; titles[] = {}; }; class moffennoorden { name = "moffennoorden"; sound[] = {"moffennoorden.ogg",db+10,1.0}; titles[] = {}; }; }; whereabouts this text put? In main config.cpp (bin) od it to description.ext (make description.txt and rename at .ext) in mission files. Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 8, 2008 Well petrtlach that is not what i mean (i put in my description file) What the soldier would say in game (and what you can hear) Something else: The skins of the Regiment Grenadiers are almost done Share this post Link to post Share on other sites
petrtlach 1375 Posted August 8, 2008 Yes, ing game, in game this sound activiert as: your soldier have name soldier (in editor name units) and in skript you write soldier say "gehaalt" ... and for mouth movement you need utilits "wav to lip" at lip files. This utilits conver mono wav format at lip files.. Share this post Link to post Share on other sites
Goth_Burner 0 Posted August 8, 2008 bennie: take a look at this site: opflashpoint.org here can you find an nice sound and music tutorial + example mission Share this post Link to post Share on other sites
sas troop 0 Posted August 9, 2008 I was AFK for 2 weeks. Is mod released, cause I heard infos like that? Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 9, 2008 No the mod is not released but i got demo plans..... i am still working on it WIP Holster for the M25 Browning Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 9, 2008 I found thisTrailer An movie about the Battle of The Grebbeberg. "Verloren Zonen" Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 15, 2008 (left to right) Â Â Â Â Â Â Â Â Â Officer - medic - soldier with carabin M95 http://img504.imageshack.us/img504....MG] left to right Soldier with M95 rifle - Soldier with cap - soldier with Lewis - soldier* who surport the soldier with lewis. *Ammo carrier?? what is the right english name for it? With other words the Jagers Regiment is (almost) done! Share this post Link to post Share on other sites
jur1974 0 Posted August 16, 2008 left to right Soldier with M95 rifle - Soldier with cap - soldier with Lewis - soldier* who surport the soldier with lewis.*Ammo carrier?? what is the right english name for it? With other words the Jagers Regiment is (almost) done! It is ammo bearer. Share this post Link to post Share on other sites
bennie1983nl 0 Posted September 18, 2008 1 of the team members is still working on his Airfield maps. Because the origenal maps needs alot of addons (461 mb!! And he tries to reduce it too around 120 mb. With kind regards André PS how do i make good pictures for showing a island? Share this post Link to post Share on other sites
bennie1983nl 0 Posted September 24, 2008 why can't i get pictures in this reply? http://img129.imageshack.us/img129/3250/mornlzd4.jpg http://img135.imageshack.us/img135/6072/landsverkpq9.jpg Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 15, 2008 We are back! Â A soldier of the Regiment; Special artillery Service with black helmet. Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 22, 2008 The Dutch Army had 2 different ammo pouches. "big" blocks pouches And "Little" block pouches Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 23, 2008 Who can help me with this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class IW2_BRX { units[] = {"IW2_BRX","IW2_BRX_STAT"}; weapons[] = {}; requiredVersion = 1.90; }; }; class CfgModels { class Default{}; class Vehicle: Default{}; class 47_32: Vehicle     {     sectionsInherit="Vehicle";     sections[]={"cannone","sospensione","ruote"};     };     class 47_32_stat: Vehicle     {     sectionsInherit="Vehicle";     sections[]={"cannone","sospensione","ruote"};     }; };  class CfgAmmo {         class Default{};     class Shell: Default {};     class Heat: Shell {};     class Heat73: Heat {};     class Shell73: Shell{};     class IW2_BRXAP: Shell {       hit=46;     cost=900;     indirectHit=12;     indirectHitRange=25;         minRange=10;         minRangeProbab=0.5;         midRange=600;         midRangeProbab=1;         maxRange=900;         maxRangeProbab=2;         displayName="47mm AP";  displayNameMagazine="47mm AP";  shortNameMagazine="47mm AP"; count=20;  initSpeed=640;  reloadTime=5; //RELOAD TIME 5  sound[]={"\IW2_BRX\Gun.wav",10.000000,1}; }; class IW2_BRXHE: Heat {         hit=84;     cost=1000;     indirectHit=3;     indirectHitRange=1;         minRange=10;         minRangeProbab=0.5;         midRange=600;         midRangeProbab=1;         maxRange=900;         maxRangeProbab=1;         displayName="47mm HE'";  displayNameMagazine="47mm HE";  shortNameMagazine="47mm HE"; count=20;  initSpeed=840;  reloadTime=0;  sound[]={"\IW2_BRX\Gun.wav",10.000000,1}; }; }; class CfgWeapons { class Default{};   class Heat73:Default{};   class IW2_BRXHE: Heat73 { scopeWeapon=0;     scopemagazine=2; displayName="47mm HE"; displayNameMagazine="47mm HE"; shortNameMagazine="47mm HE"; initspeed=500; magazines[]={"IW2_BRXHE"}; reloadTime=0; sound[]={\IW2_BRX\Gun.wav,db20,1}; ffCount=1; irLock=true; airLock=false; laserLock=false;     ammo="IW2_BRXHE";     nameSound="heat";     count=20; };     class Gun73:Default{};     class IW2_BRXAP: IW2_BRXHE { ammo="IW2_BRXAP";     magazines[]={"IW2_BRXAP"}; count=30; displayName="47mm AP"; displayNameMagazine="34mm AP"; shortNameMagazine="34mm AP"; sound[]={\IW2_BRX\Gun.wav,db20,1};         nameSound="shell"; irLock=true; airLock=false; laserLock=false; };    }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {};     class LandVehicle: Land{}; class Tank: LandVehicle {}; class APC: Tank {}; class M113: APC {}; class M2StaticMG: M113 {}; class IW2_BRX: M2StaticMG { side=1;     vehicleClass="IOH PAG"; crew="IOH_SAdienst"; //picture="\GST_Pak36\Pak.paa"; displayName="PAG 4,7cm"; model="\IW2_BRX\47_32.p3d"; hasDriver = 0; hasGunner = 1; hasCommander = 1;     mapSize = 2; viewGunnerInExternal=1 viewcommanderInExternal=1 castGunnerShadow=1 castcommanderShadow=1 hideProxyInCombat="false"; unitInfoType="UnitInfoVehicle"; forceHideGunner="false"; forceHideCommander="false";     /*     gunnerAction="ManActPAKGunner"; gunnerInAction="ManActPAKGunner"; CommanderAction = "ManActPAKcommander"; CommanderInAction = "ManActPAKcommander";*/ armor=60; secondaryExplosion=0; armorStructural=2; cost=4000; camouflage=2.5; namesound="weapon"; weapons[]={"IW2_BRXAP","IW2_BRXHE"}; magazines[]={"IW2_BRXAP","IW2_BRXHE"}; //icon="\GST_Pak36\Gun.paa"; commanderCanSee="2+8"; gunnerCanSee="2+8"; getInRadius = 4.5;     gunnerOpticsColor[]={}; // gunnerOpticsModel="\GST_Pak36\sight.p3d"; //commanderOpticsModel="optika_dalekohled";     extCameraPosition[]={0,0.800000,-5}; //threat[] VSoft, VArmor, VAir threat[]={0.3, 1, 0.0};     //hiddenSelections[]={"gungren","hitch","hitchh"};   class ViewOptics { initAngleX=0; minAngleX=-40; maxAngleX=17; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.3; minFov=0.3; maxFov=0.3; };         class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={Vehicles\gun_elevate,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-4; maxElev=+20; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "Otoc Hlaven"; }; class Turret: TurretBase {   soundServo[]={"\GST_Pak36\traverse.ogg",0.09162,2.000000}; minElev=-5; maxElev=+18; minTurn=-45; maxTurn=+45; };          class ComTurret { turretAxis=   "OsaVelitele"; gunAxis=     "OsaHlavneVelitele"; soundServo[]={Objects\noise,db-160,1}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-4; maxElev=15; minTurn=-40; maxTurn=40; body="OtocVelitele"; gun="OtocHlavenVelitele"; }; class animations { class rinculo { type=rotation; animperiod=0.03; selection=cannone; axis=osa_cannone; angle0=0; angle1=-0.001; angle2=0; }; class sospensione { type=rotation; animperiod=0.1; selection=sospensione; axis=osa_sospensione; angle0=0; angle1=-0.1; angle2=0; }; class body_rec { type=rotation; animperiod=0.1; selection=body_rec; axis=osa_rec; angle0=0; angle1=-0.01; angle2=0; }; /*            class useractions       {       class pakhook         {          displayName="Hook Pak";          position="hitch";          radius=4          condition="(nearestobject [this, ""GST_Pro""]) distance this < 10 and this animationphase ""hitch"" == 0";          statement="[nearestobject [this, ""GST_Pro""],this,1.9,.19] exec ""\GST_Pak36\towing.sqs""";         };              class pakhookb         {          displayName="Hook Pak";          position="hitch";          radius=4          condition="(nearestobject [this, ""BMP""]) distance this < 10 and this animationphase ""hitch"" == 0";          statement="[nearestobject [this, ""BMP""],this,2.3,.24] exec ""\GST_Pak36\towing.sqs""";         };          class pakuhook         {          displayName="UnHook Pak";          position="hitch";          radius=4          condition="this animationphase ""hitch"" != 0";          statement="this animate [""hitch"", 0];this setObjectTexture [1,""\GST_Pak36\pak1.pac""];this setObjectTexture [2,""""]";         };           }; class eventhandlers { fired ="[_this select 0] exec ""\IW2_BRX\blow.sqs""";     init="[_this select 0] exec ""\IW2_BRX\manager.sqs"""; };        }; };    class IW2_BRX_STAT: IW2_BRX { side=1;     vehicleClass="IOH PAG2"; crew="IOH_SAdienst"; //picture="\GST_Pak36\Pak.paa"; displayName="Controcarro 47/32 Stat"; model="\IW2_BRX\47_32_stat.p3d"; }*/ }; "Well what wrong with this? " you think... Alot!  It schoot faster then a M16 and the turret don't rotate (doesn't move) Well the Dutch "PAG" Canon only move "up" and "down". but for gameplay this may move 60 degrees "up" and "down"  and 60 degrees "left" and "right" And there is only 1 pag found in the editor and not 2. Here is the DL link to the PAG Canon http://www.savefile.com/files/1900109 dl link Here is the IOH demo Demo DL link Share this post Link to post Share on other sites
DeadParrot 0 Posted November 24, 2008 The data are on this page: http://www.grebbeberg.nl/bibliotheek/bewapening/weap0012.html Beautiful model. I have to thank the Italian/Desert mod model builder. Did anybody ever see a drawing of its ugly duckling ancestor from 1894 that was still in use in 1940? http://www.grebbeberg.nl/bibliotheek/bewapening/weap0003.html Share this post Link to post Share on other sites
DeadParrot 0 Posted November 24, 2008 The crew actions are commented out. Where are they? gunnerAction="ManActPAKGunner"; gunnerInAction="ManActPAKGunner"; CommanderAction = "ManActPAKcommander"; CommanderInAction = "ManActPAKcommander"; Are these poses (houdingen) of the crew? Which package? All things pointing to the GST_PAK36 are commented out. Where are the files to be found? Did you get other archives together with the PAG? Can anybody help us with an archive of: 1) the GST_PAK36 and 2) the EC_PAK36 and 3) Bratty Krupp Protze and PAK36 package? Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 24, 2008 there is a problem with the selections ... that's why the turret not move.. Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 24, 2008 DeadParrot http://ofp.gamepark.cz/index.php?showthis=3597 this is 1 Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 25, 2008 Quote[/b] ]there is a problem with the selections ...that's why the turret not move.. For sure. Look at your model selections, they must be named EXACTLY the same way they are named in your config here : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={Vehicles\gun_elevate,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-4; maxElev=+20; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "Otoc Hlaven"; }; With in the Lods, geometry lods, fire lods and fire geometry lods (eventually the view geometry ones if they do exist) : - otocVez : the part of the canon that will turn (eventually the whole canon if you wanna it to turn around its center as in my mods, or only the barrel as in the Libmod for example). Otocvez represents the whole turret in a tank for example. -Otoc Hlaven : the part of the canon that will elevate, usually the barrel. In the memory lod : - OsaHlavne : the axis of the barrel elevation, of the Otoc Hlaven selection (usually two points figuring an axis) - OsaVeze : the axis of the "gun rotation" (of the otocvez selection) Check this, and if it still doesn't work you'll have to get rid of some other animations in this config that could create some conflict (because animating twice the same part creates troubles in Ofp). Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 25, 2008 Oke a step forward .... we can select (with mouse) a target and shoot @ it, still the turret doesn't move... Share this post Link to post Share on other sites
DeadParrot 0 Posted November 25, 2008 I looked into the config and model to change the easy parts. Â For now, you need Bratty's Krupp Protz and PAK36 pack in the mod addon directory. The result from the outside. http://members.home.nl/bpieterson/auww.jpg I used the same moves from Bratty's EC_PAK36. And I placed the commander and gunner at other locations. It would be nice to have some real gunner and loader animations. I need a sitting man bent over forward. Like this one: http://www.grebbeberg.nl/bibliot....ede.jpg When I look at the picture it seems like the legs in the Italian model are different. The seem to consist of two parts. Now I read Prof Tournesol's comments. I think I am not done yet. The version with the wheels down is not finished yet. I commented it out until now. Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 26, 2008 The other one is working fine! THX ProfT for your help! Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 26, 2008 something else new movie for DL Share this post Link to post Share on other sites
bennie1983nl 0 Posted November 28, 2008 I am working on this http://www.grebbeberg.nl/bibliotheek/bewapening/weap0003.html Share this post Link to post Share on other sites