flobert
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Everything posted by flobert
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I think sebnam mod is for 1.46 too.U ll find it - as many other mods ... perhabs for 1.46 - at ofp.info
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Those weapons are absolutely great looking, but is it worth to model each pin and edge of the weapon? Who cares about it in gameplay - noone really cares,if one is hunting by AI or is hunting AI?Ŕnd how many faces do it have ->performance? I hope you know what i am saying...well done art work - not the question - but think at gameplay....The graphic engine of Ofp is not able to show these details for most pc´s while playing edit: am talking about http://ofp.neco.cz/news....203.jpg
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Cheers M8 nice part of an isle, hopefully you will be able finishing the rest of the terrain. Maybe you cut a part to get it finished earlier in that style you have begun - quiet cool. -> Fish Style ,hein - ´cause i think it is as big as it needs to be but really great work. So,encore vais travailler
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Dac cleans all entries which are not used.So put as much as u want into this array.
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Yeah baby gve it to me, give to me
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You could use mapfactszonewriter/units extractor to get their names,all entries will be saved in your mission.intro .... if they won´t post the classnames
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Austrian is not german... is more a kind of late evolution (-> Darvin), because Austria has not that much O2 in the air for breathing and supporting brain with it than flatter livin´germans.... i read this anywhere
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Will the units also be dressed in winter camo sometimes? Btw great work as always !
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Mapfact.net releases a rucksack addon
flobert replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Concernig the WGL Backpack, they mensioned in the readme -
Nice work m8 But take a look at the transitions on the south side... Willl post the mensioned squares when i am back on "Anjou"
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Awesome work - fine atmosphere becomes generated by that add. But my question to use in my mission: I want to activate the blizzard after a period of time.How to manage this?I created a logic (Blizzard) after a few minutes but the weather won´t change.Any suggestions? Sorry,made it by createvehicle getmarkerpos "pos"
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Looks quiet cool... the c160. Any scripts added? Is this a derivate of colKlink (was it colklink who made the first one - don´t think so ) original one?
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What happened to the LibMod Winter units you retextured? btw nice job
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Really nice Addon m8,but do you think a version without the weapon pack would be possible?Imagine one would like to add those to his mission - he is forced to also download the weapon pack by 50mb ,that is a lot for units of just one side.Perhabs you could release another version with jam or orginal bis weapons?
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Works fine for me too,playing the old campaign again by using ecp. But i know the prob too,and solved it by trying it more than 5 times. cheating sucks - sorry "warmduscher und im Schattensteher"
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What do you think about to set the fire distance higher than normal.LibMod did this with its soldiers and vehicles. Also the AI sniper should shoot/hit at farer distance.Hitcounts proportional to his skill of course. I like your mod,good work
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"I'm proud to release my reskinned version of the BIS CH47" wouldnt hurt to read and not just look at the pictures. So that we left Bis´85 times ,i first expected some features.It is a nice looking Addon ,but why to use a foreign addon in mission (this is the sense of making addons .... sometimes forgotten) ,so to dl more stuff,instead using the old bis on,if there are no more features than in the bis´one.Add cargo scripts as known etc. and your addon will be accepted more for sure. I first could not believe someone retextures the bis one ,...spends his time for an addon which is offered more than twice at ofp.info in that kind. I respect your work,don´t understand me wrong,...but i am not of those who just cry "fantastic","good work" etc, without using concrete critics Nevertheless it is a quiet good basic to work on....
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Any scripts ,features,or just retextured?At pics is nothing to recognize
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Are the CTD Probs and "weapon in Tank (Wanne)" probs fixed? Spitzen work again by you !!
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Normally you ve got a cross as aimpoint in ofp.Why do ya now use a circle?I would prefer still the cross for myself,the cricle seems to take more of the players´view. remains the rest......perfect work
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Sorry guys against all other meanings, this mod needs absolutely to be reworked again. the usmc soldier have no weapon sound,the muzzle flash looks quiet unreal (yellow?similar to old 2001times of ofp,those time ve been gone).Have the campaigns been tested more than just once?SAme to the missions.Or are these missions a collection of all foundable nam missions to put them into one pack. I am sure you spend a lot of time to your mod,but it needs defintely to work more to it.I haven´t seen more than a few mission (at some CTDs),and the firt missions of 3 campaigns,and i don´t think they are that good enough to release with a project u spend a lot time with.Put 5 missions to it ,that are really tested and finished.Some have no overview (->basics of missions),no stringtable or description.ext. I am a bit sad for dlÃng so much MB for a not finished work...think about those people that have volume limit. But ,well i spend my respect to all who spend their time in making their projects. Please take it as constructive critics and solve problems that surly will be mensioned by a few others i suppose. greetz
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Supporting Tomislav meanig by using bwmod uav with Fennek
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My god,what a f***ing ugly thing.... Nice job!Poor you,you just get kidding.....
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Don t u need any addons for that isle?Meaning i read at opf.info. take a look to the readme *edit:sorry,...wrong island that i meant...will check this one right now !!
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Hi guys i ve got a script,but don´t get it work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; ******************************************************* ; RandomMove - Guards move to random locations within a fixed radius ; In the init field of the unit to move: [This, 50] Exec "AiAddon\Options\RandomMove.sqs" ; Of course 50 can be changed... =) (also works for all other unstatic units...) ; The script can be stopped like this: StopRandomMove = True RndMoveFkt.sqf = loadFile "RndMoveFkt.sqf" _Wache = _This Select 0 _Radius = _This Select 1 _CX = GetPos _Wache Select 0 _CY = GetPos _Wache Select 1 StopRandomMove = False #Start _ResetTime = Time + 240 _Wache SetBehaviour "Safe" _Wache SetSpeedMode "Limited" _Wache SetCombatMode "red" #Loop [_Wache, _CX, _CY, _Radius] call RndMoveFkt.sqf @ (UnitReady _Wache) || (! (Alive _Wache)) || (StopRandomMove) || (Time > _ResetTime) ? (! (Alive _Wache)) || (StopRandomMove) : Exit ~ (1 + Random 7) ? (Time > _ResetTime) && (! (Alert)) && (! (FireAlert)) : Hint "Overrun"; GoTo "Start" GoTo "Loop" here we got the fkt: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Private ["_Wache", "_Radius", "_CX", "_CY"]; _Wache = _This Select 0; _CX = _This Select 1; _CY = _This Select 2; _Radius = _This Select 3; If (Alert) Then { _Wache Setbehaviour "Combat"; _Wache SetSpeedMode "Full"; _Wache SetCombatMode "Red"; }; If (FireAlert) Then { _Wache Setbehaviour "Aware"; _Wache SetCombatMode "White"; }; _Wache Move [(_CX + Random (2 * _Radius) - _Radius), (_CY + Random (2 * _Radius) - _Radius), 0]; Where is it wrong ...or do ya ve one that is a bit easier? greetz thx