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Everything posted by h -
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You can, but only once (sometimes even twice), then you have to get out and get back in the weapon and then you can again check the gunners dir once, and so forth...
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Just amazing... I do hope we get to see the video, and with a reasonable resolution and no 1x1 pixel mash...
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Yeah, and IIRC (which is not saying much either ) it dates back over 3000 years...
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Quite... It's so funny that people seem to think that Nazis invented the swastika... Untill Nazi Germany, swastika had nothing to do with ideas even remotely related to that, and dates back farther than many realise.. I think there's a wikipedia link in the FDF readme explaining this though..
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Soo, I never had the time to really get into the jeep problem.. But gladly Sa8Gecko did <span style='font-size:13pt;line-height:100%'><span style='color:navy'>M151A1C 1.3 Released</span></span> Mirror 1 Mirror 2 (There was a version 1.2 that existed shortly at our forums only..) Fixes and additions since 1.1 and 1.2: - MCAR 3.2.x compliant - Many visual improvements, such as reloading animation, fixes on the Recoilless Gun model, random numbering on the jeep, etc. etc... Too numerous to mention them all.. - The Jeep is faster than before off-road - AI now engages targets at 1000 meters - Vehicle casts a shadow now - The US star and not the BIS logo is displayed on the bonnet - etc.. EDIT: Oh, and just to confuse everybody: you need the latest MCAR 3.2.x for this.. MCAR 3.2 MCAR 3.21 patch (apparently we released this only at our forums .. Doesn't fix anything though (nothing was broken), just some small improvements on the scripts...) And, the final confusion: SA-8B patched up to 3.21 Not required by the M151A1C and has nothing really new, just some improvements in the 'smoking' SA-8B guidance code..
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Just to clear out: The 'unknown operator' bug was not caused by anything reported by OFPLint.. (OFPLint doesn't check anything else than opening brackets-closing brackets ( {}; ) in *.cpp ).. Although there was a missing closing bracket (or one too many, can't really remember) in there which didn't cause any problems, at least not the bug in question... It was caused by one very very small typo in the misc.pbo config..
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@Footmunch: You are a genius, sir!
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CoD 2 had quite a poor FPS and I had to run it on mid or low settings to be able to play it... Once updated to latest Omega ATI drivers I could max everything up and no FPS drops etc... Can't say anything about nVidia though..
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custom satchel (class pipeBomb) doesn't work in MP
h - replied to 5133p39's topic in OFP : CONFIGS & SCRIPTING
You don't need to edit the main config... My point was that I have not tested 're-defining' the put weapon anywhere else... You could try to 're-define' the Put weapon in your own satchel config just by copy/pasting the original Put weapon class (keeping the classname as class Put..) and just adding your own satchel to the magazine list instead of using the MORS_Put.. Like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Put:Default { scopeWeapon=1; scopeMagazine=0; weaponType=0; displayName="$STR_DN_PUT"; sound[]={"",0.0003162,1}; reloadSound[]={"",0.0003162,1}; canLock=0; enableAttack=0; optics=0; primary=0; showEmpty=0; magazines[]={"TimeBomb","PipeBomb","Mine","MineE","MORS_StickyBombM"}; }; -
custom satchel (class pipeBomb) doesn't work in MP
h - replied to 5133p39's topic in OFP : CONFIGS & SCRIPTING
Custom put weapons don't seem work properly, not even in SP... Don't know why... They work when testing in the editor but when testing as exported sp mission you get missing addon (or something like that) errors, usually.. You could try to 'update' the original Put weapon by adding your satchel in the existing weapon list, at least that works when doing it in the main config (total conversion mod).. Or you can do what SelectThis says.. -
We do have our own discussion thread (or, a beginning of one ) here, so all comments are welcome there... No point in discussing this in two threads
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Totally forgot to test that vehicle with the new patch... I'll take a look and update it accordingly..
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The vehicles are the same old ones, don't know whether the SA-8 textures have been updated (I have not been involved in making the model/textures)... The missile stuff looks pretty much the same as in some screenshots released earlier... The recent patch was more of a mathematical routine and overall script format etc. update which would not result in anything different that could be pictured by taking screenshots... The scripts perform a bit better and some aspects of the missile behavior on the Gecko has been added/changed... Our project has never been about the vehicles, it has been about the code, mainly because none of us is not that talented in modelling/texturing.. So sorry, no new screenshots..
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Could you describe the situation this happened with? Can you re-produce that error? I couldn't produce this error with any of the Sa-9 or with the SA-8... Targeted and fired at west parachute and east parachute...
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Thanks Gladly the vehicles suck anyway, so.. No-one in the history of OFP community O2 modelling has provided a solution for the bouncy vehicles, at least I have never seen one that would work.. It seems to have to do with luck that you don't get bouncy vehicles If you do a search on bouncy vehicles you will find methods varying from tires having no geometry to worshipping ancient gods on a new moon night and none of them work.. Trust me, we have tried every single method there has been described and none of them alone or combined together have worked... Plus I think we tried anything we could think of ourselves.. Maybe there's some wrong sound defined for something.. Config error I'd say...
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The class names were changed from psy_mcar_blahblah to mcar_blahblah... The gecko has stayed the same (afaik).. It's no biggy though, just edit the mission.sqms if you like to...
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<span style='color:maroon'><span style='font-size:13pt;line-height:100%'>MCAR Beta 3.2 Released</span></span> The SA-8b Gecko included NEW IN MCAR BETA 3.2: - Gecko's missile will try to find another target if the current one gets destroyed by something else (by another missile, etc) - Gaskin guidance codes rewritten (less scripts). More on some of the 'techniques' used at: http://www.ofpec.com/yabbse....d=25289 - AI will now engage farther with the AA vehicles - Some other small fixes, additions, re-writes, etc... NOTE: The old demo missions won't work with these recent patches/updates due to some class name changes Grab MCAR Beta 3.2 here Updates the whole shabang so no previous versions needed. I hope I posted the correct files this time
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OFPFiles Mod Centre! All Modders Read!
h - replied to JamieOFPFiles's topic in ADDONS & MODS: DISCUSSION
How exactly can you add a Mod there? E-mailing the info/text/etc to you? This is a great idea and needs a lot more support... -
Just watched it. All I can say that it is the best Finnish sci-fi movie ever made... Not too many made though, but still.. The 3D battles are very well done... If you wouldn't know you could think you were watching the new Galactica series... Many of the 3D sets however are quite horrible and the 'keying' is not that good but as they haven't had huge budget that's no wonder.. Also the idiots responsible for the 3D stuff in shows like Babylon 5 and Lexxx (or how many x's it had...) should learn from this how the things should be done... The people playing the 'P-Liitto' seemed to lack seriously in acting talent compared to the others, but i guess that was deliberate... I know a few people who won't even watch it because it's not a 'serious' sci-fi movie (and what the hell that would be.. )... I myself am not a sci-fi fan, there are only a handfull of sci-fi movies/series I can watch without puking, so I probably missed many jokes on this one...
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If you would check all the other SEF threads you would see that this has been asked many times in each one of them... And answered at least in one of them, I think it was the LAV thread.. It seems to be caused by certain things in the config although the error itself appears as a scripting error... Yet the error message is lacking some things that would usually be included in the mesage instead of just '0'.. Dunno whether FischKopp has had any success with this, I myself have been too busy to even think about this problem...
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'Commenting out' means this: normal code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class whateverer: whatever { stuff = blah blah; crap = yada yada; }; commented out code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class whateverer: whatever { /* stuff = blah blah; crap = yada yada;*/ }; or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class whateverer: whatever { //stuff = blah blah; //crap = yada yada; }; In this case (SEF_Misc config) you must do it like that because otherwise you get errors, something like 'missing CfgAmmo whatever'...
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But, if you comment out those two entries from the config the error message disappears... (actually, you comment out the 'contents' of each of those classes or you have trouble..) I admit that the way the error message is displayed would be very odd if it indeed was a config error as it is the scripting errors that are presented that way... The scripts use loadFile instead of preprocessFile due to certain OFP features but I don't know whether they are so different from each other (other than a few details I won't get into here).. EDIT -- Oh and Fischkopp did test this by removing all the scripts from the Misc.pbo and the error still occurred -- How ever, if it was a .sqf error the error message would show the whole .sqf code, not just 0... If it was an .sqs error it would also show some line of code, not just 0... This is a complete mystery to me...
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The error is caused by two classes in the CfgAmmo of the SEF_Misc config (SEF_AIM9 and SEF_AGM65)... Reason unknown, at least for me... Don't know if FischKopp has been able to fix it..
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True.. Blue just happens to be a color that is associated with Finland... At least by us Finns I think we tried several different colors but somehow blue just seemed natural... In other parts, like the GUI etc there's nothing FDF moddy anywhere though... Thanks... And this will get released eventually... On whatever 'platform' that will be out at that moment
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There could be worse things than to be mistaken as FDF Mod Nice to have you around again Quite... It's a shame that due to a texture bug we didn't get the chance to show our russian soldiers at all yet...