jens198
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Posts posted by jens198
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Eh, got another problem. Well convoy is rolling/stopping. But: every vehicle got it's own single order to go the waypoint. That results in something that can be called anythin but a convoy.
Can I stop a whole group respectively give a group a certain waypoint (gamelogic set on map)?
Jens
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CONVOY IS ROLLING!!
Thanks CrashDome
Jens
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Hi folks,
might be a simple question, but I'm really stuck here
1. I have a convoy_setup.sqs script which is called up by init.sqs. It creates several (empty) trucks, the appendant soldier. Moves the soldiers in the vehicels and put's them altogehter in the group "convoy". At the end of the convoy.sqs all unts are halted cia the "doStop" command (otherwise the convoy will start running around like crazy).
2. via the init line of the player an "addaction.sqs" is called up, which simple creates a actio menu entry called "MOVE" (starts the move.sqs).
3. Here's my problem. Inside the move.sqs I have the following line
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint "Convoy MOVE!"
convoy setSpeedMode "LIMITED"
convoy move getPos supply_1
Result: I get the hint "Convoy Move" but the convoy won't move.
Can anyone give me a short hint on what I did wrong?
Thanks
Jens
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Screenshots looks a lot VBS1 like. Well, that's no wonder, as the text besides the screenies says, that OFP2 is based on VBS1 ("as used by real world military")
Jens
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Well, I tried it with my ATI Radeon 9600 (latency was set to 255, reduced it to 64) and I can say that I got similar results as honchblack got. Hm, might be worth a try for everyone.
Jens
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the bullets shall not injure the good and bad guy? just set hit and indirecthit to zero...Yes, nobody should be harmed and with the current config (see below) nobody takes any permanent dammage
But the problem is, that then one of the soldiers is hit a little cloudlet of blood appears, which looks kinda stupid as I want to simulate blank rounds.
Jens
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo
{
class Default {};
class BulletSingle : Default {};
class BulletBurst: BulletSingle {};
class BulletFullAuto: BulletBurst {};
class MILES_Bullet : BulletSingle
{
hit=0.0;indirectHit=0.00;indirectHitRange=0.0;
tracerColor[]= {0, 0, 0, 0};
tracerColorR[]= {0, 0, 0, 0};
soundHitMan1[]={"\T9988_WP\sound\blankhitman.wav",0.512589,1};
hitMan[]={"soundHitMan1",1};
};
};
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No ideas anyone. I want to fire my rifles blank ammo (for my MILES systen). So, if the bad guys got hit and you see the usual red blood cloud, it looks kinda stupid. Do I have to tweak the config of the soldiers or the weapons/ammo?
Jens
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Hm, it reminds me a little bit of the Ultima 4 Britania map
[im]http://www.ultimainfo.net/Maps/Maps/Micro-u4map_sm.jpg[/img]>100kb
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Hi,
I want my ammo not to cause the usual blood-effect when it hits the other guys. Seems like I can't control it via the hit-value in the cfgammo. Is this possible?
Jens
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What tool do you use to edit your cpp-files? I had a problem some time ago while using Ultraedit32. I saved the file with UE32 and got the same error you got. Used standard windows notepad instead --> no problem.
Jens
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Thank you. Please believe me, I counted the brackets a dozen times. I'm such a fool....
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Hi,
I'd like to have the west-side guys and the OPFOR people in one config.cpp
The western boys appear ingame as they should. The eastern guys are nowhere to be seen. Can anyone take a short look at my config? Thanks a lot
Jens
<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 MILES_1
{
units[] = {MILES_M16,MILES_M249,MILES_M16_OPFOR,MILES_M249_OPFOR};
weapons[] = {};
requiredVersion = 1.96;
};
};
////////////////////////////////////////
class CfgModels
{
class Default {};
class Man: Default {};
class MILES_1: Man{};
};
////////////////////////////////////////
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Man: Land {};
class Soldier:Man{};
class SoldierWB:Soldier{};
class SoldierEB:Soldier{};
//////////////////// WEST SIDE
class MILES_M16 : SoldierWB
{
displayname="MILES M16";
vehicleclass="MILES";
model="\T9988_MT\MILES_1.p3d";
side= TWest;
accuracy=1.5;
weapons[]={"MILES_M16"};
magazines[]={"MILES_M16_MAG"};
};
class MILES_M249 : SoldierWB
{
displayname="MILES M249";
vehicleclass="MILES";
model="\T9988_MT\MILES_1.p3d";
side= TWest;
accuracy=1.5;
weapons[]={"MILES_M249"};
magazines[]={"MILES_M249_MAG"};
//////////////////// OPFOR SIDE
class MILES_M16_OPFOR : SoldierEB
{
displayname="MILES M16 OPFOR";
vehicleclass="OPFOR MILES";
model="\T9988_MT\MILES_1.p3d";
side= TEast;
accuracy=1.5;
weapons[]={"MILES_M16"};
magazines[]={"MILES_M16_MAG"};
};
class MILES_M249_OPFOR : SoldierEB
{
displayname="MILES M249 OPFOR";
vehicleclass="OPFOR MILES";
model="\T9988_MT\MILES_1.p3d";
accuracy=1.5;
side= TEast;
weapons[]={"MILES_M249"};
magazines[]={"MILES_M249_MAG"};
};
};
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There has been a very similar discussion around here
Isn't that something for the editing forums?
Jens
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Hm a good point to start at might be one of the sites on the world wide web like
It has a huge archive of tutorials and a large forum withs lots of friendly people around, who are willing to help you (of course if you took some looks at all the tuts and examples).
Jens
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They are proxy's , delete the proxy's and you delete the furniture//EDIT: Delete them both in the named selection thingie and in the model itself..
Uh, thanks a lot!! No there's enought room to move for my guys!
Jens
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Hi,
I'm editing some of the original FLashpoint and Resistance houses (textures and modifying the p3ds). But how the heck can I remove these chairs, beds, boxes, heatings etc. They seem to be in none of the lods, but appear ingame?
Jens
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Ok, understood. Select a single point with F4. But how do I exactly change the weight of a single point? Which Lod do I have to select. Can you guide a fool a little bit?
Jens
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Hm, I added the new items to several existing named selections. Seems like they all have a weight of 100. Is that correct?
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Ah, thanks a lot! No I know the "named selections" familiy! Helped my a lot. But now I got another problem (see picture).
I made some senors and a transmitter box for my miles system and patched them onto a slightly edited model from HYks models.
In Buldozer the sensors and the box are firmly attached to the soldiers body. Ingame the the slip away. How much depends on the posture of the body. I tried to apply the new objects to several of the named selections, but got no luck so far.
Can you giive me some advice to which selections I should add my sensors in that case?
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Hi,
I took an existing model (one of hyk's US Soldier) and added several objects to the helmet. In bulldozer I can see them at the correct place where they belong. But ingame these added objects are about the height of the soldiers hips.
What went wrong?
Jens
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Ah, got it.
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Hi,
I got the same problem (CTD) with a rather simple config. Can anybody help me?
<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 MILES_1
{
units[] = {MILES_1};
weapons[] = {};
requiredVersion = 1.96;
};
};
class CfgModels
{
class Default {};
class Man: Default {};
class MILES_1: Man{};
};
class CfgVehicles
{
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Man: Land {};
class MILES_1 : Man
{
side=1;
scope=public;
displayname="MILES_1";
vehicleclass="MILES";
model="\T9988_MT\MILES_1.p3d";
};
};
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Well, that's how I did it. From all the custom anims I took what I like most. Depboed the anim.pbos, saved the respective anim-files. Pboed my new own new anim.pbo and placed in the res/dta (or responding mod folder) folder. So whenever I play OFP I get my favorite anims.
Jens
P.S. This might be the wrong forum?
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Hm, why don't you just install TC like the Y2K3 mod and play the old missions with the mod itself (that's how I do it from time to time). No hassle with editing missions.
Jens
Wipman's USMC Beta 3
in ADDONS & MODS: COMPLETE
Posted
Looking good. Are the vehicles in the background from you? If so are you going to release them too?
Jens