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jens198

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Posts posted by jens198


  1. Hi folks,

    might be a simple question, but I'm really stuck here sad_o.gif

    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


  2. 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


  3. the bullets shall not injure the good and bad guy? just set hit and indirecthit to zero... wink_o.gif

    Yes, nobody should be harmed and with the current config (see below) nobody takes any permanent dammage biggrin_o.gif

    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};

    };

    };


  4. 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"};

    };

    };


  5. 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?

    miles1.jpg


  6. 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";

    };

    };


  7. 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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