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LordHorusNL

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Everything posted by LordHorusNL

  1. LordHorusNL

    New star wars thread

    Great work guys! its nice finally see this kind of response from the community! Me and bishop are working on the AT-ST and AT-AT wich wil be released after the x and y-wing, we found a way to animate them in a very nice way so they wont look like compleet crap! i'll post some pics when my work on the x-wing is done.
  2. LordHorusNL

    X-wing

    due to some internal problems with the mod, the release will be pushed back a bit, i know this has happend before and we are really sorry but trust me they will be released.
  3. LordHorusNL

    Operation sci-fi center

    He! i'm LordHorus from the Operation SCI-FI star wars mod, i just want to tell you guys what im working on at the moment. because we dont have a lot of people working on the mod progress is slow but at the moment there are several addons in the making: Like X-34 Landspeeder Sandcrawler AT-AT AT-ST Tatooine Lambda class shuttle Civilian transport when i have the time i will post some screens of my progress
  4. LordHorusNL

    .p3d corruption

    I have a corrupt .p3d thats driving me crazy does anybody know a way to fix this error, ive tried most of the usual ways like changing file name and such but when i change the model it crashes again.
  5. LordHorusNL

    .p3d corruption

    nevermind i fixed the problem p.s. i was talking about a model I made not one of bis's models
  6. LordHorusNL

    Animation triggering

    he guys i have a small question, say i have 2 addons and when the one addon starts moving i want to trigger an animation in the second addon (only the animation)!! it would help if this was possible from the first addons .cpp!!!!! who can help me out
  7. LordHorusNL

    Operation sci-fi center

    calm down guys, the only reason it was in the uploads section is because it was surpose to be a little extra for the public, but we decided to use this model for the official OPF SCI-FI model, and i just forgot to take it out of the uploads section! so u see Dark_knight Megaman just downloaded what was intended for the public.
  8. LordHorusNL

    Operation sci-fi center

    just a normal rotation animation! the most simple way but whe are looking into adding a lot of scripting to create the real AT-ST and AT-AT. or make it a .rtm
  9. LordHorusNL

    Operation sci-fi center

    I Like the intro movie spec, Throw in some "in game" fotage and your good to go
  10. LordHorusNL

    Operation sci-fi center

    Your forgeting guys this is not the official OPF sci-fi addon! Bishop is fixing it up and it all goes as planned i wil release the addon to the public in one week.
  11. LordHorusNL

    Maxspeed?

    He guys my weaponsystem on my addon doesnt work! im trying to make the bullet(roket) go faster but what ever i change the speed stays the same! changing the initspeed or maxspeed doesnt seem to change anything! any help would be appriciated. ----------------------------- class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class AA : CarlGustav {}; class Impshot : AA { hit=500;indirectHit=40;indirectHitRange=2; minRange=10;minRangeProbab=0.20; midRange=50000;midRangeProbab=0.20; maxRange=100000;maxRangeProbab=0.05; maxSpeed=1100; model="\ATST\atstlaser.p3d"; proxyShape="\ATST\atstlaser.p3d"; cost=500; soundHit[]={Explosions\expl1,db80,1}; irLock=0; lightColor[] = {1, 1, 1, 0}; laserLock=0; maneuvrability=0; explosive=0; maxControlRange=0; // max range for manual control sideAirFriction=0; visibleFireTime=6000; simulation=shotMissile initTime=100; thrustTime=1000; thrust=5000; initSpeed=1000; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class MGun: Default {}; class Impgun: MaverickLauncher { scopeWeapon = public; scopeMagazine = public; ammo="Impshot"; displayName="Light Blasters"; displayNameMagazine="Power Cell"; shortNameMagazine="Power Cell"; count=5000; reloadTime=0.60; model = "\ATST\atstlaser.p3d"; aiRateOfFire=0.7; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero sound[]={"\ATST\sounds\ATSTfire.wav",db+60,1}; initSpeed=600; maxLeadSpeed=600 maxSpeed=2000 magazine=4; magazineReloadTime=0.3; autoFire = true; }; };
  12. LordHorusNL

    Maxspeed?

    Still no explenation for my error! the proxies are showing its just that i cant change their speed!
  13. LordHorusNL

    Maxspeed?

    Nope the only thing the inittime changes is that the "Rocket" shows a stream of smoke behind it now!! speed remains the same.
  14. LordHorusNL

    Maxspeed?

    yeah doesnt work
  15. LordHorusNL

    Addon dissapearing?

    He guys im working on an addon and i have a problem, when i pbo the addon and put in in my addons folder it doenst show up in my OPF editor?? so im thinking its a .cpp error! who can help me out! #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches {   class ATST   {     units[] = {ATST};     weapons[] = {ATST_Lasergun};     requiredVersion = 1.40;   }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class CarlGustav: AT3 {}; class AA : CarlGustav {}; class ATST_Lasershot : AA { hit=80;indirectHit=40;indirectHitRange=3; minRange=10;minRangeProbab=0.20; midRange=50000;midRangeProbab=0.20; maxRange=100000;maxRangeProbab=0.05; maxSpeed=9000; model="\ATST\atstlaser.p3d"; proxyShape="\ATST\atstlaser.p3d"; cost=2000; soundHit[]={\,db80,1}; irLock=0; lightColor[] = {1, 1, 1, 0}; laserLock=0; maneuvrability=0.0; explosive=0; maxControlRange=0; // max range for manual control initTime=1000; thrustTime=100; thrust=5000; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class MGun: Default {}; class ATST_Lasergun: MaverickLauncher { //-- scopeWeapon = public; scopeMagazine = public; ammo="ATST_Lasershot"; displayName="Proton Blasters"; displayNameMagazine="Power Cell"; shortNameMagazine="Power Cell"; count=10000; reloadTime=0.20; model = "\ATST\atstlaser.p3d"; aiRateOfFire=0.4; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero sound[]={"\\\.wav",db+60,1}; initSpeed=350; magazine=4; magazineReloadTime=0.3; autoFire = true; }; }; class CfgVehicles {   class All {};   class AllVehicles: All {};   class Land: AllVehicles {};   class LandVehicle: Land {};   class Tank: LandVehicle {};   class T80 : Tank {};   class ATST: T80 {  crew="SoldierECrew";  side=0;  displayName="ATSTWalker";  maxSpeed = 25;  armor=1200;  unitInfoType="UnitInfoShip";  driverCanSee="31";  weapons[]={ATST_Lasergun};  magazines[]={"ATST_Lasershot"};  model="\ATST\atst1.p3d";  animated=1         class Turret         {         gunAxis = "OsaHlavne";         turretAxis = "OsaVeze";         soundServo[]={"\\SOUND\.wav",db20,1};         gunBeg = "usti hlavne";         gunEnd = "konec hlavne";         minElev=-30; maxElev=+30;    minTurn=-60; maxTurn=+60;    body = "OtocVez";    gun = "OtocHlaven";    }; class Animations { class LBPoot { type="rotation"; animPeriod=1; selection="LBPoot"; axis="osa_LB"; angle0=0; angle1=0.523597; }; class RBPoot { type="rotation"; animPeriod=1; selection="RBPoot"; axis="osa_RB"; angle0=0; angle1=0.523597; }; class eventhandlers { init = "[_this select 0] exec ""\ATST\poot1.sqs""";             gear = "if (_this Select 1) then {[_this Select 0] exec ""\ATST\gearUp.sqs""} else {[_this Select 0] exec ""\ATST\geardown.sqs""}";             incomingMissile = "if ((_this select 0)==(_this select 0)) then {(_this select 0) Animate [""warnAnim"", 1]; (_this select 0) vehicleRadio ""AAWarn""} else {(_this Select 0) Animate [""warnAnim"", 0]}"; }; dont mind the eventhandlers that will be sorted out!
  16. LordHorusNL

    Addon dissapearing?

    i think i got it thankz guys, it was a error in the weapons class
  17. LordHorusNL

    Addon dissapearing?

    Nope still nothing, when i make a simple cpp with a "Car" as base it does show up in the editor. are these weapons even compatible with a tank!
  18. LordHorusNL

    Making an assault aircraft carriers!

    there is a path problem spad!! it cant find the p3d!! check your cpp.
  19. LordHorusNL

    Building lighting

    He guys i have a problem, when i create a building for flashpoint with oxygen some of the buildings dont use the games lighting correctly! what i mean to say is some buildings have the same lighting even if one side of it is in the sun! how can i get shadows on my textures like normal buildings have? has this something to do with the size of the object or its shape maybe?
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