LordHorusNL
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Everything posted by LordHorusNL
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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.
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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.
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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
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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.
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nevermind i fixed the problem p.s. i was talking about a model I made not one of bis's models
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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
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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.
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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
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I Like the intro movie spec, Throw in some "in game" fotage and your good to go
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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.
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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; }; };
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Still no explenation for my error! the proxies are showing its just that i cant change their speed!
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Nope the only thing the inittime changes is that the "Rocket" shows a stream of smoke behind it now!! speed remains the same.
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yeah doesnt work
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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!
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i think i got it thankz guys, it was a error in the weapons class
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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!
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Making an assault aircraft carriers!
LordHorusNL replied to bowzerdawg's topic in ADDONS & MODS: DISCUSSION
there is a path problem spad!! it cant find the p3d!! check your cpp. -
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?