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lukemax

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Everything posted by lukemax

  1. lukemax

    Improved nogova

    Hi I am working on a Improved Nogova I have two questions. 1.Is it legal for me to realese a versian 2.What would you like on a inproved Nogova Go to my web-site and go to pictures and there are 2 there of Nogova 2003 or now 2004 http://www.freewebs.com/lukemax/index.htm Thanks Luke
  2. lukemax

    Improved nogova

    what about the hi-res everon and malden island there improved versions right? BIS dont want people getting Nogova if they dont own resistance and everyone has a copy of Everon ETC..
  3. lukemax

    No moves

    Hi I have made a aeroplane model yet when i put it ingame the thing doesnt move when i press e or w yet with anothr Model everything is ok. Yet i have checked and double checked everything! Luke
  4. lukemax

    Improved nogova

    the oldish towns still remain they havent been touched.
  5. lukemax

    Re-done police car

    Ive set up another topic for my Nogova map this is only the police car!
  6. Hi I have re-made mechanics Lincoln LS into a police car nothing great but i wanted something better then the rest lol! http://www.freewebs.com/lukemax/Policecar.JPG Luke
  7. lukemax

    Improved nogova

    WOW never expected so many people to post! Well what i will do is remove the tonal stuff as it doesnt fix in with it old arguement of modern versus old and modern Wins! I can make bulidings and texture no problems but i have a full work load so if anyone wants to work with me to make it good! Also what i have done is me and 2 of my frenids have our own citys. The point im saying is i am willing to include work sent to me IE if you can make something i will incorparate it into the map. it can be anything! Then you will have youre own little place if realeased! LOL! I have My own mansian based on the white house! Luke
  8. lukemax

    Re-done police car

    Ok ive added a pic of the airport next to the petrovice picture
  9. lukemax

    Re-done police car

    Im getting rid of the tonal stuff it doesnt fit in with the modern AGS bulidings
  10. lukemax

    Re-done police car

    Check out another city pick its Petrovice! or should i say bulit on the remians of petrovice! Go to pictures! http://www.freewebs.com/lukemax/index.htm Thanks Luke
  11. lukemax

    Re-done police car

    Ill get more pic of the Island but if a offical member like maruk gets in contact and says its ok ill do it. I sent an e-mail about this but they havent responded.
  12. lukemax

    Man problem

    Ive used a different config and everything is ok. think its somekind of P3D model with a vertex prob but i have gone over EVERYTIHNG yet all seems to be ok! If you want the model e-mail me Luke.steel@btinternet.com
  13. lukemax

    Man problem

    Hi Here is the config of my soldier but after i put it out in editor it bombs out any ideas why? Thanks Luke // International soldier model by W.M. Crielaard http://www.bbemariniers.net/ // // This addon for Operation Flashpoint is shareware and may be distributed, // and modified freely, as long following conditions: // // - The following line must be in the "credits" section of your Readme file: // Â "This addon is based on the international soldier addon Cadianint, by W.M. Crielaard // - Modified versions must be packaged and tagged using a OFPEC registered tag // - Modified versions may never have the same class names as the original versions // - Modified versions may never have the same model names as the original versions // - Any work based on this model is subject to the Oxygen license agreement. // - Non commercial distribution only // // Feel free to create your own add-ons using this model or parts of it. // Please remember to give proper credit in your readme file. // // // // // "It's amazing what you can accomplish if you don't care who gets the credit." - Harry S. Truman // // // // // Model\Skinning\Importing by Willem-Matthijs Crielaard // V1.0R (Operation Flashpoint: Resistance) #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 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotHandGun 2 // HandGun #define WeaponSlotHandGunItem 32 // HandGun magazines #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096 // binocular #define WeaponHardMounted 65536 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class Cadian { units[] = { "CadianSoldierWB", "CadianSoldierWG", "CadianSoldierWMedic", "CadianSoldierWMG", "CadianSoldierWLAW", "CadianSoldierWAT", "CadianSoldierWAA", "CadianSoldierWMortar" }; weapons[] = {}; requiredVersion = 1.85; }; }; class CfgModels { class Default {}; class Man: Default {}; class Cadian: Man { sections[] = { "medic", "hlava", "krk", "zasleh", "helmet_on_front", "helmet_on_back", "helmet_on_side", "helmet_on_inside", "helmet_on_straps", "goggles_on", "goggles_on_lens", "goggles_on_strap", "helmet_off_front", "helmet_off_back", "helmet_off_side", "helmet_off_inside", "goggles_off", "goggles_off_lens", "goggles_off_strap", "medic", "clan", "clan_sign", "armpatch", "rankmark" }; sectionsInherit=Head; }; }; class CfgFaces { class CadianFaceCamo1 { name = "Camouflaged"; texture = "\Cadian\camoface.paa"; east = false; west = false; }; } class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class CadianSoldierWB: SoldierWB { model="\Cadian\Cadian"; displayName=$STR_DN_SOLDIER; moves="CfgMovesMC"; vehicleClass ="Imperial Guard"; scope=public; side=1; nightVision=1; hiddenSelections[] = { "armpatch", "rankmark", "helmet_on_front", "helmet_on_back", "helmet_on_side", "helmet_on_inside", "helmet_on_straps", "goggles_on", "goggles_on_lens", "goggles_on_strap", "helmet_off_front", "helmet_off_back", "helmet_off_side", "helmet_off_inside", "goggles_off", "goggles_off_lens", "goggles_off_strap", "medic" }; weapons[]={"M16", "Throw","Put" }; magazines[] = { "M16","M16","M16","M16", "HandGrenade","HandGrenade","HandGrenade","HandGrenade& quot;,"HandGrenade", "HandGrenade" }; class animations { class goggles { type="rotation"; animPeriod=0.5; selection="goggles"; axis="goggles_axis"; angle0=0.500; angle1=0.000; }; class FacecamoState { type="rotation"; animperiod=.01; selection="brain"; axis="brain"; angle0=0; angle1=1.746; }; class HelmetState { type="rotation"; animperiod=.01; selection="brain"; axis="brain"; angle0=0; angle1=1.745; }; } class UserActions { class Lowervisor { displayName="Put goggles on"; position="Brain"; radius=1.00000; condition="(this animationPhase ""goggles"" < 0.5) && (this animationPhase ""HelmetState"" == 0)"; statement="this animate [""goggles"", 1]"; }; class Raisevisor { displayName="Take goggles off"; position="Brain"; radius=1.00000; condition="this animationPhase ""goggles"" >= 0.5"; statement="this animate [""goggles"", 0]"; }; class CamoFace { displayName="Camouflage face"; position="Brain"; radius=1; sound={}; condition="this animationPhase ""FacecamoState"" == 0"; statement="this animate [""FacecamoState"", 1];"; }; class HelmetOff { displayName="Take off helmet"; position="Brain"; radius=0.1; sound={}; condition="this animationPhase ""HelmetState"" == 0"; statement="this animate [""goggles"", 0]; this animate [""HelmetState"", 1];"; }; class HelmetOn { displayName="Put on helmet"; position="Brain"; radius=0.1; sound={}; condition="this animationPhase ""HelmetState"" == 1"; statement="this animate [""HelmetState"", 0];"; }; }; class EventHandlers { Init="[_this select 0] exec ""\Cadian\scripts\init.sqs"";"; }; ///////////////////// Â END OF STATE-OF-THE-ART STUFF Â ///////////////////// }; class CadianSoldierWMG: CadianSoldierWB { nameSound="machineGunner"; displayName=$STR_DN_MGUNNER; cost=60000; accuracy=1.5; weapons[]={"M60", "Throw","Put"}; magazines[]={M60, M60, M60, M60, M60}; //threat[] VSoft, VArmor, VAir threat[]={1, 0.1, 0.8}; }; class CadianSoldierWG: CadianSoldierWB { scope=public; cost=60000; displayName=$STR_DN_GRENADIER; accuracy=1000; // never recognized weapons[]={"M16GrenadeLauncher", "Throw","Put"}; magazines[]={M16, M16, M16, M16, GrenadeLauncher, GrenadeLauncher, GrenadeLauncher}; }; class CadianSoldierWMedic: CadianSoldierWB { accuracy=1000; // never recognized picture=\misc\medik.paa; scope=public; cost=60000; displayName=$STR_DN_MEDIC; weaponSlots = WeaponSlotPrimary + 4 * WeaponSlotItem + WeaponSlotBinocular + WeaponSlotHandGun + 4*WeaponSlotHandGunItem; attendant = true; hiddenSelections[] = { "armpatch", "rankmark", "helmet_on_front", "helmet_on_back", "helmet_on_side", "helmet_on_inside", "helmet_on_straps", "goggles_on", "goggles_on_lens", "goggles_on_strap", "helmet_off_front", "helmet_off_back", "helmet_off_side", "helmet_off_inside", "goggles_off", "goggles_off_lens", "goggles_off_strap" }; weapons[]={"M16", "Throw","Put"}; magazines[]={M16, M16, M16, M16}; nameSound="medic"; }; class CadianSoldierWLAW: CadianSoldierWB { //-- western soldier with LAW launcher // picture=islaw; scope=public; nameSound="missileSoldier"; //model=vojakw; nightVision=true; displayName=$STR_DN_LAW_SOLDIER; cost=150000; accuracy=1.5; weapons[]={"M16", "LAWLauncher", "Throw","Put"}; magazines[]={M16, M16, M16, M16, LAWLauncher, LAWLauncher, LAWLauncher}; type=VSoft; //threat[] VSoft, VArmor, VAir threat[]={1, 0.9, 0.1}; }; class CadianSoldierWAT: CadianSoldierWLAW { displayName=$STR_DN_CG_SOLDIER; nameSound="missileSoldier"; accuracy=1.5; weapons[]={"M16", "CarlGustavLauncher", "Throw","Put"}; magazines[]={M16, M16, M16, M16, CarlGustavLauncher}; //threat[] VSoft, VArmor, VAir threat[]={1, 0.9, 0.1}; }; class CadianSoldierWAA: CadianSoldierWLAW { displayName=$STR_DN_AA_SOLDIER; nameSound="missileSoldier"; accuracy=1.5; weapons[]={"M16", "AALauncher", "Throw","Put"}; magazines[]={M16, M16, M16, M16, AALauncher}; //threat[] VSoft, VArmor, VAir threat[]={1, 0.5, 0.9}; }; class CadianSoldierWMortar: CadianSoldierWG { displayName=$STR_DN_MORTAR; accuracy=1.5; weapons[]={"M16", "Throw","Put"}; magazines[]= { M16, M16, M16, M16, Mortar, Mortar, Mortar }; //threat[] VSoft, VArmor, VAir threat[]={1, 1, 0.1}; }; }; class CfgGroups { //access = ReadAndCreate; // groups templates used in Insert group dialog class West { name = $STR_WEST; class CadianInfantry { name = "Imperial Guard"; class CadianBasicInfantry { name = $STR_CFG_GRP_INFANTRY_BASIC; class Unit0 { side = TWest; vehicle = "CadianSoldierWB"; rank = "Sergeant"; position[] = {0, +5, 0}; }; class Unit1 { side = TWest; vehicle = "CadianSoldierWMG"; rank = "CORPORAL"; position[] = {3, 0, 0}; }; class Unit2 { side = TWest; vehicle = "CadianSoldierWG"; rank = "CORPORAL"; position[] = {5,0,0}; }; class Unit3 { side = TWest; vehicle = "CadianSoldierWG"; rank = "CORPORAL"; position[] = {7,0,0}; }; class Unit4 { side = TWest; vehicle = "CadianSoldierWLAW"; rank = "CORPORAL"; position[] = {9,0,0}; }; class Unit5 { side = TWest; vehicle = "CadianSoldierWMG"; rank = "Private"; position[] = {11,0,0}; }; class Unit6 { side = TWest; vehicle = "CadianSoldierWB"; rank = "Private"; position[] = {13,0,0}; }; class Unit7 { side = TWest; vehicle = "CadianSoldierWB"; rank = "Private"; position[] = {15,0, 0}; }; class Unit8 { side = TWest; vehicle = "CadianSoldierWB"; rank = "Private"; position[] = {15,0, 0}; }; }; class CadianMechanizedInfantry { name = $STR_CFG_GRP_INFANTRY_MECHANIZED; class Unit0 { side = TWest; vehicle = "CadianSoldierWB"; rank = "Sergeant"; position[] = {0, +5, 0}; }; class Unit1 { side = TWest; vehicle = "M113"; rank = "CORPORAL"; position[] = {-5, 0, 0}; }; class Unit2 { side = TWest; vehicle = "CadianSoldierWG"; rank = "CORPORAL"; position[] = {5,0,0}; }; class Unit3 { side = TWest; vehicle = "CadianSoldierWG"; rank = "CORPORAL"; position[] = {7,0,0}; }; class Unit4 { side = TWest; vehicle = "CadianSoldierWLAW"; rank = "CORPORAL"; position[] = {9,0,0}; }; class Unit5 { side = TWest; vehicle = "CadianSoldierWMG"; rank = "Private"; position[] = {11,0,0}; }; class Unit6 { side = TWest; vehicle = "CadianSoldierWB"; rank = "Private"; position[] = {13,0,0}; }; class Unit7 { side = TWest; vehicle = "CadianSoldierWB"; rank = "Private"; position[] = {15,0, 0}; }; }; }; }; };
  14. lukemax

    Man problem

    nope that doesnt seemed to of fixed it
  15. lukemax

    Floating in cargo

    Nothing can go underwater OFP engine
  16. lukemax

    Texview

    Hi I cant seem to load ANY tga into texview what do i do i follow all the intructions with the 24Bit map yet nothing is working! Thanks Luke
  17. lukemax

    Re-done police car

    i have 2 PC's 1 hi spec 1 low they both handle it fine!
  18. lukemax

    Re-done police car

    Thanks! The island Is a redone Nogova im not sure if i can realease it thoe for legal reasons but if BIS says its ok then i would do it but its for personal use basiclly its Nogava with bigger Citys, international airport better stuff!
  19. lukemax

    Stuck for ideas!

    Hi I need something to model and make can anyone give me some suggesttions! +Pictures especially side view! I was going to make something that no one else is makeing like something outta thunderbirds but hey! Luke
  20. lukemax

    Warhammer 40,000

    Hi If anyone has and Warhammer 40,000 stuff mainly Imperial guard that they cant be bothred to finish,texture or anything else send to Luke.steel@btinternet.com and ill finish them for you! Thanks Luke
  21. lukemax

    Lasguns and me!

    Just uploaded pics of my Laspistol
  22. lukemax

    Lasguns and me!

    Hi I have made some new lasguns for OFP take a look: Go to screens page! http://www.freewebs.com/lukemax/index.htm tell me what ya think! Im working on a melta gun at the moment! Thanks Luke
  23. lukemax

    Lasguns and me!

    no the ask me!
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