lukemax
Member-
Content Count
881 -
Joined
-
Last visited
-
Medals
Everything posted by lukemax
-
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
-
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..
-
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
-
the oldish towns still remain they havent been touched.
-
Ive set up another topic for my Nogova map this is only the police car!
-
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
-
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
-
Ok ive added a pic of the airport next to the petrovice picture
-
Im getting rid of the tonal stuff it doesnt fit in with the modern AGS bulidings
-
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
-
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.
-
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
-
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}; }; }; }; }; };
-
nope that doesnt seemed to of fixed it
-
Nothing can go underwater OFP engine
-
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
-
i have 2 PC's 1 hi spec 1 low they both handle it fine!
-
Martins dc-3 is ready to download!
lukemax replied to lee_h._oswald's topic in ADDONS & MODS: COMPLETE
I LOVE IT! -
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!
-
Australia - world's largest island
lukemax replied to Lt_Damage's topic in ADDONS & MODS: DISCUSSION
good question! -
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
-
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
-
Just uploaded pics of my Laspistol
-
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
-
no the ask me!