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lukemax

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Everything posted by lukemax

  1. lukemax

    Lasguns and me!

    if they want me then they have to get me!
  2. lukemax

    Lasguns and me!

    Ive addes new pics of my melta gun too! hope you like that as well!
  3. lukemax

    No textures

    Hi In bulldozer i load everything up and then i have no textures on my model i have tried different Dll. paths but nothing everything else works okay. So how do i fix my problem? Thanks Luke
  4. lukemax

    Panther pack by fab (alpha 0.1)

    Here are some pics! Download here: http://fab.ofp.free.fr/download/FAB_PzV_alpha0.1.zip Luke
  5. lukemax

    Black eagle (cool tank)

    Look like a 70's style tank but modern
  6. lukemax

    Starship troopers mod released

    !!! IMPORTANT!!! This Starship trooper MOD versian was Leaked and is not the correct versian it is full of bugs so we will wait for the correct one to come out!
  7. lukemax

    X-wing

    Wheres this X-Wing that the sci-fi MOD were going to release? and all the other addons they have promised?
  8. lukemax

    Laser defence

    Hi I recenly took a tour around a Britsh army Merlin helicopter and it has these new systems which are lasers they deflect missled by firing a laser at them which scrambles there systems which sent the missle of course according to our tour guide they so far have a 100% sucees rate the only thing that went wroong inntesting was the missle went of course and hit the wire holding the test helicopter up! I dont know how this would work in OFP but its just info that could be used!¬ Probly in a scrpit or something Thanks Luke
  9. lukemax

    Napoleon mod

    Hi i am looking for the OFP Napoleon MOD i know they realesed some units but i cant find them
  10. lukemax

    Wrptool v0.950

    released on PMC Tactical website! http://flashpoint.nekromantix.com/wrp.php Current features of the utility: - Writes 12.8km x 12.8km, 25.6km x 25.6km and 51.2km x 51.2km WRP files (and smaller). - Import terrain in Wilbur long/lat TXT format. - Place random 3d objects throughout the map, but not in the water. - Graphical User Interface (GUI) to edit 3d object placement. - bitmap preview image "icon" of objects in object browser - Copy & Paste for object, or multiple objects. - Current object preview from bmp image when mouse over object. - Object rotation using mouse, multiple or single object. - Display 3D-View of the terrain elevations and objects (no texture yet). - Graphical User Interface (GUI) to edit elevations and texture placement. - XML configuration file for object p3d icons and categories. - GUI mini map, for quick overview and jump-to selections. - Reads 4WVR, OPRW v2 and OPRW v3 island formats. - Rescale object sizes, change their direction. - Road Tool. Place roads by clicking RMB for left, right, straight etc road pieces. - Region Tool, choose region and random place objects, delete objects etc. - Forest Placer, to quickly and automatically place forests, including SEB, BAS 1 obj forests. - Automatic texture placing for "transitions". - Cell Selector, to select cells according to elevations. WrpTool release package comes with 124 page PDF manual
  11. lukemax

    Wrptool v0.950

    this iusnt about race anyway if anyone half understands this could they make and relesase a map with everon and malden on?
  12. lukemax

    Lets talk usmc

    do what ya must!
  13. Hi How do you add pivots to a model for use in OFPAnim Thanks Luke PS:I didnt know where to post this by the way
  14. lukemax

    Pivots in ofpanim

    I really dont know anything about this how do i add that?
  15. lukemax

    Weapon pictures

    Here is a pic of the Starship troopers MOD weapons: In the Back is the Dropship which you can download from our site More pictures soon! From left to right: Fleet Pilot With Morita Carbine MI With Morita MI With Morita Carbine MI With Morita Sniper Powersuit Infantry With Morita Carbine If you want to become a member of the MOD please E-Mail me at Luke.steel@btinternet.com Or for more infomation please visit http://www.zerohazard.net/ofptrooper/
  16. I was reading "All the addons that never released" topic and i thought someone could make a Web-site and people could submit old addons that they started but just didnt get round to finishing or just wanted to get off there hands. Thanks Luke
  17. lukemax

    .modelspecial

    When i put mu addon ingame its work well but in misson editor when i put it out and press preview it comes up with: .Noentry .ModelSpecial Any ideas? Thanks Luke
  18. lukemax

    Clock works in nogova

    Ask BIS
  19. How do i change the texture targets in O2 or the model appears untextured.
  20. lukemax

    Weapon problem!

    i when i put my weapon pack ingame it bombs out straight away! ANy ideas? I think it has something to do with the lsw and terrorMorita weapons. //SSTWP - Starship Troopers Weapons Pack #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 class CfgModels { class Default {}; class Weapon: Default {}; class moritaIM: Weapon {}; class morcarb: Weapon {}; class mor: Weapon {}; class sniper: Weapon {}; class md797: Weapon {}; class lswG: Weapon {}; class termorG: Weapon {}; }; class CfgPatches { class sstwp { units[] = {}; weapons[] = {"moritaIM", "termorG", "morita_carb", "lswG", "md797", "morita", "morita_sniper"}; requiredVersion = 1.75; }; }; class CfgAmmo { class Default{}; class BulletSingle: Default{}; class moritaBullet: BulletSingle { hit=10; indirectHit=5; indirectHitRange=0.1; minRange=10;minRangeProbab=0.10; midRange=500;midRangeProbab=0.38; maxRange=1200;maxRangeProbab=0.04; }; class moritaShell: BulletSingle { hit=20; indirectHit=10; indirectHitRange=0.5; minRange=10;minRangeProbab=0.69; midRange=50;midRangeProbab=0.64; maxRange=200;maxRangeProbab=0.55; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class morita: Riffle { scopeWeapon = public; scopeMagazine = public; model="\morita1\mor.p3d"; modelOptics="optika_m16"; picture = "\morita1\Moriatammo1.paa"; optics = true; opticsZoomMin=0.35; //was 0.21 opticsZoomMax=0.35; count=50; displayName="Morita"; displayNameMagazine="Morita Mag"; shortNameMagazine = "MoritaMag"; drySound[]={"weapons\M16Dry",db-50,1}; // empty magazine reloadMagazineSound[]={"\morita1\sound\reload.ogg",db-50,1}; magazines[] = {morita, morita_carb}; modes[] = {Single,Burst,FullAuto}; class Single { ammo = "moritaBullet"; multiplier=1; burst=1; displayName="Morita"; dispersion=0.002; sound[]={\morita1\sound\morita.wav,db 0,1}; soundContinuous=false; reloadTime=0.15; ffCount=1; recoil=riffleSingle; autoFire = false; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; class Burst { ammo = "moritaBullet"; multiplier = 1; burst = 5; displayName = "Morita Burst"; dispersion = 0.0004000; sound[]={\morita1\sound\morita.wav,db0,1}; soundContinuous = 0; reloadTime = 0.066666; recoil = "riffleBurst3"; ffCount = 5; autoFire = 0; aiRateOfFire = 5.000000; aiRateOfFireDistance = 500; useAction = 0; useActionTitle = ""; }; class FullAuto { ammo = "moritaBullet"; multiplier=1; burst=1; displayName = "Morita Auto"; dispersion=0.004; sound[]={\morita1\sound\morita.wav,db0,1}; soundContinuous=false; reloadTime=0.1; ffCount=50; recoil=riffleBurst3; autoFire = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; }; class morita_carb: morita { model="\morita1\morcarb.p3d"; displayName="Morita Carbine"; picture = "\morita1\morita.pac"; magazines[] = {morita, morita_carb}; sound[]={\morita1\sound\moritacarb.wav,db 0,1}; soundContinuous=false; modes[] = {Single,Burst,FullAuto}; class Single { ammo = "moritaBullet"; displayName="Morita Carbine"; dispersion=0.002; sound[]={\morita1\sound\moritacarb.wav,db 0,1}; }; class Burst { ammo = "moritaBullet"; displayName="Morita Carbine"; dispersion = 0.0004000; sound[]={\morita1\sound\moritacarb.wav,db 0,1}; }; class FullAuto { ammo = "moritaBullet"; displayName = "Morita Carbine Auto"; dispersion=0.004; sound[]={\morita1\sound\moritacarb.wav,db0,1}; }; }; class lswG: morita { model="\morita1\lsw.p3d"; displayName="Light Support Weapon"; picture = "\morita1\morita.pac"; magazines[] = {morita, morita_carb}; sound[]={\morita1\sound\morita.wav,db 0,1}; muzzles[] = {moritaMuzzle}; soundContinuous=false; modes[] = {Single,FullAuto}; class Single { ammo = "moritaBullet"; displayName="LSW Single"; dispersion=0.002; sound[]={\morita1\sound\moritacarb.wav,db 0,1}; }; class FullAuto { ammo = "moritaBullet"; displayName = "LSW Auto"; dispersion=0.004; sound[]={\morita1\sound\morita.wav,db 0,1}; }; }; class termorG: morita { model="\morita1\termor.p3d"; displayName="Terror Morita"; picture = "\morita1\morita.pac"; magazines[] = {morita, morita_carb}; sound[]={\morita1\sound\morita.wav,db 0,1}; soundContinuous=false; modes[] = {Single,FullAuto}; class Single { ammo = "moritaBullet"; displayName="termor Single"; dispersion=0.002; sound[]={\morita1\sound\moritacarb.wav,db 0,1}; }; class FullAuto { ammo = "moritaBullet"; displayName = "termor Auto"; dispersion=0.004; sound[]={\morita1\sound\morita.wav,db 0,1}; }; }; class md797: Riffle { scopeWeapon = public; scopeMagazine = public; model="\morita1\mor.p3d"; modelOptics="optika_m16"; picture = "\morita1\morita.pac"; optics = true; opticsZoomMin=0.35; //was 0.21 opticsZoomMax=0.35; count=50; reloadTime=2.1; displayName="Shotgun"; displayNameMagazine="ShotgunMag"; shortNameMagazine = "ShotMag"; drySound[]={"weapons\M16Dry",db-50,1}; // empty magazine reloadMagazineSound[]={"\morita1\sound\reload.ogg",db-50,1}; magazines[] = {md797}; muzzlePos="usti granatometu"; muzzleEnd="konec granatometu"; modes[] = {Burst}; class Burst { ammo = "moritaShell"; multiplier=1; burst=10; displayName= "md797"; dispersion=0.10; sound[]={\morita1\sound\MKey_shot.wav,db0,1}; soundContinuous=true; reloadTime=0.000001; ffCount=3; recoil=riffleSingle; autoFire = false; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=50; // at shorter distance delay goes lineary to zero useAction = false; useActionTitle = ""; }; }; class morita_sniper: morita { model="\morita1\sniper.p3d"; modelOptics="morita1\reticule.p3d"; picture = "\morita1\morita.pac"; optics = true; opticsZoomMin=0.1; opticsZoomMax=0.1; displayName="Morita Sniper"; muzzles[] = {moritaMuzzle, md797Muzzle}; class moritaMuzzle : morita { magazines[] = {"morita", "morita_carb"}; model="\morita1\sniper.p3d"; modelOptics="\morita1\reticule.p3d"; optics = true; opticsZoomMin=0.1; opticsZoomMax=0.1; }; class md797Muzzle : md797 { displayName="Morita MD797"; magazines[] = {"md797"}; } canDrop = true; }; class moritaIM { scopeWeapon = 2; scopeMagazine = 0; weaponType = 1; model="\morita1\mor.p3d"; displayName = "Morita IM"; picture = "\morita1\morita.pac"; muzzles[] = {moritaMuzzle, md797Muzzle}; class moritaMuzzle : morita { magazines[] = {"morita", "morita_carb"}; }; class md797Muzzle : md797 { displayName="Morita MD797"; magazines[] = {"md797"}; } canDrop = true; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{} class Soldiermorita: SoldierWB{ displayName="Soldier (Morita)"; weapons[]={moritaIM,"Throw","Put"}; vehicleClass="SST - Units"; magazines[]={morita,morita,morita,morita,md797,md797,"HandGrenade","HandGrenade",m orita,morita}; }; class Soldiermoritacarb: SoldierWB{ displayName="Soldier (Morita Carbine)"; weapons[]={morita_carb,"Throw","Put"}; vehicleClass="SST - Units"; magazines[]={morita,morita,morita,morita,"HandGrenade","HandGrenade",SmokeShell,Sm okeShell}; }; class Soldiermorsniper: SoldierWB{ displayName="Soldier (Sniper)"; weapons[]={morita_sniper,"Throw","Put"}; vehicleClass="SST - Units"; magazines[]={morita,morita,morita,morita,md797,md797,md797,md797,morita,morita}; }; class Soldierlsw: SoldierWB{ displayName="Soldier (LSW)"; weapons[]={lsw,"Throw","Put"}; vehicleClass="SST - Units"; magazines[]={morita,morita,morita,morita,morita,morita}; }; class Soldiertermor: SoldierWB{ displayName="Soldier (Terrormorita)"; weapons[]={termor,"Throw","Put"}; vehicleClass="SST - Units"; magazines[]={morita,morita,morita,morita,morita,morita}; }; class CfgNonAIVehicles { class ProxyWeapon {}; class Proxymorita: ProxyWeapon {}; }; };
  21. Hi When someone get shot how do i add my own sounds? like in OFP they scream and i got some sounds that i want to change to. Thanks Luke
  22. lukemax

    Aircraft prob 2!

    Hi The problem with my Retrival ship is i put it into res/addons load up and it bombs out! There is also a retrial cargo versian underneath! Any ideas? Contact me at Luke.steel@btinternet.com for more info or if u need the model Thanks Luke // some basic defines #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 class CfgPatches { class ST_retship { units[] = {ST_rs}; weapons[] = {}; requiredVersion = 1.90; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Air: AllVehicles {}; class Plane: Air {}; class ST_rs: Plane { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; class ST_rscargo: ST_rs { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class ST_retship: Plane { scope=public; crew = SoldierWPilot; vehicleClass="Starship Troopers MOD"; icon="\ST_retship\drpicon.paa"; picture="\ST_retship\drpicon1.paa.paa"; side =TWest; displayName="ST_retship"; nameSound="plane"; accuracy=200; flapsFrictionCoef = 0.00; wheelSteeringSensitivity = 400.0; sensitivity=5; irTarget=1; irScanRange=4000; irScanGround=1; noseDownCoef = 0; precision=500; brakeDistance=0.1; aileronSensitivity = 0.8; // relative aileron sensitivity elevatorSensitivity = 1.2; // relative elevator sensitivity steerAheadSimul=0.1; steerAheadPlan=0.2; hasDriver =1; driverIsCommander=true; hasGunner=1; driverCanSee=CanSeeAll; gunnerOpticsModel = "optika_heli_gunner"; insideSoundCoef = 0.5; cargoAction[]={ManActCessnaPilot,ManActCargo}; transportSoldier = 10; typicalCargo[]={}; ejectSpeed[]={0,0,0}; getInRadius=3.0; preferRoads=false; nightVision=true; driverAction = ManActA10Pilot; maxSpeed = 750; soundEngine[]={"\ST_retship\engine.wav",db+10,1}; soundEnviron[]={"\ST_retship\engine.wav",1,1}; armor=700; cost=20000; model="\ST_retship\rs.p3d"; fov=0.5; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={1.0, 0.8, 1.0}; class eventhandlers { init = [_this select 0] exec "\ST_retship\VTOL.sqs" }; }; class Animations { class door1 { type="rotation"; animPeriod=5; selection="door1"; axis="axisdoor1"; angle0=0; angle1=1.6; }; class door2 { type="rotation"; animPeriod=5; selection="door2"; axis="axisdoor2"; angle0=0; angle1=-1.6; }; class canopy { type="rotation"; animPeriod=5; selection="canopy"; axis="axiscanopy"; angle0=0; angle1=-1.0; }; }; class UserActions { class Opendoor1 { displayName="Lower Ramp"; position="pos_door1"; radius=8.000000; condition="this animationPhase ""door1"" < 0.5"; statement="this animate [""door1"", 1]"; }; class Closedoor1 { displayName="Raise Ramp"; position="pos_door1"; radius=8.000000; condition="this animationPhase ""door1"" >= 0.5"; statement="this animate [""door1"", 0]"; }; class Opendoor2 { displayName="Lower Ramp"; position="pos_door2"; radius=8.000000; condition="this animationPhase ""door2"" < 0.5"; statement="this animate [""door2"", 1]"; }; class Closedoor2 { displayName="Raise Ramp"; position="pos_door2"; radius=8.000000; condition="this animationPhase ""door2"" >= 0.5"; statement="this animate [""door2"", 0]"; }; class Opencanopy { displayName="Open Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" < 0.5"; statement="this animate [""canopy"", 1]"; }; class Closecanopy { displayName="Close Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" >= 0.5"; statement="this animate [""canopy"", 0]"; }; }; } Here is the Retrival cargo bit! // some basic defines #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 class CfgPatches { class ST_rscargo { units[] = {ST_rscargo}; weapons[] = {}; requiredVersion = 1.90; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Air: AllVehicles {}; class Plane: Air {}; class ST_rs: Plane { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; class vag_rscargo: ST_rs { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class ST_rscargo: Plane { scope=public; crew = SoldierWPilot; vehicleClass="Starship Troopers MOD"; icon="\ST_rscargo\drpicon.paa"; picture="\ST_rscargo\drpicon1.paa.paa"; side =TWest; displayName="ST_rscargo"; nameSound="plane"; accuracy=200; flapsFrictionCoef = 0.00; wheelSteeringSensitivity = 400.0; sensitivity=5; irTarget=1; irScanRange=4000; irScanGround=1; noseDownCoef = 0; precision=500; brakeDistance=0.1; aileronSensitivity = 0.8; // relative aileron sensitivity elevatorSensitivity = 1.2; // relative elevator sensitivity steerAheadSimul=0.1; steerAheadPlan=0.2; hasDriver =1; driverIsCommander=true; hasGunner=1; driverCanSee=CanSeeAll; gunnerOpticsModel = "optika_heli_gunner"; insideSoundCoef = 0.5; preferRoads=false; nightVision=true; driverAction = ManActA10Pilot; maxSpeed = 750; soundEngine[]={"\ST_rscargo\engine.wav",db+10,1}; soundEnviron[]={"\ST_rscargo\engine.wav",1,1}; armor=700; cost=20000; model="\ST_rscargo\veship.p3d"; fov=0.5; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={1.0, 0.8, 1.0}; class eventhandlers { init = [_this select 0] exec "\ST_rscargo\VTOL.sqs" }; }; class Animations { class barrier { type="rotation"; animPeriod=5; selection="barrier"; axis="axisbarrier"; angle0=0; angle1=1.8; }; class canopy { type="rotation"; animPeriod=5; selection="canopy"; axis="axiscanopy"; angle0=0; angle1=-1.0; }; }; class UserActions { class Openbarrier { displayName="Lower Barrier"; position="pos_barrier"; radius=8.000000; condition="this animationPhase ""barrier"" < 0.5"; statement="this animate [""barrier"", 1]"; }; class Closebarrier { displayName="Raise Barrier"; position="pos_barrier"; radius=8.000000; condition="this animationPhase ""barrier"" >= 0.5"; statement="this animate [""barrier"", 0]"; }; class Opencanopy { displayName="Open Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" < 0.5"; statement="this animate [""canopy"", 1]"; }; class Closecanopy { displayName="Close Canopy"; position="pos_canopy"; radius=8.000000; condition="this animationPhase ""canopy"" >= 0.5"; statement="this animate [""canopy"", 0]"; }; }; } }
  23. lukemax

    Custom wound sounds

    IS there any addons that our out there that i good use as a template?
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