lukemax
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Everything posted by lukemax
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if they want me then they have to get me!
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Ive addes new pics of my melta gun too! hope you like that as well!
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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
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Here are some pics! Download here: http://fab.ofp.free.fr/download/FAB_PzV_alpha0.1.zip Luke
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Look like a 70's style tank but modern
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!!! 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!
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Wheres this X-Wing that the sci-fi MOD were going to release? and all the other addons they have promised?
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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
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Hi i am looking for the OFP Napoleon MOD i know they realesed some units but i cant find them
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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
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this iusnt about race anyway if anyone half understands this could they make and relesase a map with everon and malden on?
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do what ya must!
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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
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I really dont know anything about this how do i add that?
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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/
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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
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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
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Ask BIS
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How do i change the texture targets in O2 or the model appears untextured.
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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 {}; }; };
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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
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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]"; }; }; } }
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IS there any addons that our out there that i good use as a template?