lukemax
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Everything posted by lukemax
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Hi I have a problem with my ccp file the textures wont load ingame after i changed the names around any ideas? The actual folder that its in is called: SST_rscargo //Retrieval Ship made by cpl.SSTabond //Light Transport made by Cpl. SSTabond //Config by Kyle Sarnik //Any scripting by Kyle Sarnik #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 #define private 0 #define protected 1 #define public 2 class CfgPatches { class SST_rscargo { units[] = {SST_rscargo}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Air: default {}; class Plane: Air {}; class SST_rs: Plane { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; class SST_rscargo: SST_rs { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class A10: Plane {}; class SST_rscargo: A10 { scope=public; crew = SoldierWPilot; side=TWest; vehicleClass="SST-Vechiles"; displayName="light Transport"; enableSweep=1; soundEngine[]={\SST_retship\engine.wav,db+20,1}; driverAction = ManActA10Pilot; gunnerAction = ManActA10Pilot; weapons[]={}; magazines[]={}; maxSpeed=650; irTarget=1; irScanRange=13000; irScanGround=1; hasDriver =1; driverIsCommander=true; typicalCargo[]={}; transportSoldier = 4; hasGunner=1; driverCanSee=CanSeeAll; gunnerOpticsModel = "optika_heli_gunner"; getInRadius=10; minFireTime=20; armor=100; armorGlass=0.100000; armorEngine=0.900000; cost=100000; model="\SST_rscargo\veship.p3d"; animated=1; class eventhandlers { init = [_this select 0] exec "\SST_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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Hi I want to put on some weight for my plane OFP thinks its a feather how do i do this? Thanks Luke
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I fixed it! Thanks ever so much BraTTy! Thanks
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Hi The problem with my Dropship is that i have the animations in but ingame it dosnt work the actual model used to be a helicopter so when i changed it the pilots were way above the canopy but i fixed it and now the animations arent working Any ideas? Contact me at Luke.steel@btinternet.com for more info or if u need the model // 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 Dropship { units[] = {}; weapons[] = {}; requiredVersion = 1.75; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class Hellfire: AT3 {}; class Maverick: Hellfire {}; class SSAAM : Maverick { hit=1150;indirectHit=700;indirectHitRange=6.5; minRange=30;minRangeProbab=0.99; midRange=2000;midRangeProbab=0.99; maxRange=10000;maxRangeProbab=0.99; soundHit[]={\LaserGuided\expl2,db50,1}; airLock = true; model = "\dropship\SSAAM.p3d"; proxyShape ="\dropship\SSAAM.p3d"; maxControlRange=10000; maneuvrability=15.0; maxSpeed=2000; thrustTime=5.5; inittime=0.2; thrust=2000; simulation=shotmissile; recoil=maingun; sideAirFriction=0.002; cost=10000; visibleFire=12; audibleFire=2; visibleFireTime=2; }; class BulletSingle: default {}; class ExplosiveBullet: BulletSingle {}; class Bullet30: ExplosiveBullet {}; class Pulse1: Bullet30 { airLock=true; hit=800; indirectHit=400; indirectHitRange=6.5; minRange=5;minRangeProbab=0.90; midRange=450;midRangeProbab=0.99; maxRange=1500;maxRangeProbab=0.55; cost=1; soundHit[]={\LaserGuided\expl2,db50,1}; tracerColor[]={0.000000,1.000000,1.000000,1.000000}; tracerColorR[]={0.000000,1.000000,1.000000,1.000000}; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class SSAAM: MaverickLauncher { model = "\dropship\SSAAM.p3d"; proxyShape ="\dropship\SSAAM.p3d"; modelOptics=""; picture=""; optics=1; magazineReloadTime=3; displayName="SSAAM"; displayNameMagazine="SSAAM"; shortNameMagazine="SSAAM"; drySound[]={,0.010000,1}; magazines[]={"SSAAM"}; ammo=SSAAM; count=12; canLock = 2; reloadTime=1; aiRateOfFire=5.00; aiRateOfFireDistance=10000; initSpeed=0; maxLeadSpeed=3000; }; class MGun: default{}; class MachineGun7_6: MGun{}; class Pulse_Gun: MachineGun7_6 { displayName="Pulse Gun"; displayNameMagazine="Pulse Ammo"; shortNameMagazine="Pulse Gun"; nameSound="shell"; ammo="Pulse1"; count=1500; canLock = 2; multiplier=1 reloadTime=0.250; soundContinuous=false; initSpeed=900; sound[]={"\dropshop\impblast.wav",db+20,1}; reloadSound[]={"Weapons\reload",0.000316,1}; drySound[]={"weapons\M16dry",0.003162,1}; flash=gunfire; flashSize=12.000000; maxLeadSpeed=900; aiRateOfFire=0.020; aiRateOfFireDistance=10000; autoFire=1; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class dropship: Plane { scope=public; crew = SoldierWPilot; vehicleClass="Starship Troopers MOD"; icon="\dropship\drpicon.paa"; picture="\dropship\drpicon1.paa.paa"; side =TWest; displayName="Dropship"; 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 = 24; typicalCargo[]={}; ejectSpeed[]={0,0,0}; getInRadius=3.0; preferRoads=false; nightVision=true; driverAction = ManActA10Pilot; maxSpeed = 750; soundEngine[]={"\dropship\dropship.wav",db+10,1}; soundEnviron[]={"\dropship\dropship.wav",1,1}; weapons[]={Pulse_gun,SSAAM,Rocket57x64,}; magazines[]={Pulse_gun,SSAAM,Rocket57x64,}; armor=700; cost=20000; model="\dropship\ds2.p3d"; fov=0.5; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={1.0, 0.8, 1.0}; class eventhandlers { init = [_this select 0] exec "\dropship\VTOL.sqs" }; }; } class TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; gunBeg="usti hlavne"; gunEnd="konec hlavne"; soundServo[]={}; minElev=-15; maxElev=+20; minTurn=-40; maxTurn=+40; body="OtocVez"; gun="OtocHlaven"; }; class Turret: TurretBase { }; threat[]={0.900000,0.900000,1}; animated=1; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.1; brightness = 0.4; }; }; class Animations { class thegear { type="rotation"; animPeriod=3; selection="thegear"; axis="gearaxis"; angle0=0.000000; angle1=-0.0500; }; class backramp { type="rotation"; animPeriod=3; selection="backramp"; axis="axisbackramp"; angle0=0; angle1=1.361352; }; class thegear1 { type="rotation"; animPeriod=3; selection="thegear1"; axis="gearaxis1"; angle0=0.000000; angle1=1.221726; }; class thegear2 { type="rotation"; animPeriod=3; selection="thegear2"; axis="gearaxis2"; angle0=0.000000; angle1=1.221726; }; }; class UserActions { class LandingGearup { displayName="Gear up"; position="doors"; radius=25.5; condition="this animationPhase ""thegear"" < 0.05"; statement="this animate [""thegear"", 1]"; }; class LandingGeardown { displayName="Gear down"; position="doors"; radius=25.5; condition="this animationPhase ""thegear"" >= 0.05"; statement="this animate [""thegear"", 0]"; }; class OpenDoors1 { displayName="Open Ramp" position="axisbackramp"; radius=15.5; condition="this animationPhase ""backramp"" < 0.05"; statement="this animate [""backramp"", 1]"; }; class CloseDoors1 { displayName="Close Ramp"; position="axisbackramp"; radius=18100; condition="this animationPhase ""backramp"" >= 0.5 and player distance this < 20"; statement="this animate [""backramp"", 0]"; }; class LandingGearup1 { displayName="Thuster 1 Back"; position="doors"; radius=25.5; condition="this animationPhase ""thegear1"" < 0.05"; statement="this animate [""thegear1"", 1]"; }; class LandingGeardown1 { displayName="Thuster 1 Froward"; position="doors"; radius=25.5; condition="this animationPhase ""thegear1"" >= 0.05"; statement="this animate [""thegear1"", 0]"; }; class LandingGearup2 { displayName="Thuster 2 Back"; position="doors"; radius=25.5; condition="this animationPhase ""thegear2"" < 0.05"; statement="this animate [""thegear2"", 1]"; }; class LandingGeardown2 { displayName="Thuster 2 Froward"; position="doors"; radius=25.5; condition="this animationPhase ""thegear2"" >= 0.05"; statement="this animate [""thegear2"", 0]"; }; }
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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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Which 1 is?
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I only want it done for a certain unit not for the whole game its a monster!
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Dont worry we are all fixed!
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HI Im looking for someone to join the ST MOD I need someone to add muzzle flash on a few weapons. PS:You get a early BETA test We also have planned a BETA release within minimal 1 week maximam 2 weeks. E-Mail me at Luke.steel@Btinternet.com Thanks Luke
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We have 3 weapons. Also we have the textures ready.
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i like!
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Cool idea!
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Hi Im re-writeing all WW2 addon configs So what is a good armor value to start of with? How many shots would a Panzer 4 take to destroy a sherman and visa versa
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Were does it say im releaseing anything? Please tell me! and here is my MODS web-site http://www.zerohazard.net/ofptrooper/ Now can you please get of my back! Anyway thanks for all the info! Any idea how the churchills and crowells compared?
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I are ther any billboards that i can download for my map. i know the ones in BAS but i need them singlely. Thanks Luke
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LOVE IS.................................. This
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A single addon or small addon pack
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Hi In my OFP:R i fire a rocket lancher or tank but theres no exploisians ingame when i hit the target or when i fire the tank gun there are just no explosians.the only lighting explosians are the normal guns which have the muzzle flash but thats it. I have 1.92 I have not fiddled around with tank exploians things or anything like that. Thanks Luke
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Hi I start my O2 try and load a P3D model then an error comes up with: "Unable to load. Load error" Any ideas? Thanks Luke
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YEAH! Good question!
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no its a tool
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DONT PANIC! they wont sell there MOD they cant if they do BIS or codemasters could prosacute them! Oxygen term & agrement!
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this ia a weird chopper