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pazuzu

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Everything posted by pazuzu

  1. pazuzu

    Building graphics

    Well I managed to change the settings in config and saved it... Now I get a CTD "Out of reserved memory" message.
  2. pazuzu

    Building graphics

    I tried making those changes but it won't let me save it. I opened the OFP config with notepad. Said something about not finding the right path.
  3. pazuzu

    Building graphics

    Ok, I see what you mean. Flashpoint.cfg: Product="Resistance"; Language="English"; HW_Type="Direct3D HW T&L"; Adapter=0; 3D_Performance="12000"; CPU_Benchmark=12000; Resolution_W="1024"; Resolution_H="768"; Resolution_Bpp="32"; LOD=20.000000; Limit_LOD=1.000000; Shadows_LOD=1.000000; MaxObjects=80; Cockpit_Textures=512; Landscape_Textures=64; Object_Textures=64; Animated_Textures=32; Textures_Drop_Down=4; Texture_Heap="2"; File_Heap="4"; Total_Memory="0 MB"; MaxLights=2; Light_Explo=0; Light_Missile=0; Light_Static=0; Frame_Rate_Pref=500; Quality_Pref=500; refresh=60;
  4. pazuzu

    Building graphics

    You mean OFP preferences? If so, it reads: 64x64
  5. I downloaded it and it sounds cool, but I probably do need help installing it. I'll back up my files and see if I can get it installed. Thanks for the help. Edit: I just tried running setup.bat and it ends up telling me "access denied". I got same for hisky and Lloumax install. I am running on Vista.
  6. pazuzu

    Building graphics

    I tried adjusting the settings with no results. This is the building, front & back: No see through windows and no opening in the front to get to stair case.
  7. pazuzu

    Building graphics

    Thanks for the quick reply. I changed the Objects LOD ito 0.005 I still have the same problem. Weird how it would only be those buildings. Everything else looks ok.
  8. I don't know what modul sky is. Does it include improved NV goggles? Thanks for the reply.
  9. I know this is an old mod and an old thread, but I wondered if anyone figured out how to install LlauMax sky pack using Vista. Is there a way to just place the files manually? Thanks.
  10. pazuzu

    DoStop

    Try putting this in the units init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{doStop _x} forEach units group this
  11. pazuzu

    Shortone

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname switchmove "null"
  12. pazuzu

    PLA Mod Weapon Names

    You can dpbo the addon file and find the config file. It should have all weapons names inside.
  13. pazuzu

    Player empty handed?

    You can change behaviour in game. Just put new behaviour command in a trigger or script.
  14. pazuzu

    Player empty handed?

    If you have your guy setbehaviour "careless", doesn't he put his weapon on his back? I mean, can't you just make the unit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">setbehaviour "careless"for the time he's carrying the box?
  15. pazuzu

    reveal

    I'm making an air mission with 12 pilots all grouped together in one team. I have enemy AA units spotted around the island. I was wondering how to use the reveal command? I want to place triggers in the areas that the enemy AA guys are and was hoping to reveal the pilot group to the AA guys when they enter the trigger area. Is is possible to reveal a group to one unit? Or is it one unit revealed to another unit. I'm not sure how to use this command... Thanks.
  16. pazuzu

    reveal

    Ok thanks, I was hoping I could reveal a whole group to a unit but your saying just the opposite... Thanks for the reply.
  17. pazuzu

    Shilka placement?

    I didn't want them setcaptive true for the whole mission because they are enemy and I don't think it would be very realistic. They appear blue on map which is supposed to be civilian or neutral. I ended up making a looping script that makes a few of the armor setcaptive true then go back to setcaptive false so it kinda looks like their turning their radar on and off. At least it makes them a bit harder to target. Thanks for the suggestions.
  18. You can't change sides in game but you can make a civilian west, res or east in the editor. I assume you want to end up enemy to east? If so, you need to make a west unit that out ranks your civil unit. Then use F2 key to drag a line from west unit to civil so they are grouped. Then go into the west units settings and set his probobility of presence to 0% (its a slider you just drag all the way to left). The west should not be present when you play the game but you will be west side and east will shoot at you. To keep the enemy from shooting at you use "this setcaptive true" (without the quotes) in the civilians init field. Then in a trigger you can set the civilian back to setcaptive false and enemy will then attack him. I don't know much about addaction. Are you making a single or multiplayer mission? From comref: unit addAction action Operand types:   unit: Object   action: Array Compatibility:   Version 1.1 required. Type of returned value:   Nothing Description:   Create an action. Action ID should be returned, but due to bug it is not. Action ID should be returned, but due to bug it is not. To determine action ID use following algorithm: first action added to given vehicle has ID zero, next has ID one, etc. Example:   player addAction ["Hello", "hello.sqs"]
  19. I'm having a problem making some text in my brief bigger than the rest. This is the plan part of my brief: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"><!----------------------------------------------------> <!-- Plans                      --> <!----------------------------------------------------> <h4><p><a name="Plan"></a> <!-- [PLAN] --> <p><b><font size="4">Overview:</font></b> <br> Civil war has taken its toll on this african nation. The Rebel insurgence has an informal alliance with the civilian militia groups and together they have engaged in what some are calling genocide or racial cleansing. The Rebel and Militia groups continue to unleash their atrocities accross the southern region of this country. <br> Covert operations have been approved - with one purpose in mind - To punish the Rebels and militia and send the message that they cannot engage in this sort of activity without consequences. <br> <br> <p><b><font size="4">Orders:</font></b> <br> Three Seal teams are assigned for this mission. <br> <a href = "marker:st1">Group Alpha Red</a> will deal with objectives <a href = "marker:inf1">1</a> and <a href = "marker:inf2">2</a>. <br> <a href = "marker:st3">Group Alpha Green</a> will deal with objective <a href = "marker:amb_1">3</a>. <br> <a href = "marker:st2">Group Alpha Black</a> will deal with objectives <a href = "marker:inf3">4</a> and <a href = "marker:inf4">5</a>. <br> <br> </h4> </p> <hr> I want this: <p><b><font size="4">Overview:</font></b> And this: <p><b><font size="4">Orders:</font></b> To be bigger text. Its already coded to be dark blue but I also want it to be like headline text. How do I do this? Thanks.
  20. pazuzu

    Font size

    I only want the words "Overview" and "Orders" to be larger. If I just change the <h> commands it makes the whole plan text larger. Thanks for reply.
  21. pazuzu

    Shilka placement?

    Cadet mode. I'm also wondering how its supposed to look on a planes or choppers radar? Both in cadet and vetmode. Thanks.
  22. pazuzu

    Shilka placement?

    I tried just putting a gunner in a shilka and no driver or commander but it still showed as red on my radar and map. I don't understand how you can get an enemy vehicle to show as white if there is an enemy inside
  23. I'm using dostop command for enemy units because I have them spread though out a town and I want them to stay and not regroup as soon as the mission starts. But at some point in the mission I'de like them to move again. I have waypoints for the groups synced to triggers so when they detect west they will engage at will and so forth. The problem I have is that they continue to stay inactive and tend to hide. It seems like the dostop command is not changed by the new waypoint. This is the Command I'm using in the inits of enemy units: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{doStop _x} forEach units group this How can I use the domove command in a trigger to make the enemy move again? Thank you.
  24. pazuzu

    dostop and domove

    Thank you, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x stop true} foreach group this So I can use this in a trigger? Don't I need a group name for it? I read in another post that using "stop" will make the units pretty useless. They don't fire their weapons. Is this true?
  25. pazuzu

    dostop and domove

    Thank you Mandoble. This sounds like what I need. Do I have to use this command on every unit or is there a way to command entire group back to formation? I mean should I just name every unit and use this command in a trigger? I'll test it and see how it works...thanks again.
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