pang
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Everything posted by pang
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i got a suggestion for the future update on the mh47e: how about adding some ammoboxes -would be only eyecandy, i know  ofp, photoshop and beeing bored: a terrible combination...  one thing i´m wondering about: how come i cant see the cool engine fume effect in an declared mp game? this is what the choppers init looks like: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">mpgame = true;[this,1,2] exec "\BAS_MH47E_185\MPscripts\MProtorwash.sqs";[this] exec "\BAS_MH47E_185\MPscripts\MPPPE.sqs";[this] exec "\BAS_MH47E_185\MPscripts\MPfx.sqs"; [this] exec "\BAS_MH47E_185\MPscripts\MPfire.sqs"; bas_realism=true; clearMagazineCargo this; clearWeaponCargo this;<span id='postcolor'>
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sry, its a bit blurry, but my camera got blown away by the rotorwash:
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yes, make the goggles like deadmeat discribed  i wish there would be more open standards (like goggles and their use against rotorwash) for mod makers, so this great community could show those vbs1 "mod makers" (coalescent) how old their vbs1 mods look, compared your guys work  hey: and maybe you could include some script, that gives a local splash screen over the 1st person view, so it´ll look like you look through tanned glas?
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wow, impressive screenshots! cant wait to kick some yank ass with them (even if it´ll take me 2 platoons of those the get a m1a1)
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that was discussed when the addon first came out (v1.0). its for realism reasons. someone said you can hear such a chopper from about 15miles away in certain circumstances... i dont think its some bug or something
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folks are right, what an ground breaking addon! but here´s still some "bug" report: *in declared mp game: engine startupsound again wont be played... some as on the kiowa lately; at least i now know how to fix it *in declared mp game: rotorwash script sometimes starts without helo´s engine on *fast rope: player roping down is 1m beside rope and rope wont move with the helo (maybe ask the JDSF- guy from battle over hokkaido, who made one rappeling/ roping script too... hokkaido mod besides that, its one a§%- kicking addon! hope too see an update version just take your time and beware of angry wifes
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">BAS_FREELOOK = true This will disable free movement ability inside the stationery choppers for all units except the player local to the chopper. Our tests showed varying degrees of acceptability and appearance, and so this option allows the mission designer to choose. For more information contact TJ.<span id='postcolor'> *contacts TJ* uuhm, i dont really get this. could you explain it plz in other words?
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so what? is it finished yet or not? or are you guys planning for a re-re-release? doesnt sound very promissing for me so far, tj....
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wow this is one cool addon haven´t had the time to test in mp, so: can everyone controll the UAV or just the person who started it?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Status_cz @ April 14 2003,20:54)</td></tr><tr><td id="QUOTE">what about this? <span id='postcolor'> nice blur effect, but those blend spots are kinda cheasy but it has a nice effect on the first view.
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those flash vektorism effects always look cool, denoir you can still see the selection in the first screen
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you mean a desktop theme? just tell me your required resolution
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urg placebo, i thought you wouldn´t mention the 102kb on my last pic...  this time 94kb ranger action
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peanut, it´s known for ages now, that you cant have two (the laserdesignator is viewed as a gun by the game engine) on a vehicle
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Peanut @ April 09 2003,13:40)</td></tr><tr><td id="QUOTE">The only thing I really don't like is that in the .50-caliber version you can't really use the laserdesignator. The gunners view is fixed, making the ld quite useless..<span id='postcolor'> well, using </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removeweapon "LaserDesignatorOH"<span id='postcolor'> in the helo´s init kinda solves it...
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http://mitglied.lycos.de/togukawa/kiowalittlebird.jpg >100kb
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ April 06 2003,16:33)</td></tr><tr><td id="QUOTE">For the MH47 I was thinking of booting out all the dead AI on a crash.......if you guys dont want that just say.......and say SOON........<span id='postcolor'> how about a random selection that lets only a few get kicked out?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (2stoned2kil| @ April 06 2003,13:53)</td></tr><tr><td id="QUOTE">Well , solidsnake gave me a no-cd crack (YES ! I buyed the game) And i really see no difference , Only when a stinger gets launched , it is still in its protection<span id='postcolor'> LMAO! how can you brake your cd? get a frisbee disk instead playing around with your ofp cd... back on topic: i found another "maybe bug" thingy in one of those MP scripts: whenever the chopper crashes, the copilot gets thrown out. actually its an pretty cool effect to have a crewmember like thrown out because of the physical forces, but he lays on the rotor... is this intentional to have him thrown out, or is it a bug? maybe he could lay besides the crashed chopper?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">  Posted: April 06 2003,12:29   -------------------------------------------------------------------------------- Quote (pang @ April 06 2003,10:59) maybe a bug?: how come you dont hear the foxy engine startup sound when you declare your mission as a MP mission? the sound wont play as soon as you activate the "mpgame=true" command in a mission. did i get something wrong in the readme? Well spotted, I'm glad people are noticing the extra effects we included.  The foxy sound is actually a real sound from a UH-60 AUX power unit. On the local side the sounds are run by an eventhandler. I cancelled those effects for different scripts by means of the mpgame variable, to make sure all choppers could have the effects available. I deliberately left the sound out thinking nobody would notice (well done you!, but if you are keen to get it back, you could do this; Unpbo the PBO and goto the folder called "Engine". Once there open the script "global.sqs" Then put the bit that says Code Sample  ?(mpgame):exit AFTER the bit that says Code Sample  ? (getpos _oh58 select 2) < 5:_oh58 say "kiopowerup" Resave and repack the PBO and all should be fine. <span id='postcolor'> TJ, i did that and it works just fine now. thanks for the tip  one funny thing: i rePBOed it with makePBO v1.1 by amalfi (sry for the direct filelink, fighter and gang  ) and the "new" pbo was about 1meg smaller. i´ll try to put up a mirror with the mp- sound fixed version later on today, if its ok with BAS and somebody is interested. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If anybody makes any GOOD missions for MP using the KIOWAS, please could you let me have them for my server. All BAS addons are suitable, and Seb Nam, but no others please.<span id='postcolor'> well, we have quite a lot of BAS- addon maps running on our server, that we did. unfortunately most of them use other addons like KORD, ZU23, MTLB pack and so on... i even got about 5 BAS only missions, that i wont be able finish, due of the lack of time </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Also please note there may be an error in the readme you have. To get the effects working properly in MP you have to run "\BAS_Kiowapack\mpscripts\mprotorwash.sqs", NOT "\bas_kiowapack\engine\rotorwash.sqs". <span id='postcolor'> wasnt that already fixed in the 1.1 readme?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ April 06 2003,12:21)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (pang @ April 06 2003,12:59)</td></tr><tr><td id="QUOTE">as for the mission: i simply told all AIs in my group to disembark, hopped in the apache and blew the command posts up by myself  maybe a bug?:<span id='postcolor'> You had the same problem? Oh! I feel better already! Bug? Whose? BIS'? BAS'? A mission bug? Addon bug? LTD bug?<span id='postcolor'> hm naaah i ment the engine sound in MP maps, that doenst appear back to the mission: i had problems, when i first played it. i couldnt assign the houses as targets to my gunner when i was nearby. but actually you can assign them from some distance (i think around 500). the weird thing is that hellfires wont do the job on blowing up the houses, but ffars do. afaik the apaches attack the original OH58 laser target with ffars too. somehow they wont engange the BAS oh58d laser targets with them.... at least in the demo mission. hint: oh and if both houses are destroyed but the objective wont tick, check the mi24 to be destroyed, because it sometimes didnt explode, when i crashed -greetings
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as for the mission: i simply told all AIs in my group to disembark, hopped in the apache and blew the command posts up by myself maybe a bug?: how come you dont hear the foxy engine startup sound when you declare your mission as a MP mission? the sound wont play as soon as you activate the "mpgame=true" command in a mission. did i get something wrong in the readme?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeadMeatXM2 @ April 05 2003,21:00)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (pang @ April 05 2003,19:42)</td></tr><tr><td id="QUOTE">please think over this.... if you change the editor- classes, you´d have to update EVERY map, ever came out with the deltas/ rangers. but if you keep the classes, the units ingame would kinda update themselves.<span id='postcolor'> Actually no, because we are not changing the classes, only this line in the cpp: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicleclass="BAS - vehicles";<span id='postcolor'> so it has NO effect whatsoever on any missions allready made...<span id='postcolor'> ahhh, well... then its fine for me didnt know that
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ April 05 2003,16:33)</td></tr><tr><td id="QUOTE">Yes, all of our helos are getting scripts like these added to them, as deadmeat explained earlier we are slowly changing the classnames in the editor, because if we kept it as it was you would have had: BAS - Special Ops Men BAS - Special Ops Vehicles BAS - US Army Vehicles BAS - Marine Corp Vehicles Which seemed a little excessive, so over the course of the updates of our addons they will move into either: BAS - Men BAS - Vehicles ....<span id='postcolor'> please think over this.... if you change the editor- classes, you´d have to update EVERY map, ever came out with the deltas/ rangers. but if you keep the classes, the units ingame would kinda update themselves. and actually: the final result will be almost no difference... instead of scrolling the list OF classes, you´d have to scroll around IN the classes.... anyways: great job again on those helos. and for the fast update/ bugfix -cheers
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oh boy! with this set of scripts, there should be also a way of creating multiplayer campaigns!