quakergamer
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Everything posted by quakergamer
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Hey all, The OPGWC MOD released their Challenger UK tank! Here is a picture and the download links: For Version 1.75 and above(1.85 to 1.91) (3 206 kb) http://www.roughnecks.org/opgwc/addons/ds_chalv1.75.zip For Version 1.30 and above (1.30 to 1.46) (3 206 kb) http://www.roughnecks.org/opgwc/addons/ds_chalv1.46.zip Have fun with the add-on and please note that this add-on is in Beta Testing phase and it may contain bugs so please report them here! Thank you all!!
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Hello, Nice to see we, all, haven't worked for nothing and that you guys like our unfinished work! It really sucks that I could not continue work on the OPGWC MOD. I had a lot planned, maybe too much. I hope to be back for Operation Flashpoint 2... Beside this guys, thanks for all your support and good luck in your future projects. Thanks -quakergamer, OPGWC MOD Leader
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Hello, Nice to see we, all, haven't worked for nothing and that you guys like our unfinished work! It really sucks that I could not continue work on the OPGWC MOD. I had a lot planned, maybe too much. I hope to be back for Operation Flashpoint 2... Beside this guys, thanks for all your support and good luck in your future projects. Thanks -quakergamer, OPGWC MOD Leader
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Hello, I am afraid I am lacking of free time to continue working on OPGWC. School is taking up all my time and, unfortunately, I will not be able to finish the MOD. I might decide to restart the work on OPGWC when OFP2 comes out, but it'll take a while. It sucks to see all the work we all put into this going to waste . If any team members want to release the latest beta or w/e, they can do so. I hope you guys understand and thanks for all your support! Thank you and hope to see you all in the future!
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Hello, I am afraid I am lacking of free time to continue working on OPGWC. School is taking up all my time and, unfortunately, I will not be able to finish the MOD. I might decide to restart the work on OPGWC when OFP2 comes out, but it'll take a while. It sucks to see all the work we all put into this going to waste . If any team members want to release the latest beta or w/e, they can do so. I hope you guys understand and thanks for all your support! Thank you and hope to see you all in the future!
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Does hiddenselections or setobjtexture works on
quakergamer posted a topic in OFP : CONFIGS & SCRIPTING
Hello, I have been trying making hidden selections on buildings or using the setobjtexture command but it won't work. Everything is defined correctly and im worning if it will work on buildigns ? Thanks -
How do i make my guyz eject from a chopper when they activate a trigger!!
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I've also had problems with Windows XP PRO rebooting or freezing by itself, here's how you should fix it: 1)Update Graphic, Sound & BIOS drivers. If that doesn't fix the problem got to step 2. 2)Reinstall Windows XP Pro. If that doesn't fix the problem got to step 3..... 3)Use a program to check your ram and your VIRTUAL paging file. (You can also disable and enable virtual paging to create a new windows paging file). If your RAM has error, replace it if not go to the last step... 4)Unfortunately it looks like your Power Supply is not powerful enough for your computer. I suggest you to update it to a 450W and +. If you want to get a new video card like the Radeon X800XT or the GeForce 6800, get a 550W or even more if you can find it... Thanks!! Hope it helps!
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This kind of fence is all around the airports and Special Ops should be able to cut it !
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Well OFP: X-box (v1.5 of OFP engine) already has real-time shadows and pixels shaders, two new things that are really necessary for OFP2. I wanna see how those look, etc...
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At least we get OFP X-box that "will" be a preview of OFP2.
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Maybe OFP2 won't be at E3 but who knows, maybe BIS will release some pictures or videoes. Please!!??
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Hello, I have made a script that creates a new explosion when the missile hits the ground, here is how it works: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _sa2 = _this select 0 _Weapon = _this select 1 _Missile = nearestObject [_sa2, "OPGWC_SA2"] #MainLoop ? (not alive _Missile): goto "Effect" When at effect, it will execute this script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #Effect [_sa2, _Missile] exec "\DS_obj\SA2\SA2_Explosion.sqs" exit The SA2_Explosion.sqs script is made as follow : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _sa2 = _this select 0 _missile = _this select 1 _pos = getPos _missile Ok so the problem is that it cannot get Position of the missile because it got deleted. Result ? It doesn't create an explosion. If i change the _pos = getPos _missile with _pos = getPos _sa2 everything works fine! Any ideas ? Thank you! Merry Christmas everyone!
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BIS won't probably updated the site till after E3. Just wait at E3 you'll probably have a lot of pictures and videos to see about OFP2!
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Hello, please look @ this eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> fired = "if ((_this select 1) == "OPGWC_T62_U5TS") Then {(_this select 0, _this select 1) exec {wahteverpbo\script.sqs}}"; What am I doing wrong because it gives me an error as soon as I start OFP!
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I had the chance to try it and it's really awesome stuff! OPGWC will be using it for their hummers (with AA aswell !) Be sure to download it when it's out!
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Hello, I execute on a soldier a script called SoldierInit.sqs. Here is what I doesnt work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _soldier = _this select 0 ... #SoldierIsPlayer _soldier removeAllEventHandlers "init" _soldier addEventHandler ["fired",{"[_this select 0, _this select 1, _this select 2, _this select 3] exec ""\OPGWC_FX\ChupChup\WeaponJamRiffle.sqs"", [_this select 0, _this select 1] exec ""\OPGWC_FX\WeaponFX\backblast_detection.sqs"""}] _soldier addEventHandler ["hit",{"[_this select 0] exec ""\OFPEC_Blood\blood_squirt.sqs"""}] goto "Exit" ... There are NO errors in-game but the problem is that NONE of those scripts get executed when fired, hit ,etc... So I'm asking you guys if you know how to fix this!
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Hello, I would like to know what is the context.bin file found in [OFP ROOT DIR]\Bin\ . Thank you!!
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I doubt its text for the game. The text for the game is stored in stringtable.scv ... I can't also decrypt it with UnPBO v1.3!
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Hello, I would like to know if there is a website that still host PBO Decryptor v1.3 (That can unbinarize configs). It would help me a lot! If you have it and can send it to me by email send it here: quakergamer_@Hotmail.com Thanks
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I have tried getting passed it with a car and it works correctly (But its still quite slow if you dont accelearte quickly)... Let me try with a tank!
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Small (but important) sound engine suggestion.
quakergamer replied to Baphomet's topic in ARMA 2 & OA - SUGGESTIONS
What I would like to see is a: SoundStart= SoundLoop= SoundEnd= So you can have better effects for miniguns... Basically it will play a sound when it starts (so when you fire), it will continue with the loop sound and when you stop, itll play the SoundEnd! See ya! -
Actually it could be possible to make a script that would check every seond what weapon the soldier has and change the animation according to the weapon you pick up ...
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If you have one ... yes
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Yes you can change them , and do you have a video that would show the effect...