quakergamer
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Everything posted by quakergamer
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Looking for some british addons
quakergamer replied to Acecombat's topic in ADDONS & MODS: DISCUSSION
UK Warrior: http://www.roughnecks.org/opgwc/news/news0107_1.jpg Also coming in woodland UK Centurion AVLB: http://www.roughnecks.org/opgwc/news/news1228_1.jpg That's about it ... -
yes it will be possible, the only thing that bugs me : I hope it'll work correct on every surface... we'll see about that!
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Hello I got this small script... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _CurrentWeapon = _this select 1 OPGWC_WeaponRockets = ["Rocket57x192", "Rocket57x64", "ZuniLauncher38"] ? typeOf _CurrentWeapon in OPGWC_WeaponRockets: goto "MissileFired" And I get an error in-game : in# Type string, expected object. Anyone has an idea. BTW this script is runned by the fired eventhandler
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Thanks bn880, problem solved!
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Action when missile hits the ground
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
And try to see whether the explosion script is getting called, and whether you've got hold of the missile correctly. The only thing I can think of: is the name of the _missile_ OPGWC_SA2? Or something like OPGWC_SA2_Miss? IIRC, the fourth element of the fired EH array is the name of the missile class (ie ammoname). The name of the missile AND the name of the ammo are OPGWC_SA2 . I am going to try what you said and see when the script is called! Thanks for the help footmunch! *EDIT* OK! I got it , it finally 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 _lastmisspos = getpos _Missile ~0.05 player globalchat format["%1", _lastmisspos] ? (not alive _Missile): goto "Effect" goto "MainLoop" #Effect [_sa2, _lastmisspos] exec "\DS_obj\SA2\SA2_Explosion.sqs" exit I have switched the 0,05 second wait with the _lastmisspos = getpos _Missile and it seems to work. My computer needs a small time to get the position of the object and if it has 0,05 seconds more BEFORE deleting the missile, it gets the correct position! Thanks for your help footmunch! -
Hey, First of all I would like to say that you've done a great jobs. Good models, good soldiers, good effects and also great anims. I found a bug: On the T55 Enigma, when you are in the cargo, you don't see yourself... Ive added like 3 peoples to the cargo and their "view" was appearing to be on the sides of the tank but they were invisible... Hope you can fix this soon!
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Action when missile hits the ground
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
and in the explosion sqs: <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 _missX = (this select 1) select 0 _missY = (this select 1) select 1 _missZ = (this select 1) select 2 If you need the speed/velocity of the missile, you can do the same thing. BTW - this is all launched from the fired EH on the SA-2, yep? OK I will try it, thanks Footmunch. And yes everything is launched from the fired EventHandler found in the SA2 Class! *EDIT* Too bad no more errors but nothing happens. I've written exactly the same thing as up there... <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 _lastmisspos = getpos _Missile ? (not alive _Missile): goto "Effect" goto "Wait" #Effect [_sa2, _lastmisspos] exec "\DS_obj\SA2\SA2_Explosion.sqs" exit #Wait ~0.05 goto "MainLoop <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 _pos = _this select 1 _x = _pos select 0 _y = _pos select 1 .... -
Here are a couple of pictures I've took of the Canadian Army training for Afghanistan... Notice that some pics are blurred because it was very cold outdoor! Canadian Machine Gunner / Radio Support #1 Canadian Machine Gunner / Radio Support #2 A couple of soldiers running after a Taliban They captured 2 talibans that were hiding there... Looks like a taliban is injured Canadian Coyote (Light Armored Unit) used for target spotting. I had a chance to play with the radar and the camera in there and I can tell you it's awesome   Canadian LAVIII , notice the IR/NV TV at the back Canadian LAVIII driver seat #1 Canadian LAVIII driver seat #2 Coyote Gunner Seat LAVIII gunner seat Me on top of the LAVIII I also got a couple more of some tank shells, static artillery canon and the TOW launcher if anyone is interested
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Check it here: OFP2 Pictures
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Yea but they do show new features (well at least different than in OFP). Look at the Littlebird cockpit lighting or the M2A2 sand dust ... In ofp you can't make it like that!
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Nice! DX9 engine and animals in OFP 2 ! Now I like it even more!!
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DonCarlo is doing them, and I can tell you its a whole new experience in OFP !
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Rtcw face skins made by andone ...
quakergamer replied to quakergamer's topic in ADDONS & MODS: DISCUSSION
They are RTCW faces imported in OFP, and they really look that nice in OFP, in MP games! I really need them ;0! -
Hey, Anyone have on their computer or knows where I can find AndOne RTCW face skins ? http://ofp.gamezone.cz/rest/andone_rtcwskins.jpg Here is a picture of what they look like! Thanks!
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We will start working on it again this week after we finish working on the Iraqi Voices!
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Car class vehicle is always going reverse
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
EDIT: Bug Fixed, Looks like it was a Landcontact / Memory LOD Issue! Thanks for the help everyone! Later! -
Hey! I am having a problem and I don't know if its the config or the O2 model that is the problem. Every time I put my Car class vehicle in the editor and starts the mission, the vehicles keeps going revers until i go forward. If I move with it and stop it, it still does the same thing. Anyone has a suggestion or idea !!? See yA! Thank you!
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Car class vehicle is always going reverse
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Joystick is set to disabled in the Control Menu ?? And it happens even if i start as cargo :S! (So basically the driver AI does the same thing)! -
What do you mean by 'breaking things up'? Are the PBO's all already combined into a single PBO or something, before the mod is complete!? Obviously the mod isn't complete, or we'd have it in our mittens now, but...................about The screenshots, of completed units. They must all be individual pbo's, no?, so that Beta testing is more efficient, yes? Therefore, how hard would it be to zip the pbo. Send it away to somewhere to download, and then get some comments from us? Surely that couldn't waste your time. It might even fast track development of key areas of any campaign. This below might be a little smartass, but I couldn't resist, as this is what I wish Leone should have said! All in good fun (and frustration from seeing so many units I can't have yet!) Keep up the good work guys. You are right most of the units arent in the same PBO, but they do require other addons to work (For example we could use the wheel textures of xx unit on another unit) and it wouldn't have the scripts. Anyway, I think we have most of the units finished or NEARLY finished, so it wont take much longer for the final version. Actually not the FINAL since it will probably ahve patches later but for the v1.0! *EDIT*To NZXShadows, I could psot some screenshots when I get back home. Thanks for the support
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Its scripted by me, if you just want a  proof i can send you the sqs file...
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Sorry m8, there are no new Main menu pics, I can tell you everything changed a lot. We *cough* also have a new mission editor *cough* (Also it doesn't look at all like FDF mod one). You'll have to wait for the final version for the pics!
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The model of the sa80, l86 is made by myself, textures are a CS-import. http://www.opflashpoint.org/news/images/robbo/gw/2.jpg Here is a picture of the latest one.
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Well I could say that the demo was mainly a "test". We weren't a so huge team and we haven't really beta-tested it seriously. For this version, the beta-testing started about 3 months ago and we keep improving it... That's how I think it'll have less bugs. At least less common bugs...
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I just want to see one picture of OFP2 . A big high-res one!! I remember they were saying they could post pictures after the E3 (back in the summer) .... I'm waiting
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Detecting if the missile has been fired from l/r
quakergamer posted a topic in OFP : CONFIGS & SCRIPTING
Hello, I want to know if there is a way to detect if the missile (lets say the FFARs on the Apache) have been fired from the left or right side WITHOUT editing the model (because its made by BIS and we cannot edit it) ? If anyone has a suggestion please tell me! Later, thanks for the help