quakergamer
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Everything posted by quakergamer
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Exit if main weapon is fired , continue if scnd
quakergamer posted a topic in OFP : CONFIGS & SCRIPTING
Hello, I want to know how can I make a script that will exit if the PrimaryWeapon of the soldier is fired and continue if the second one (Missiles Launchers) is fired. The script should be activated by the fired event handler! This is how I tried to make it work, but it doesnt <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 _weapon = this select 1 _Launcher = secondaryWeapon _unit [...] ?! _weapon = _launcher: exit -
Detecting if the missile has been fired from l/r
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Hello, Thanks for your help raedor and Rastavovich, problem is now solved ! Later! -
Detecting if the missile has been fired from l/r
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
EDIT: Ive tested it and I cant get the position of the missile ?? This is what Im doing: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Mi17 = _this select 0 _CurrentWeapon = _this select 1 _CurrentWeaponPos = getPos _CurrentWeapon _Mi17 groupchat _CurrentWeaponPos _Mi17 groupchat _CurrentWeapon I get an error with this ... -
New anim: cursor and aim are in different places..
quakergamer posted a topic in OFP : CONFIGS & SCRIPTING
Hello, I am having a serious problem with the new anims Rouge1 has made. They are work fine but the Cursor ( the one that you move) and the aim ( the one that follows the cursor) are in different places (one is on top of another). Nothing very bad with that, you can still aim BUT the ai doesnt aim correctly . ANyone knows how we can fix this? Thanks -
Detecting if the soldier is up, proned or crouched
quakergamer posted a topic in OFP : CONFIGS & SCRIPTING
Hello! Anyone knows how we can detect (If it's possible) when the soldier is UP, proned or crouched... ? Thank you -
The only way you may be able to do it is to replace original BIS Model... As deadmeat said, impossible to replace those objects in game!
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I dont know about breaking sounds... for get in and get out sounds: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> soundGetIn[]={"Vehicles\getintank.ogg",0.000316,1}; soundGetOut[]={"Vehicles\getoutapc.ogg",0.000316,1}; And nope you cant create new selections with new parameters. For the suspensions look out at this topic: http://www.flashpoint1985.com/cgi-bin....t=34279
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New anim: cursor and aim are in different places..
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Thank you deadmeat, going to try this. Later! -
Search ASC converter to .3ds . You will be able to convert your asc file to a .3ds one!
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How to get 'clan' to be invisible unless used
quakergamer replied to Sigma-6's topic in OFP : CONFIGS & SCRIPTING
You can also use an invisible .paa texture on the "clan" selection. It works fine as far as I know! -
What kind of armor would you like?
quakergamer replied to Judge Rabbi's topic in ARMA 2 & OA - GENERAL
Well it looks like it will have multiple turrets but HOW MANY ? I mean if we want to make an AC130 with 5 guns , well it needs more than just 2 different turrets ... Thats it! later -
You can just spawn flares whereever you need the lights to ?? Thats how its done on the picture
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You cant import .p3d files in Maya for sure. But waht you can do is convert your model to an ?? .asc file ?? then convert it back to a .3ds file and improt it in maya. You use this by doing File>Send in O2. Hope it helps!
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First of all I would check if you put, lets say 10 soldiers (the ones you made) in the editor and see if they have different faces. If they ALL have the same face, it's because you haven't configurated correctly your soldiers in the config.cpp! It should have a correct CfgModels section and HLAVA must be in there ... Thats it! Later
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Weapon firing mode scripting problem
quakergamer replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Thank you BraTTy and Suma! Finally the weapon jam script works correctly AND is realistic ! Thank you all for your help! later! -
Hello! Please look at this first : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _WeaponMode = _this select 3 ? _WeaponMode = Single : exit Basically _this select 3 when executing a fired event handler script will return the weapon firing mode (Single, Burst or FullAuto). If i write something like this after that _soldier = _this select 0 _soldier groupchat _WeaponMode it will write the firing mode in the Chat Bar BUT if I want the script to exit if you fire the gun at the "single" firing MODE well it ignores it and still does the rest of the script even if its supposed to exit !! Any ideas about that ? Later!
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I hear the same thing. Peopls that were quite good at max payne 1 can beat the second game in 10 hours. But it's really worth it, right now im at Part 2 Chapter 4 and its awesome!!
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Awesome !! Now I will be able to export 3Ds Max anims to Maya and then to OFP :0! Great! Thank you for the link waffendennis!
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What kind of armor would you like?
quakergamer replied to Judge Rabbi's topic in ARMA 2 & OA - GENERAL
Forget it, BIS wont make any modern tanks. Only vietnam-era tanks will be in OFP2, this ain't BF1942 you know -
CNN Article Looks like the hackers AND valve is in trouble. Right now it looks like it will be out on April 2004!
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Well it looks like that HL2 was delayed till the holdays because they were having problems BEFORE with the Steam network. So basically, Hl2 wasnt released on sept 30 because of the source code being stolen... And now the full game! In the worst case, maybe no more HL2
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NAh, this is the sprint anim. When you press E. If you press F, you just get the normal anim, hopefully, rouge1 will make one for that too and we will use his.. Anotehr problem is that in OFP you get a new anim foreach 45 degrees. Let say you run at 45 dgrees at your right, well it changes animation ... We will have to fix that too!
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They are very smooth, It really looks nice ...
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Here is a picture of 2 anims Rouge1 sent me! Awesome work rouge1 !
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Making a woodland one will be easy, let us just finish it script some parts (like the doors) and we'll also make a woodland one! Later!