Jump to content

quakergamer

Member
  • Content Count

    894
  • Joined

  • Last visited

  • Medals

Everything posted by quakergamer

  1. quakergamer

    Graphics engine improvement

    What I want to be added is more materials choices: -Chromed Reflective/Refractive materials. We could have the water like that or just use them on planes! -Metallic "Shiny Parts": It is not nmecessary to make it reflect things but it would be great if we could make metallic materials. -Modifying Environnement Material: We should be able to make a material that would modify the environement. An example should be the heat at the jet exhausts. Thats for the materials! Now for other effects: Wind effects for the trees. Let's say we have a Huey landing at an LZ, I would like to see the trees move depending on the direction of the chopper ;0! Finally, the animations. Could it use a bone system like found in 3Ds Studio Max. If not, it would be great if we could use the skeletoon technique that we found in Character Studio. That's it! Later
  2. quakergamer

    Falklands islands?

    It means that you have to post your topic in Addons & Mods: Discussions . You've posted in the wrong forum that's all! See ya!
  3. quakergamer

    Falklands islands?

    It means that you have to post your topic in Addons & Mods: Discussions . You've posted in the wrong forum that's all! See ya!
  4. quakergamer

    Vehicleclass on a script ....

    every man unit, even the AIs!
  5. Hello, I want to know if it's possible to do something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = vehicleClass "Man" ?(_player distance _debris <= 1): [_player,_Debris] exec "\OPGWC_FX\Fire\OPGWC_FireTank.sqs" Basically I can't find a way to make the script execute on EVERYUNIT that is based on the Man Class... Thanks
  6. quakergamer

    To many mod's

    It seems that there are many Iraq mods but there actually isnt, and they all do different things about Iraq: Gulf War Crisis:Operation: Desert storm IM:UC: A fictional war seen through the Iraqi side of the war. Cold Blue: Opreation Iraqi Freedom Well OPGWC: We make the 1991 war, older equipement, Kuwait parts etc. IM:UC: Fictional campaign, so maybe different units, islands Code Blue: Newer equipment, different islands. We all have the same subject but its quit different what we make...
  7. quakergamer

    Vehicleclass on a script ....

    or for counttype  the syntaxe is : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "type" CountType array exemple <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _numbpassager = "Tank" CountType _list if I have time I will post a good exemple but maybe that's help you. :S I still have problems. I msutr count every player in the "world" of OFP, not in a specified vehicle!! Any way I can do this ?
  8. quakergamer

    Mohax´s hang glider!

    This add-on is awesome! I would suggest everyone downloading it just to check thsoe anims !
  9. quakergamer

    Vehicleclass on a script ....

    Well that's what I'm trying to tell you :S. Here is how the script works. A tank executes ANOTEHR script. That script executes this script right here, and I want this script to execute another script on every soldier. But the vehicle that execute this script is a tank and not a soldier :S. Do you know how "Man" countType [_x]>0 this command works ?
  10. quakergamer

    Questions about global variables

    To answer your first question, yes it works just put COLORT = true in the init.sqs or in any trigger you want. And it doesnt take more memory than a normal variable ... Thanks!
  11. quakergamer

    Vehicleclass on a script ....

    Ok so the problem is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_player = "Man" countType [_x]>0 As you see this is an Boolean and we need an Object for the GetPos and the nearestObject command. Any suggestions on how I can make this script execute on EACH soldier ??
  12. quakergamer

    Vehicleclass on a script ....

    normally it should work let me know ;) Well you see, the script isnt ewxecuted by a soldier but by a tank. So i cant use hte position of the tank as a variable :S
  13. Hello, I want to know if ITS POSSIBLE to create an RTM file for a vehicle( right now Ive managed to do it) and define it in game so that with a small script you can activate the anim. The comman shuld be this playMove "xxxxxxx". Thanks for the help! See ya
  14. quakergamer

    Planes

    You can look at the commented configs v1.91 because they explain every comman. Just look for Plane: and you'll see every command you can use for a plane with a small description aswell! Thanks
  15. Hello everyone, I wanted to know how does the tank periscope works. I saw a thread a while ago but It still doesnt work. How do I put the textures so you can see trough it ... ? Thanks
  16. quakergamer

    Vehicleclass on a script ....

    you have to work a litle with that gimmi a feed back ;) maybe you have to put the all code here to help you better, maybe you just have to make <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [_player] exec "\OPGWC_FX\Fire\OPGWC_FireSoldier.sqs" PicVert No luck, I have tried your method and heres the error: _detected = NearestObject [_PosPlayer, _Debris]: Error 0 elements provided, 3 expected And the 2 variables ... _debris = _this select 1 _PosPlayer= getpos _player _player = "Man" countType [_x]>0 Well hope you know what it means because im not very familliar with the neatestObject command!
  17. Yes yes, I'll check how they done it. Thanks PicVert for the help!
  18. quakergamer

    Vehicleclass on a script ....

    Thanks for the help, I've never used the countType command and maybe that's why I am having problems. So let me explain: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = "Man" countType [_x]>0 ?(distance _debris <= 1 forEach  _player): [_player,_Debris] exec "\OPGWC_FX\Fire\OPGWC_FireSoldier.sqs" OK that should work but I need something in front of "distance" and the other way I've tried: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = "Man" countType [_x]>0 ?(forEach _player distance _debris <= 1): [_player,_Debris] exec "\OPGWC_FX\Fire\OPGWC_FireSoldier.sqs" Then again, I have the same problem, I need something in front of "forEach". I don't know if I am doing this right but anyway Im having problems :S. Thanks
  19. Thanks deadmeat and airwolf. Ill try to make it work :S. Thank you ! See ya
  20. quakergamer

    Double chopper guns.

    Well we saw pics in Independance Lost with a moving Aircraft Carrier. So that mean you WILL be able to move on moving vehicles so shooting out of the chopper would be easy...
  21. quakergamer

    Project: uss nimitz 68 carrier

    looks aiight, scale is good - this plane is huge in RL - but they gotta fix the way the wings sweep - it'd be great to fly off the deck of a us carrier in ofp It's fixed :P. Also great job on the textures and the model !! Will we be able to get on the building that is on the deck ? Thanks!
  22. quakergamer

    Ac-130h or ac-130u

    IVe tried myself doing it even with the create vehicle command and the setpos, unless you make the script loop without waiting (And this creates a lot of lag) it will not work correctly...
  23. quakergamer

    Ac-130h or ac-130u

    You tell that to AIA as they say they have a WW2 bomber complete with moving turrets. Â And where did they say that ? Because turrets on planes are IMPOSSIBLE.
  24. quakergamer

    Bouncing grenades

    What exactly is an AA nade ?
  25. quakergamer

    02 in dutch

    WEll I would ask BIS first. send a PM to suma or any of them and youl lsee yourself!
×