reconNinja
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From the pics it looks really good, I'll probably wait for you to fix any bugs you said it may have before downloading, but I'm sure I'll find plenty of uses for an executive looking Benz Limousine. Good job
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Sgt Eversmann's SWAT Units V2
reconNinja replied to Sgt_Eversmann's topic in ADDONS & MODS: COMPLETE
In this topic it says something about the faces, I guess more are used now instead of just one. Whatev. Other than that I don't think there are any changes, besides the new readme. In the future, I think you should add the Negotiator from pack 1 to the new pack, because currently I have both installed and I have to do trial and error to differentiate SWAT Officer Black from version 1 and SWAT Officer Black from version 2. Also, perhaps the SWAT Snipers should have a setobjecttexture for their hat? It doesn't make much sense to have FBI on the sniper's vest and then have it say SWAT on his cap. A final idea, perhaps you could make the '2' officer (ie, SWAT Officer Blue 2) carry an MP5 instead of a 5.56 rifle, ala your first pack? I think that was a really good idea. I love this pack, it really is awesome. Hopefully someone will make a SWAT van or armoured truck/bus/whatever to carry these guys around when on the ground. And hopefully -SWAT- will have his Police UH1 ready 8) Nice work!! edit - oh yeah and blood/injury textures are a must ;) it can't be too difficult to overlay spots of the clothing with some dark red splotches? -
Sgt Eversmann's SWAT Units V2
reconNinja replied to Sgt_Eversmann's topic in ADDONS & MODS: COMPLETE
that tcp_testdog thing is the strangest thing in the world. And yeah, I was using the wrong path for the textures, in the readme the path is a little off. All better now, thx 8) edit- Where to find SRK robbers/terrorists? couldn't find it ofp.info ... -
Sgt Eversmann's SWAT Units V2
reconNinja replied to Sgt_Eversmann's topic in ADDONS & MODS: COMPLETE
Uh, the patches don't seem to be showing up.. this setobjecttexture [2,"\sgtev_spilots\p\dea.paa"] These guys rock. But some of them have the same names as the units in pack 1, which I still use for the negotiater and some of the guns, like the HK 416. Also, the guys from pack 1 are viewable through windows in buildings, but the ones from pack two arent, very strange. Can't wait for the helicopter and pilots, that'll rock. Anyway if someone could maybe paste the command they use for the patches to show up, since I must be doing something wrong, that would be great. thanks. -
Look's nice. Good job.
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ok neither of the things i said work, awful sorry about that the this fire "gun" thing is pretty interesting, it seemed to only fire one round for me, but i guess there are ways around that.
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that was the code, bighax in ch01. but it didnt work. maybe adding 'crew' will. as for the time delay, i just used a .sqs file. I try to keep scripts out of my missions, but sometimes its unavoidable. and sorry about the noob thing:/ thanks for the help d00dz
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try to dupe him into firing at an empty marker. i think it would be along the lines of: this dofire getmarkerpos "markerone" or this dotarget getmarkerpos "markerone"; this dofire objNull gl
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Any group member not present
reconNinja replied to Benny Moore's topic in OFP : MISSION EDITING & SCRIPTING
yah opfp uses wild C++. It hurts my head sometimes. Anyway, I think there's a way you can tell opfp that if !A And !B then C or something, then make that next trigger go off when C is true. However, if the two first triggers are teh same, then why do you need B = true anyway? gl -
So I have to helicopters. Upon entering one, music is played. The other identical helo doesn't play music, so as to skip it after a few missions when the music may become redundant. In a trigger, here's the condition: bighax in ch01 where bighax is the group the players are comprised of, and ch01 is the name of the helicopter that is to trigger music to be played. but i get some error when i start to play... and bighax in ch01 == true or == 1 yields an error in the editor. This should be really easy... And while I'm on the subject of looking like a n00b, is there a wait/delay command for the ingame mission editor?
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my buddy's having this or a similar problem in CWC, and problems in Red Hammer as well. I don't know if its cause of ECP or simple incompatibility, but it ain't good.
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Any group member not present
reconNinja replied to Benny Moore's topic in OFP : MISSION EDITING & SCRIPTING
i haven't tested this yet, but I think if you named the boat to boat01 and then made it to when boat01 wasn't present it would work. I'm assuming the boat and all its crew is in the water, and since OPFP waters are infested with piranhas, there wouldn't be a case of one of the soldiers getting out of the radius without the boat getting out of the radius too. So its safe to say the entirety of the group will be with the boat throughout the mission(at least the part relevant to the group exiting the trigger radius). Therefore you can just substitute the group with only one of them, or as I suggested above, the boat. Next time I load up opfp I'll test this out myself, until then gl -
tail lights on all the Toyotas. They're currently nonexistant.
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Civilian Wings Series (static)
reconNinja replied to Wachtmeester's topic in ADDONS & MODS: DISCUSSION
Could you make one or two of the planes a wrecked model? You could burn them out too so as not to worry about choosing which skin to use for the wrecks. Just a thought, could make for a cool mission having a jet blown up out of the sky and an ops team has to discover what happened, etc. -
Missing addon message for dkm_mod
reconNinja replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
I think he just didn't know what the Comanche is. If someone just outright said Comanche to me, I'd probably be a little confused too. That said, Comanche rocks!! :)