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Everything posted by ruff
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also for the groups you dont have a class of LAW soldier, only rpg i love the island but the infantry need work on cpp ill fix it up send it to you if you want (the cpp)
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yeah i looked at what he did he added a "side = 2" parametre on the soldiers thats why it keeps on staying on resistance friendly side. You dont need the paprametre if youve already classed them with resistance soldiers. Also the class cfg groups he put "side= 1" which i shouldve been "side = 2" since "side = 2" is for resistance
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RHS releases: GRU, SOBR, RFMI, GAZ66, Weapon Pack
ruff replied to raedor's topic in ADDONS & MODS: COMPLETE
not really i think the closest thing you can do with bullet drop for ofp in my opinion is in weapons config not the bullet using the opticsmax and min function (for zeroing the rifle) -
http://www.ofpd.org/taliban.php
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just tried these and i say their almost perfect i reckon just fix up some pouches stuff and your good to go even if you dont fix anything their like version 1.00 to me good work LASER!!!!!
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i just love that pic ive seen it so many times and its looks so cool i sent that pic in the "tears of the sun seals" thread havent tried tis addon yet but it already looks awesome
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setcaptive true for whole east side
ruff replied to ruff's topic in OFP : MISSION EDITING & SCRIPTING
thanks alot general! -
the campaign is missing a campaign description ext i cant play it
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need english link
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will do thanks guys
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edited
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setcaptive true for whole east side
ruff replied to ruff's topic in OFP : MISSION EDITING & SCRIPTING
having trouble on actually writing the event hadler for the whole eastside this is the one i wrote "_x addeventhandler" ["killed", {(_this select 0) switchmove "animname"}] foreach list listname; doesnt work anyone help how to write this properly? -
setcaptive true for whole east side
ruff replied to ruff's topic in OFP : MISSION EDITING & SCRIPTING
thanks heaps man -
i comanded the helicopter to land but engine always go off. is there a way is which i can command the helicopter to leave its engines on when ordered to land via activation field. i tried in the trigger act: helicoptername land "land": "helicoptername" engineon true; to no avail ive looked at past threads and command ref and theres nothing on this specfic thing. why wont it keep tis engine on?
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That's certainly the goal. Performance is continually improved and features are added and tweaked, but these things all introduce new bugs... and those bugs need to be found, fixed, and then tested. It really becomes a vicious circle when you keep improving something. It'll be soon. I personally haven't experienced a single bug in SP with 1.079 and the performance is great. It'll be worth the wait. big call good luck
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100% bug free?
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just let the thread die down then when it pops up again in addons complete next april 1st rejoice
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how do i get a whole east unit to ue switch move command using triggers i dont need condition field since im using the east count command if i cant do it i there a script for it? any help would be great
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thanks alot man but now how do i cancel it for every unit i kill (the switchmove)
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setcaptive true for whole east side
ruff replied to ruff's topic in OFP : MISSION EDITING & SCRIPTING
now how do i cancel the switch move after ive killed the unit? -
its pretty good but it lags a lot some bugs also like resistance saying "thank you for rescuing us" when im no where near the area i was thinking you should use less of the rhs infantry and more jam hd east units wtih medium skill setting so it can create more firefight atmosphere and u can use more units with less lagg, just cut down on rhs motorized infantry since its high quality and adds more lag rhs spetsnaz and rhs russian sf are good where they are also why is there 2 AA thats already been destroyed without me doing anything about it? and why is the extraction inside an enemy base? clearing the city was pretty easy. I suggest add more east hd jam units insde the base and make us go insde the city to blow something or kill someone important. also helping out the resistance was way too easy. there should be like a back up truck with infantry inside far away to counter the attack we did on it. that bit was just to easy. overall good mission, alot of tasks which is the way i like missions.
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dont add the laser beam man it looks crap [Please remove image tags when quoting - Fubar]
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dont add the laser beam man it looks crap [Please remove image tags when quoting - Fubar]
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gogogogoogo