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r1c0cH3T

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Posts posted by r1c0cH3T


  1. I'm having a bit of trouble with the Apache.

    On missions that include the Apache the following error appears:

    Error loading ffur_apac\fz_ffur_ah64d.p3d (Magic)

    Same thing appears in the mission editor. When I use the Continue button to force the mission to start in the ME, the Apache is invisible but clearly there though when I start the engine, it flies off into outer space after the dust is kicked up.

    Also, when trying to load a single soldier on Desert Island with an empty Longbow, I get the error:

    Script \ffur_apac\scripts\initd.sqs not found


  2. They just don't understand. For those who think it's all good and fine, try opening O2, 3DSMax, or any other modeling program and spend hours and days of your personal time developing that same exact chopper from scratch for free - for a community that you expect to respect your work. After you've done so, come back and re-read this thread and maybe, just maybe, you'll begin to understand.

    BTW: I'm not pointing the finger at Vit, just those who think its fine to convert work and not give credit for it and/or releasing other peoples work without permission first.


  3. It depends on which type of garage door your looking for.

    A more "residential" look which is what most fire houses here in New York:

    http://www.clopaydoor.com/basics.asp

    The door is broken into even rectangular "sections" which are bent along a track as it curves upward. This is probably what your looking for.

    The one-piece-slide-upward garage doors aren't typical. The motor has to carry 1 huge piece up to the top from the top.

    Here is another type which is typically used for businesses and industrial docks, etc.

    http://www.doorsys.com/rolling.htm

    These are also split up, but in smaller rectangular sections allowing the gate to be rolled up into an overhead roll compartment which houses the motor as well.


  4. Very nice, but I have a few bugs to report:

    a.) The radarjammingthingamabobflaresystem "detects" JAM 2.0 RPGs (AA).

    b.) Players can eject from the craft. Those who do out of damaged planes are automatically warped back into the wreck (once it blows up). Empty parachutes can be seen.

    c.) The replace-with-wreck spawned 2 wrecks once after 1 Apache was downed.

    d.) It looks weird when there is an engine failure (main rotor shuts down) and a tail rotor failure happens at the same time. The chopper spins at an even rate even when the main rotor is not moving (which technically speaking: is impossible).

    Point A: Unknown how to fix; many other addons with missile warning have the same problem.

    Point B: Tradeoff given some damage effect scripting and some other points.

    Point C: Known issue, noted in manual and readme. wink_o.gif

    Point D: Random issue resulting from the damage scripting.

    b.) Couldn't it be possible to disable the Eject option? I doubt I'd be possible to jump out of a chopper like that anyway (I believe the RAH-66 Comanche by DKM had ejection disabled).

    Great addon, great work guys.


  5. Hmm...can't recall these...out of curiosity what mods do you run on OFP?

    I'm currently running only one real "mod" and that is ECP 1.085 (and DXDLL but it shouldn't affect gameplay) and a bunch of addons.

    To reproduce a:

    Place a JAM 2.0 OPFOR RPG (AA) and hover over him for a while.

    To reproduce b:

    Place 2 BIS OPFOR AA and let them shoot you (must hit) until the chopper can no longer stay in the air. Promptly eject your gunner and eject yourself a good height above the ground. Wait until the chopper explodes. The screen should black out and you'll end up in the seat of the wreckage. Hop out and you should see 2 empty parachutes in the air.

    To reproduce c:

    Unknown... Try ejecting from the craft well in the air and let it hit on some sort of declining hill. Good chance it may not work.

    To reproduce d:

    Trial and error - Place 2 BIS OPFOR AA and let them hit you in the chopper. Try until you get a tail rotor failure and the main rotor failure (or whatever it was).


  6. Very nice, but I have a few bugs to report:

    a.) The radarjammingthingamabobflaresystem "detects" JAM 2.0 RPGs (AA).

    b.) Players can eject from the craft. Those who do out of damaged planes are automatically warped back into the wreck (once it blows up). Empty parachutes can be seen.

    c.) The replace-with-wreck spawned 2 wrecks once after 1 Apache was downed.

    d.) It looks weird when there is an engine failure (main rotor shuts down) and a tail rotor failure happens at the same time. The chopper spins at an even rate even when the main rotor is not moving (which technically speaking: is impossible).


  7. No... I've got the blueprint already, I'm trying to see if I can test a window texture onto the window frame that I made. When I press A though to bring up textures, it says the blueprint is loaded and I can only crop, edit, etc. the blueprint.

    [ANSWERED]If I have an image in the background (in O2) being used as a sort of blueprint, how do I set a texture onto something? Everytime I try to do just that and press A, it says the background texture is loaded and I can't apply anything on the actual part. Do I HAVE TO remove the blueprint background in order to load new textures?

    [ANSWERED]Regarding windows, I looked through the forums and found little on windows (perhaps the wrong keywords). I managed to make a test window though, but how do I apply it? Do I make a flat square for example and apply the window texture on there?

    Todays Question:

    I accidentially miscalculated and made the model 6 inches too long (and I want the damn thing perfect) and since I used Correct Aspect, that'll mean the model is also 6 inches too high. Is 0.1524 meters long? 6 inches seems to be so. huh.gif It's not really much of a hassle, since I haven't made that great of a progress on it.


  8. Thanks, I'll consider that when I start making the textures (if I get that far, let alone make it myself - still looking for a texture artist of anyone is interested wink_o.gif ). The texture I was discussing is just a drawing that I'm building off of. As long as I can see the lines, I'm fine (thanks to PAATool).

    help.gif

    ^ Questions in my previous post! ^


  9. Well... The "object" that I'm making is 51.5 feet long, or 15.6972 meters. I made it so each box on the grid equals 1/4th of an inch and used that to add 5.5/5.6/5.7 more invisible boxes. I took note of where the end was and put the curser on the line and dragged it to the other end of the grid. Loaded the texture and used Correct Aspect and that's what I'm making what I'm making off of right now. Not very accurate, but it should bring it within a few centemeters/inches of the real thing (I hope).

    Todays Question(s):

    If I have an image in the background (in O2) being used as a sort of blueprint, how do I set a texture onto something? Everytime I try to do just that and press A, it says the background texture is loaded and I can't apply anything on the actual part. Do I HAVE TO remove the blueprint background in order to load new textures?

    Regarding windows, I looked through the forums and found little on windows (perhaps the wrong keywords). I managed to make a test window though, but how do I apply it? Do I make a flat square for example and apply the window texture on there?


  10. wow_o.gif Thanks for the tips, I used PAATool and it does all I want - with the exception of a pink "film" over the entire texture. No worries, it's not the actual texture yet anyway, just an outline.

    As for the grid: It's really limiting. Perhaps someone could make a "hack" or if BIS would be so kind to patch it up for us. So, I'm guessing there's a lot of estimating and approximating goin' on for addons that exceed 10m*10m*10m? Time to break out the ruler...


  11. Hello, I started this thread so I wouldn't end up spamming this forum when I actually get started. Here are some starters:

    I was wondering if anyone knows why some textures turn out with a pink border? The photo I'm planning to use is black lines on a white background. Some lines turn up pink, some disappear all together.

    Also, is it possible to expand the 10x10x10 grid?

    Thanks,


  12. Great heli!!! Love the option to just shove whatever you want in there (except tanks of course) without having to "lock" it in place. Would be nice to be able to keep the cargo bay open while in flight so we can shoot our cannons out the back :P

    Is it just me or is there suppose to be noise when opening the cargo bay? It looks big and machinary usually doesn't stay silent biggrin_o.gif Also, sometimes when I get out of the chopper and get back in, my foot goes into the panels... Is it possible to crank up the engine volume when you open the windows?


  13. I wasn't talking about the FPS I was talking about that the soldier is higher then the ground as he is walking on 1/2 ft. of air. And I have AA...for a while. Well I don't have it installed at this very moment but I have tried and played with AA.

    What version was that? Maybe they fixed it in the recent versions (latest 2.2.1).

    As for the breathing, you just have to time it right. If you were in enemy territory in an open or even closed space, wouldn't you be breathing hard? Also, it does "waver", just not as noticably as the breathing makes it look. Even if the developers did integrate an option like that, it would be rarely used. Besides, the keyboard is all clogged up with controls already.

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