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About seedhe

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  1. seedhe

    Landrover 110

    @ Deliltmon That texturing on your Land Rover is great!. I consigned some things to the "too hard"/"not enough time basket" and reassured myself with a "I'm just keeping the face count low" without thinking about the overall impact on the finished product having done the bonnet (it added 11 faces) I decided to redo the headlights (300 ish). And although it'll probably be of no consequence in game, it has made all the difference when you are taking a closer look. Looks like you have yours done but if you would like I can send you some links and I have taken stacks of digital photos. Oh and thanks for the feedback. @ Fighter I asked to have the thread moved because the file being mirrored was "pre-beta". I didnt expect for it to be so widely distributed. But the good thing that came out of it was that I was motivated to pull an all nighter on Saturday to get it to Beta stage. Nice Screens BTW. @ Major Fubar I havent come across that (yet). Did you download the original 110.pbo as well as the seh_110.pbo? As you say maybe its a conflict (hopefully...).
  2. seedhe

    Landrover 110

    The beta version is avaiable as a rar or a zip @ wantingcobra and fighter Thanks for hosting the file, could you update the obsolete file with the above. @Kuba The addon is based on vehicles used by the Australian Army, they are referred to as one tens (110's) or depending on the variant RFSV etc... I'll look into that some more though. @ DKM Jaguar Thanks for the feedback. I havent noticed the flying problem, but the weight is set accurately in Oxygen. I did change damperforce/size in the config because once ingame the suspension was dropping by ~100-150mm (4-6 inches). I will be looking into it. The lights and bonnet issues are partially lazyness and partially trying to keep the vert/face count under 3000 (maybe too low?). I agree that the black has got to go. I like the "3d" effect of the doors but you are right now I look at it again it should be much more subtle. The battery box compartment is modelled in the beta. Again thanks for sharing your thoughts. @ @cero I had made desert textures but to include it (using the only way I knew how) meant adding another 2 p3d's and 2 340k pac's, in the end I decided it wasnt worth the resources. Especially since I had never seen 110s in desert camo. As this is my first addon I'm still learning to walk, once I'm up and running I'll look into the tecniques used by RHS thanks for the heads up. Edit: changed formatting.
  3. Thanks for the clarification. This is probably common knowledge for people familiar with Oxygen, but I couldnt see it clearly at first in my rage at thinking I would have to retexture. Using the face properties dialog (e key) you can edit the path of your textures. You do this texture by texture not face by face, so you only do it once per texture not for every face. Hit ctrl+a to select all the faces then type the current path and name of of the texture you want to edit into the text box at the bottom of the dialog - and press the "filter by" button. You can then edit the path in the text box and click "Ok" and so on for all of the textures. Edit typo
  4. I have had no luck with changing the size of the texture name, hex editing works fine when using the same number of characters but my original path is too short. If anyone has been able to do it could you let us know the method/editor you used.
  5. seedhe

    Op flashpoint 9800 pro issues

    I have a Radeon 9800 pro 128MB and have no problems with OFP. System- Asus P4c800e P4 2.6c 2x512 ram Radeon 9800pro (Sapphire) Did you uninstall the previous video card drivers before installing the new card?
  6. seedhe

    Ofp movies

    From an intro to a mission that I never got around to finishing. Small ~ 1.4MB Large ~ 15MB I used FRAPS for the capture and winxp's movie maker for the editing.
  7. seedhe

    Is it possible to find out,

    (Fixed that last sentence, should make sense now.) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">are you saying the dammaged EH does not work on planes and other vehicles? <span id='postcolor'>Yes that is what I was saying. My original post was not directed at you bn880, just posted to share a script (with the OP) that I came up with when I was playing around with event handlers.
  8. seedhe

    Is it possible to find out,

    Try a call to this script from your event handler-</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_numberElements = count _this _i = 0 _theText = "" while "_i < _numberElements" do {_theText = _theText + format["_this select %1 = %2\n",_i,_this select _i]; _i= _i + 1} cutText [_theText,"PLAIN"] ;or use ;hint format["%1",_theText] exit<span id='postcolor'> The "dammaged" handler doesnt work on planes or other vehicles.
  9. seedhe

    Improved unit editor

    I see a potentially major problem with maximum flexiblity of appearance/loadouts. Dont get me wrong I like the idea, just playing a bit of devils advocate here. There is a pretty steep learning curve in a multiplayer environment (especially in advanced mode) being able to identify the differences between east and west in the current version of the game. We all have the differences committed to memory by now but if you have a guy 50-100m away running towards your position with a uniform you havent seen before and carrying a weapon you cant identify at that distance, theres gonna be tears
  10. seedhe

    Deleting markers ingame

    You could set the marker type to "empty". From the comref- </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">markerName setMarkerType markerType Operand types:   markerName: String   markerType: String Type of returned value:   Nothing Description:   Set marker type. Type may be any of: "Flag", "Flag1", "Dot", "Destroy", "Start", "End", "Warning", "Join", "Pickup", "Unknown", "Marker", "Arrow", "Empty". Example:   "MarkerOne" setMarkerType "Arrow" <span id='postcolor'> eg. "MarkerOne" setMarkerType "Empty", an empty marker is invisible on the map.
  11. seedhe

    Getting m2 machineguns

    You could get the M2 to target and fire at a barrel, it will continue firing until the damage == 1. So by setting the damage back to zero you can keep it firing. I messed around with something like this a while back but dont recall the exact script you could try something like-</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_m2 = _this select 0 _barrel = _this select 1 _m2 reveal _barrel #Loop ? !alive _m2 : goto "Exit" _m2 doFire _barrel _barrel setdammage 0 ~2 goto "Loop" #Exit deletevehicle _barrel exit <span id='postcolor'> To get the m2 firing in the air setPos the barrel in the loop too otherwise it'll fall out of the sky. The skill of the m2 will effect the rate of fire - high skill  will give you constant fire.
  12. seedhe

    Artillery scripts?

    Here is a thread I started in User Missions with a link to an artillery control interface that works in MP. To save a mouse click here is the link to the website. There are plenty of screenshots to help explain what its all about and how to use it.
  13. seedhe

    Crap im a lamer...

    Try changing the dimensions of your jpg/paa. I think the picture must have sides equal eg. 128x128 or have factor of 2 eg. 128x64.
  14. seedhe

    Artillery in missions

    It works in multiplayer, see the readme.txt for details. I wont be adding any way of measuring distances, as it is I think it is a little too user friendly from a realisim point of view. You could do this easily enough with the laser designator and a basic(?) script though I have found with a little practice I will rarely need more than one or two marker rounds to get close enough to the target to be effective. Just keep in mind the grid on the map(when zoomed in) forms squares with 128 metre sides which are ~180 diagonally.
  15. From the Official Command Reference- </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">sideChat chatText Operand types: Â Â chatText: String Type of returned value: Â Â Nothing Description: Â Â Type text to side radio channel. Note: this function only types text to the list, it does not broadcast the message. If you want the message to show on all computers, you have to execute it on them. Example: Â Â soldierOne sideChat "Show this text" <span id='postcolor'> The comref is avaiable at www.flashpoint1985.com/doc/comref_102002.zip A comref in the hand is worth two tutorials in the bush.