sirglider
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Everything posted by sirglider
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Yes, it's possible, but you have to script it. I did it for all my UAV's, calculated an approaching trajectory in the 3 dimensions. But it's quite a long work. Soon avaible with the SwissMod 1.1
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So translated in english  Hi to all! We're in the middle of our SwissMod Campaign work and I'm lplaning some cutscenes with one or more soldiers, who speaks swiss-german. Email me for those who have interest in it. Regards Sirglider Â
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Hoi zame! Wir sind in der Mitte unserer Kampagne und ich plane einige Cutscene mit einem Soldaten, der Schwytzerdütsch spricht. Email an mich für die, die Interesse haben. MfG Sirglider
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As far as I know, it's really hard to control a gunner AI. So I'm not sure it would be light for your CPU cause we should need a tight loop of do watch and fire...
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Excellent work! Tell me when I can dl it! Cause in real, I used to shot with it, and it looks really perfect! You've got one to reproduce the model?
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First I would to really congratulate your team for this really nice addon. It's quite heavy, but I even played a two hours SP game yesterday with it! Launch it, guide it to your area, and when you're overhead, set the slider "turn" to the maximum and it will circle above your area without doing more.
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Very nice work Benus! We'll maybe insert it in our mod for our Sig P226. But I don't know where you got the original pictures from, because without the names I would have said that the p226 sight was the one you've made for the m1911 (b) I shot with the P226 in real life, so... But anyway, really nice job!
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No, we are not using turrets on our UAV. There is an AC-130 with two side guns and back gun which has been released, but it takes a lot of CPU to simulate it. I think it's three separate models, the aircraft and the two sideguns which are paste to eachother with the setpos function. As a UAV is an UNMANNED air vehicle, an AI flies it. We only gives him order to move and so. The picture you see from it is a camera which has been created and attached to the vehicle with the command setrelpos. As much as I know, it's impossible to direct a turret occupied by an AI except with a settarget command which means only on objects or units. Â For further information, you can email me as seen that I'm hardly working on a console for our UAV
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Our Island Maker Tetraphoenix is really busy for the next times and he told us that he won't be able to achieve it. So the SwissMod is looking for a new Island Maker. The elevation is completely done. There is still to work to do on the textures, and place all roads and objects. So if you're interested, email me or join us on our Forum Â
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No, but I suggest you take a look at Swissmod's UAV, I think that's what you're looking for  Thx Ironsight for the advertisement, but in the SwissMod ver 1.0, the UAV is exactly the same (except the textures). @thonger: I'm working on a consol working on our UAV for a future release. I'm quite over with the work. Send me an email if we want to cooperate Â
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TURKISH UNION Addon Pack 1 - v1.0
sirglider replied to Gökhan - OFP TURKISH UNION's topic in ADDONS & MODS: DISCUSSION
Broken addon link??? Help! -
Maybe to understand in our campaign... lol
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Thanks for the Bug. But actually, it's not a bug, but you're only not suppose to be in the group of the Ranger. The Ranger is an Unmaned Air Vehicle... It's just to simulate it in OFP. For the Rapier wich needs the GL to fire, correction will be made in the patch. For the Cougar MG without Automatic Retracting Gears, the same, correction comes with the patch. Thx, but as Spark many times said, bugs reports on our  SwissMod Forum please.
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Hi Delta Hawk! As you maybe know, I've worked in cooperation with Bratty and Muts to developp more the towing script. So maybe we can also cooperate to still improve the script. Regards, Sirglider Swissmod's co-leader
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For your lifejacket. Add an action when the nearest cutter is within 10 meters of the floating guy. Then in the statement start a script with the cutter and the guy in the lifejacket. Unassign him from the lifejacket and moveincargo him onto the cutter... That's just my idea. Give me feedback, I could help you if you need (not too much, I'm also working hard on our mod!) Keep working!
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Hi mates! Your work looks good! ... Even if I don't really have time to fully test it! Sorry As I always have new ideas coming into my mind, I've had one especially for your mod. What about a floatable lifejacket? It shouldn't be that hard to modelize and then config it as a ship with max speed 5 or so and put the proxy driver in it. Then you have to make an anim for the guy with the lifejacket on him in a way so that his arms are over it. And... that's quite all. Figure out how to create it when your guy comes into the water... I've got some ideas still coming out... Hope you can still do such good works! Regards
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Fire command unavaible in intro??
sirglider replied to sirglider's topic in OFP : MISSION EDITING & SCRIPTING
That's it! You've found the solution. It was a realy basic mistake from me. I put at the beginning of my script a "variable":<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fire = 0which means it disable the fire command. That's why ofp didn't want to fire anymore! Thx for your help guys! Good sight! -
Hi all, I can't figure out why the fire command doesn't work in my intro. If I copy exacty all the units in the mission part and let it run, my tanks fire perfectly: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mytank fire "Shell" But now if I try exactly the same in my intro part, it doesn't work. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mytank fire# "Shell"; unknown variableSomething like that. Could someone help me? Thx!
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Fire command unavaible in intro??
sirglider replied to sirglider's topic in OFP : MISSION EDITING & SCRIPTING
Hi All! Thanks for all your answers. I don't have that much time to play OFP those days. But I see all your answers and tried some of them. So my tank has following weapons: SWI_155mmSPA, SWI_MG12_7 and SWI_SmokeL and the magazines have the same names. I've also checked that in the game with yours methods. But my bug is further. If I do a simple intro the command works. Also the one with array and the one with the action ["fire","SWI_155mmSPA"].But in my intro, I don't have the command, cause it's a cutscene and the problem seems to be here. For exactly the same situation, but with a camera in my intro, the following error is returned: It's in french, but the error message should look the same in english.It gives me the same result with the fire "SWI_155mmSPA" action. So an other idea guys? Thx for your help! -
Fire command unavaible in intro??
sirglider replied to sirglider's topic in OFP : MISSION EDITING & SCRIPTING
Ok, my error looks more like:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">m1097 fire# "SWI_155mmSPA"; fire unknown operator (It's for the test mission of our outcoming Swiss M109 Kawest) So an idea? -
Hi! I'm making a mission and at the beginning, the dude has to choose between two actions. And I don't want him to do anything else as choose one of these at the beginning. So what I wanted to do is to remove all the actions of a soldier at the beginning and give them back to him after the choice. Any idea? Cause I don't know which ID I have to remove so that it doesn't have actions... Thx Swissmod