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stoppelhopser

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Everything posted by stoppelhopser

  1. stoppelhopser

    Ww2 winter wehrmacht units

    tnx m8 @architekt: still some work 2 do on it. i´m currently fixing another voice variation... maybe a couple of weeks to a beta
  2. stoppelhopser

    Ww2 winter wehrmacht units

    hmm, all i know is that something´s gonna happen there soon . i suppose an update will come along with the completed russian infantry addon...
  3. hi, dunno if that is as config prob... i made custom pictures for my units and set them in config: class cfgVehicles {   class mysoldier : SoldierEB   {       picture = "\myaddon\mypicture"; .... } now ingame it doesn´t replace the picture, but is added to it´s bottom left... whats the matter dammit?
  4. stoppelhopser

    Custom model animations

    hmmmm... i read this post with interest! i have no interest in mechs at all, but i try to find out a s much as possible about what you can do to ofp. and i might be wrong but: i think there´s only two limits set to creating new types of vehicles: 1.) class CfgVehicles::All{}; 2.) your time and stamina so you wanna do mechs? well i don´t see why you couldn´t make a soldier with a turret and a gunner proxy. class All{} provides it as far as i can see. the only prob here is the animations. the set of anims for ofp doesn´t provide mech anims, but you can always define a whole custom set of anims by creating your own cfgVehicleActions, cfgManActions and CfgMoves classes and, and here comes the tuff one, your own f***in set of anims (amount unlimited!. sure you can´t add any new <sections> to your model as they won´t be treated by the engine, but i think with a flexible anim tool you can always define custom "named selections" for your model in o2 and animate them. if it works as i suppose, the .rtm file is scanned for named selections and it´s corresponding move is then performed... if you define a selection like "pendular", and have that selection swing left-to-right in an anim, i bet ofp will swing it, too. but as i already said.... i might be wrong
  5. stoppelhopser

    New sound-files.

    and luckily i tried that b4 making all the sounds
  6. stoppelhopser

    New sound-files.

    hmm... i´m just trying something similar but haven´t found a solution neither: wanna add custom voices to my units via a custom sound pbo. i fear that this is only possible by editing the main config.bin (or .cpp respectively). i stepped through the commented 1.90 config and tried to find an assignement for the voices, but it seems to me that the actual voice assignement is handled by the (inaccessible) game engine. it would be necessary to override <class CfgVoice> and <class CfgWorlds> so the game engine selects your characters for your units. as far as i understand the config the game engine will check the side assignement for your unit (e.g. SoldierWB) and then select a random character from <class CfgWorlds::West::Soldiers>, because that seem to be the only classes defining the "speaker" attribute. i tried all i could imagine with those classes in my config but no luck... there would have to be an appropriate attribute in <class CfgVehicles>, or more precisely, <class man> to assign the desired character to, but either there is none or i didn´t see it....
  7. stoppelhopser

    Landser addon v1.0 is out

    hi, along with a major site update comes the Landser addon v1.0A for Resistance and v1.0B for versions 1.0 - 1.46 njoy
  8. hi, just uploaded a little beta test version of my russian infantry. you need Upminder´s weapon pack for it. njoy
  9. stoppelhopser

    Russian ww2 infantry beta online

    thanks i´ll bring an mg42 with better textures soon...
  10. stoppelhopser

    Russian ww2 infantry beta online

    oh and i believe the "aiRateOfFireDistance" parameter says how near targets have to be so ai shots at them. if you put in 10 as a value i guess ai won´t fire until target is in 10m radius around it
  11. stoppelhopser

    Russian ww2 infantry beta online

    @Zwerushka & USMCSniper: i´m not responsible for any weapon issues. they are Upminder´s weapons. as for the rest... good tips, but this is still a beta which brings me to: @CanadianTerror: next release will bring: - more model detail - corrected textures - tunic uniform type units - standard breeches instead of wadded pants - medic unit - removed "show-pants-though-coat-on-some-anims" bug - units available for every side also the units have only one lod. but the lower res lods will have to wait for the final
  12. stoppelhopser

    Version poll

    hi all, i asked myself whether it still makes sense preparing addons for ofp versions lower than Resistance. This takes extra webspace for the dls and, more important, precious time one could use for other things... On my opinion if someone is so much into the game that he wants to use addons he should also want to be up2date with the versions. I believe there´s some people out there who can´t play Resistance because they cannot afford a faster machine, but if that´s not the majority i´d like to spare the time
  13. stoppelhopser

    Version poll

    no excuse, sir also i didn´t mean to have every forum member post his version here... at least those who have 1.75+ don´t need to
  14. stoppelhopser

    Russian ww2 infantry beta online

    we had a discussion about that matter on the ww2ec board: when i had to decide where to put my landsers to i went for east because there weren´t any russian units yet and all available american units have been assigned to west, naturally... now the russians where actually friendly to americans and enemies to the germans in ww2, and that, regarding ofp, sounds like resistance pretty much... during cold war crisis there was mainly two sides, east(communism) and west(capitalism). but in ww2 there were some more nations involved, and there´s the problem i am just working on an extra "addon" to define my addons for every side so the mission makers can decide what side to use... i also read some complaints about different weapons hardcoded to the addons... well as far as i know you can just use "removeallweapons" and assign the ones u wanna use... cheerz
  15. stoppelhopser

    Russian ww2 infantry beta online

    happy 2 pleaze ya
  16. stoppelhopser

    Landser addon v1.0 is out

    nice u like it well i gotta see about the mg´s. time is short and i want to get the units done first. i am doin a nagant that is almost finished, and i will add more weapons... actually i wanna try make a mchine gun crew for the watercooled mg with custom anims so they pull and push it and set it up before firing. but time sets the limit here....
  17. stoppelhopser

    Landser addon v1.0 is out

    a joint operation might sound like a weird idea, but man have i come across weird ideas in these forums anyway i have already implemented a "double side feature" for my addons
  18. stoppelhopser

    Landser addon v1.0 is out

    Well i think i might just make them available for west and resistance and then it´s up 2 the missionmaker... @desantnik: don´t take this personal sure the side assignement bares some irony. but we could make this a never ending story... if germans are on west they are friendly to all american troop addons available.. if i put them to resistance they can be set to be friendly to nobody and thus can fight russians and other allies, but i am shure some mission makers then complain they can´t make joint operations with russians and americans... we could make a deal though... if our russian friends out there don´t mind showing up under west i don´t mind my landsers talking with russian accent anyway i decided for future releases to make the landsers available for east and res, the russians will show up under res and west. about the animations: i don´t wanna release them before the set isn´t completed. it´s not the prob to adopt the static anims, but they aren´t worth a cent without the interpolations, and that´s the hard bit of work. plus it is more important to get the units done first (but i just couldn´t help playing around with anims )....
  19. hi, i´ve just put up the first landser final. it is version 0.99 and for now only working for Resistance, but i am currently testing it for 1.30. i fully tested it under v1.90 and encountered no bugs check the news section on my site for the download. cheerz
  20. stoppelhopser

    German landser addon v0.99 released

    good to hear you find the mp40 ok. i wasn´t sure about the parameters...
  21. stoppelhopser

    German landser addon v0.99 released

    @miles, thanks alot for your appreciation i just contacted ww2ec about the weapons. actually i´d like to make some myself but i need the basic russian weapons first and i still have to make a final of the mg42 (one lod only, bad textures). i will take care of the russians next (23rd is a date) and as soon as they are in an acceptable state i wanna improve both addons...
  22. stoppelhopser

    German landser addon v0.99 released

    yo desantnik, good u figured it out. i hope and moreover i am sure the latest release will not cause any problems whatsoever. plus many mod groups are currently trying to setup some standards so for future addons there will be less interferences and incopatibilities, or best none at all... for the russians: i think a beta will be ready for feb23rd. and i also like the idea the landser release took longer than i expected (take a look at the changes and you´ll probably guess why), but everything i learned in the progress can go into the russians now.
  23. i am trying to put an animation made with OFPAnim into my addon. i looked at the decrypted config cpp and started off like this: class CfgMovesMC{}; class CfgMovesDX : CfgMovesMC{}; and in CfgVehicles i added: class DX_Soldier : SoldierEB { moves="CfgMovesDX"; .... }; it works like that... evem though that doesn´t help much since my unit uses CfgMovesDX instead of CfgMovesMC, but as the one is derived from the other and nothing is overridden, it´s the same.... now i have to come to the point where i can define in my CfgMovesDX class: class States { class Combat{}; class CombatDX : Combat {..... file="\myaddon\mymove.rtm"; }; }; now ofp keeps asking me for undefined members, like "NoActions.stop" aso.... i don´t get it... any ideas?
  24. stoppelhopser

    Custom animation class in config

    hey dschulle, if you really release that new version i feel all that it was missing will be available! i am really looking foreward to it because ww2 units definitely need reworked anims so they hold carbines like carbines and not like assault rifles all the time... and ohhhhhhhhh... a copy and paste feature ah, one more thing.. when i wrote my class i overrode the default anim. i am not sure now but this seems to mess it up a bit as all units initially kept turning and moving until i gave them orders or moved...
  25. stoppelhopser

    Custom animation class in config

    hi dschulle, if i got Suma right then you have to copy all from CfgMovesMC to your config. i tried all i could imagine to inherit my class from the CfgMovesMC class but as i said above i got only errors about missing members until i just copied everything... i skipped the animation thing though. i would have to animate the weapon proxy, but OFPAnim don´t allow it
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