vektorboson
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Everything posted by vektorboson
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I find VBS1 very interesting, because BIS took some ideas from the community; if you look at a mission editor screen it looks like FDF mission editor layout. The observer pack looks like a mix of my Debug Spectator (because of the unit filter) and ECP debug spectator (layout of the three sliders), so it isn't really Kegetys spectator. I think that's fair enough, as BIS supplied us with patches and content for so long. More interesting is the fact, that a wide variety of tools to create game content is mentioned (I overlooked this point at first). Is by this O2light and stuff meant?
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I find VBS1 very interesting, because BIS took some ideas from the community; if you look at a mission editor screen it looks like FDF mission editor layout. The observer pack looks like a mix of my Debug Spectator (because of the unit filter) and ECP debug spectator (layout of the three sliders), so it isn't really Kegetys spectator. I think that's fair enough, as BIS supplied us with patches and content for so long. More interesting is the fact, that a wide variety of tools to create game content is mentioned (I overlooked this point at first). Is by this O2light and stuff meant?
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I don't think that it will get cheaper, as it's a simulation not a game. And I don't think it makes big sense to buy VBS1 for us, since you most probably are not able to make custom addons for it. I don't know really anything about it, but it would make sense not being able to modify it in a way like we can with OFP1. I really hope, that BIS removes the engine limitations from OFP 1, I'll pay for it, too, rather than waiting 2-x years for OFP 2. Btw. nice fighter pilot...
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I don't think that it will get cheaper, as it's a simulation not a game. And I don't think it makes big sense to buy VBS1 for us, since you most probably are not able to make custom addons for it. I don't know really anything about it, but it would make sense not being able to modify it in a way like we can with OFP1. I really hope, that BIS removes the engine limitations from OFP 1, I'll pay for it, too, rather than waiting 2-x years for OFP 2. Btw. nice fighter pilot...
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I'm kind of disappointed too. Btw. anyone knows which was the big surprise CM promised? I hope they didn't mean the XBox video, which I can't look at without registering...
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This is a very interesting topic and the pictures are very good. I hope you keep them coming since I planned to create such a vehicle for my F-117/the ACES project anyway. Btw. the ACES project is an air support addon, it will feature NATO and Eastern Block Weapon systems, a pilot model and some other goodies like stairs to enter your plane.
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I'd say improve old or create new missions or create campaigns for this mod rather than working on the textures or the models. Actually I'm fine with textures and models although they have their weaknesses. But the fact that this mod comes with two campaigns and some missions is very nice compared to almost non-existent missions for other addons.
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Hm, I was at Budel/NL for the German Air Force and we had to do the obstacle course with a lot of things on, especially the G3 was a hell to carry. We had to make a jump, so we could climb a 1.5m high wall. We had to jump with the gun in our hands btw. The smaller guys like me, needed help. I was glad that we didn't had to wear a vest or a backpack, this would've killed me. The second time we had to put our gas masks on... Â
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Hardrock is busy with real life now, so I'm sad to say that he can't work much right now on it. The Eurofighter model is very straightforward; but this addon also depends heavily on the ACES-component (AirCraft Equipment Standard, something like JAM) where we recently found a crash in OFP with the weapon systems. ACES is a lot of scripting, modelling, texturing, researching and config-editing. But we help each other with our planes, and you can expect a lot of features and some surprises, besides the Eurofighter and the Nighthawk. Regarding the 90%: There were already some people in this forum who said, it's the last 10% that take the most time...
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Well, if you want to have custom eye-glass models for every soldier, then you have to change every soldier because the eye-glass models are part of the soldier model. The eye-glass is no proxy. So you can create a new eye-glass model, but it will be only available to your specific unit and not to others. The community would have to agree on a new eye glass model and on the uv-mapping of the textures on it. Then everyone would have to include those model in his soldiers instead of the BIS one. Hope I could help you with this.
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Well judging from some rumour from "insiders" I would say that this scenario seems to be possible...
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Res-tanks not in original config ! but where
vektorboson replied to benus's topic in ADDONS & MODS: DISCUSSION
Resistance has its own data3d.pbo, and the tanks with the stripes are there, if someone's looking for them -
Thanks, the one-man-team appreciates your feedback! The pilot is equipped per default with the BIS Beretta and nothing else. I don't want to add extra dependencies or make even an extra weapon for this unit, I have enough projects on my stack  About the hose: I know that it isn't correctly sized, but if I resize the hose, then I have to remake the mask because the mask isn't correct, too. I don't know how often I already changed the mask, and therefore had to change the texture for it. I'll use the time better for creating nice back textures, because right now the back of the pilot looks really bad, the textures are awful! In fact, the pilot is pretty much ready, except some textures; I'll let people decide what they do with this addon, whether they change the textures or the model. But hey, I'll consider making the hose thicker
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No, it's not, though it looks very similar.
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Is this true, that the Abrams can take 2 TOWs before it is destroyed? Is it based on facts or are people biased on this one? At fas.org it says that the TOW can destroy every tank in the world with one hit (assuming that M1 belongs to every tank in the world) Â
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Yes, it happened to me, too. I just retried and played with 4x time until I was ejected over Lamentin. It was very close to the water, but I landed on land Seems as if the C130 has some random movement that doesn't check whether it's over water! Btw. Colonel Wang is a really cool name... Â
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Use foreach crew _vehicle instead of ... units .... Units always returns all units from a group, therefore everyone in the group ejects from his vehicle.
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class CfgSounds { sounds[] = { "wizchoke", "tomlaunch", ... }; class wizchoke { ...... }; I don't know, whether it will work then, but I define the sounds[]-array in CfgSounds. Either I can't help you. You always can check the distance between the player and the launcher, and decide on this whether to play the sound or not.
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Use _yourunit say "soundclass" instead of playsound. Say is always bound to an object and will be only heard in a radius depending on loudness defined in your sound class.
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Hunt the intruder - out-flank him
vektorboson replied to Footmunch's topic in ADDONS & MODS: COMPLETE
That's how the multi-proxy-system works. OFP disallows having different weapons proxies on one model, so addon makers have to "simulate" them with a Fired-EventHandler. This script does a setpos on the missile/bomb whatever, so it should appear coming from the wings. But I'm gonna try those planes now too! -
Don't want to put my hand into the fire, but I could release the pilot this month (gladly the month has just begun...). Don't know about the Nighthawk, though. But I got also a small surprise to be released... Â
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I'm busy, so excuse me if there weren't updates for a long time. But I can assure you, that this project hasn't died
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Target list transfer when not in same group
vektorboson replied to mad rabbit's topic in OFP : MISSION EDITING & SCRIPTING
Hi, this is untested, cause I can't test it now, but I would do something like this: Take a soldier from Group A and let him join Group B with the join-command. His knowsAbout-values should be transferred to the new group; Then you can let this soldier rejoin Group A again. -
There is a missing "}" in CfgVehicles, thus CfgNonAIVehicles appeared in CfgVehicles Â
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Problems with decrypting data3d.pbo + odolexplorer
vektorboson replied to JGreyNemo's topic in OFP : O2 MODELLING
Hmm, I used this method for some models and it did work. I didn't try it for soldiers/human models though. Well, as I saw, they should've the same Geo-LOD like the demo models, so basically take a demo-model and copy&paste their Geo-LOD into Angelina's.