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vade_101

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Everything posted by vade_101

  1. vade_101

    Wargames addpak 4.0 released

    Is there any sort of guide to making addons WGL compatible? i'd be quite interested in doing a version of my units that fitted in with WGL, even if only for personal use...
  2. vade_101

    The mod that died

    If it was the one i think it was, in the Netherlands - I think 22 people died.
  3. vade_101

    Correctly calibrated gl sight!

    These days they more often use the Diemaco C8 SPW with an AG36. 16AA Pathfinders and Royal Marines BPT on the other hand...
  4. vade_101

    Puma

    you could try changing it to NEW_Puma as that would maintain the lengths of the Paths.
  5. vade_101

    Ofp combat photography 2. no pics over 100kb

    Paras from 1st Battalion, The Parachute Regiment on patrol in Nogova. Rifle Section from The Irish Guards takes up a defensive positions beside a roadway.
  6. vade_101

    Puma

    ah, no. but you can do a find and replace using a Hex editor, the only limitation is the new path and the old path must be the same length.
  7. vade_101

    Puma

    That is when the wonderful world of wordpads find and replace comes in amazingly useful saved us a ton of work when we changed the TAGs on the addons.
  8. vade_101

    Falklands mod progress

    Excellent. Very impressive stuff
  9. vade_101

    1800's addons?

    I'd certinally take any British/French napoleonic units you have off your hands, if only to see if i can't work out some of the scripting for them.
  10. vade_101

    1800's addons?

    shame, i always thought it would be more than possible to do a decent "Skirmish" scale napoleonic engagements. would take quite a bit of scripting, and some nifty effects work. but more than possible.
  11. vade_101

    Config.cpp help

    if have the gun inherit from the M16 rather than Riffle. class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: Mgun {}; Class m16: Riffle class g3: m16 { That should give it some sounds (the m16s)
  12. vade_101

    Ferret. new screenshot at http://ofp.gamezone.cz

    The only big problem with the model as it stands is the lack of LODs. i.e none. there are also some minor lighting problems and it has no 'tag' at the moment either. but the model, config and animations seem fine. we're having our vehicles chap take a look at the moment.
  13. I'm having some problems with the GetIn Eventhandler at the moment the line in the .cpp reads: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> GetIn=  "if (player == _this select 0) then {_this exec  {\ukf_infantry\scripts\getin.sqs}}"; with getin.sqs just being: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hint "Got In" But at the moment, nothing seems to happen. no error messages, just a lot of inaction. any ideas?
  14. vade_101

    Help with googles

    you could have just asked me tankie ;) no it woudn't. you only have to remove the inner faces (the ones facing the player) not the entire helmet. but the eventhandler route doesn't work. trust me. i've tried. "GetIn" only works for vehicles and detects when a unit enters it. you have to set up a monitoring script that hides the relevant parts when the unit is in the vehicle, and puts them back when it isn't.
  15. vade_101

    Ecp released!

    I had this happen once too, didn't put it down to ECP, but it was running. an APC full of soldiers went "invisible" and all you could see was the weapons ... when the soldier debussed from the apc the weapons floated in the air. very odd. alt-tabbing out of flashpoint fixed it for me. only happened one time. (so far)
  16. vade_101

    Getin eventhandler

    got you, thats a pretty fundamental misunderstanding. thank you would you have any idea what the code for checking if the player is in a vehicle is?
  17. vade_101

    Getin eventhandler

    Again doesn't seem to do anything has anyone used GetIn before to do anything? Perhaps it would be clearer if i said what i was trying to do, my models have removeable helmets based on the KMARNS system, and in common with those addons have the problem whereby the helmet, chinstraps &c. (all the inward facing items that are textured by "setobjecttexture") on the head are visible when the unit enters a vehicle, what i'm trying to do is detect when the unit is in a vehicle (and is the player), pausing the main helmet/on off scripy and hiding the relevant faces. once the player leaves the vehicle - i'll restart the script again. i thought the GetIn eventhandler would work best for this, but if anyone has any other suggestions i should be very glad to hear them
  18. vade_101

    Getin eventhandler

    Yeah, the Init eventhandler works just fine .. i think i am doing something wrong, since i can't get the 'GetIn' eventhandler to work in the mission editor either...
  19. vade_101

    Uss nimitz by hawk & dasquade

    Info CVE Carriers More CVE Carriers
  20. vade_101

    Getin eventhandler

    tried it with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">GetIn=  "if (player == _this select 2) then {_this exec  {\ukf_infantry\scripts\getin.sqs}}"; and still doesn't seem to do anything when entering the vehicle. i fell i must be doing something fundamentally daft. the whole eventhandlers is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { Init="[_this select 0, 1] exec ""\ukf_infantry\scripts\ukf_init.sqs"";"; GetIn=  "if (player == _this select 2) then {_this exec  {\ukf_infantry\scripts\getin.sqs}}"; fired = " if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}"; };
  21. vade_101

    Getin eventhandler

    Thanks, i'll give that a go...
  22. vade_101

    Mission makers changed to addon makers

    Certinally true that a lot of missions don't get to the stage of a 'public' release, BAS and FDF being the most notable exception to this 'rule'. but there are plenty of people making missions for clans, squads and the like .. that while possibly not polished enough for general consumption are a lot of fun to play...
  23. vade_101

    Ofp combat photography 2. no pics over 100kb

    nice webbing deadmeat ;) Yeah, both right. 16AA Pathfinder Platoon.
  24. vade_101

    Request: sa80 + p90

    Actually, that one has been binned, you should see the new one
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