walmis
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i've modified the initialization script, stripped it down to the minimum, and now when it's called, mando_missile_init remains false, so the mission can override existing values. As for the missile replacement, if mando_missile_init == true, then it will never replace anything.
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Which of the problems do you think is solved? - Mando missile initialization overriding correct mission one? yes - Mando missile replacement overriding correct mission one? yes - Using and renaming other's people work without asking for permission? I didn't rename anything, all your files used have proper headers indicating it's your work. I see you're not happy with this, maybe i should keep this mod to myself then?
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I think i've solved the problem. Going to upload a new version shortly.
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That init.sqf from config.cpp is executed not on mission startup, but on game startup.
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Ok, i've improved the existing version. Now the mission reinitializes with it's variables, so the values are not imposed by the addon. Also the replacement works fine, since this addon replaces only the javelin, every other missile is up to the mission's author. Tried most of the demo missions, everything works fine.
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Yes, it's "enviromental", no need to edit existing missions. @Alex[Dev]72 sorry dont know the ammo box, try using addweapon, addmagazine commands
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This addon is made out of mando's javelin mission, I've modified some scripts from that mission and converted to an addon so now it works for every mission. The javelin now works more realistically and has two fire modes - top attack and direct attack. Also i've made a realistic launch sound. Required addons: mando's missiles 2.3 and extended eventhandlers. Download v0.2 Version 0.2 changes: Fixed scoring. Fixed incompatibilities with existing mando missile missions. Smokeless javelin. Signed.
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try a different browser EDIT: Fixed, should work with ie too.
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Stargate MOD RC4 patch released This patch contains all the previous fixes released earlier. RC4 Release notes: * New feature: A portable notebook. It is used with the dhd. Its is also resizable. By default it is disabled You can enable it by walking to the dialing computer, and selecting "write down stargate addresses " from the action menu. If you want to enable without doing that, simply execute [true] exec "\dsf_sg_dhd\sqs\notepad.sqs", true will enable the notebook, false will disable it. Hope you enjoy this nice little feature. * Tweaked the stargate LOD <a href="http://www.ofp-sgc.com/components/com_zoom/www/view.php?popup=1&q={obfs:225227208219224263269286217223203263275270286219209259224215219214263275286220219208263275 }" target="_blank">screenshot</a> download @ www.ofp-sgc.com sorry cant put a link here, my site's leech protection is working
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strange,i didnt use that, openup mission.sqm, press ctrl-f, write in staffweapon and hit delete. or you can download sgc soldiers pack
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yeah, noticed that happens on pre placed buildings, if you place a building in editor, it doesnt seem to happen
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is your gate in a building? Sometimes ai dont move to the gate. You could try pointing them to the gate, using F1-F12, and clicking on the gate
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Ofpec is down so, does anyone have any 3d dialog tutorials lying around? I would be really appreciate if someone could send them. heres my email: walmis (at) balticum-tv.lt
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Stargate MOD RC3 patch released This patch contains all the previous fixes released earlier. RC3 Release notes: * Transport now works on setpos'ed gates. * New auto iris wrapper that let's you auto iris the gate more easily. [yourstargatesteps,1] exec "\dsf_Sg_dhd\sqs\autoiris_wrapper.sqs" for enabling, and 0 for disabling * Fixed bug on stargate model of iris appearing at a distance. * Removed the remaining MP debug messages.
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try internet explorer