-radkeff-
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core_pfieldgroups_3
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Interests
Expressing my anger
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Matrix Flashpoint Whoa Hay Kihap <Another image removed> Poow <offensive image removed> Ooops wrong button
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From ur site: biblereader ?! lol  ...now thats vital for todays modern stressed christian... now im gonna test the template..
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hmm...i've seen this fella before...*thinks*....yes i know...KGB drove them in that old blockbuster "Firefox" starring clint eastwood
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i can very much agree with that...the ground textures are beautiful...not to mention the planes...*drool*
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Hey ! Im the new employee...now - obey me  Â
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yaikes..me bored..Heres some-zombie pics Suck this mr zombie ! Hmm..im not sure of his face expression...does he panick ? or like it ? All hail buffy the vampire slayer ! A can salute you too, boys....what ?
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oh god lord..he looks precisely like my grandpa  Â
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Oh joy and glory...i finally got it to work, thanks for the help bratz  now if anyone is interested it was by removing these brackets:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Soldier: Man {}; class SoldierEB: Soldier {}; class SoldierESaboteur: SoldierEB {}; class SoldierESaboteurPipe: SoldierESaboteur {}; class SoldierESaboteurBizon: SoldierESaboteurPipe { displayName="$STR_DN_ADD_BIZON_SOLDIER"; weapons[]={"Bizon","NVGoggles","Throw","Put"}; magazines[]={"BizonMag","BizonMag","BizonMag","BizonMag","PipeBomb","PipeBomb","PipeBomb"}; };  <----------------------------this class EventHandlers { init = [this] exec "\bizon\cp.sqs"; };<----------------------------this }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyBizon: ProxyWeapon {}; }; };
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Now im sure this is something very basic..whats wrong ?? eventhandlers is a derivative of cfgvehicles put it in your cfgvehicle class ie: can have seperate eventhandlers for each vehicle class you configure when i try this code ofp kicks me into desktop without a error msg...c'mon guys..*sniff*..im getting depressed here
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unfortunately i thought of that too...cp.sqs is:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop hint "hora" ~1 goto "loop" i guess i could try with another eh....
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hmm...it didnt work...the strange thing is that i dont get a single error msg !...any more ideas ?
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I want a script to be executed when picking up/using a weapon..heres the code, check the last rows:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Bizon { units[]={"SoldierESaboteurBizon"}; weapons[]={"Bizon"}; requiredVersion=1.260000; }; }; class CfgAmmo { class default {}; class BulletSingle: default {}; class BulletSilencedSingle: BulletSingle {}; class Bizon: BulletSilencedSingle { hit=7 indirectHit=1 indirectHitRange=0.100000; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class BizonBase: Riffle { scopeWeapon=1 scopeMagazine=1 model="\Bizon\Bizon"; modelOptics="\Bizon\optika_Bizon"; picture="\bizon\w_bizon.paa"; count=64 optics=1 opticsZoomMin=0.350000; opticsZoomMax=0.350000; distanceZoomMin=300 distanceZoomMax=300 displayName="$STR_DN_ADD_BIZON"; displayNameMagazine="$STR_DN_ADD_BIZON_MAG"; shortNameMagazine="$STR_DN_ADD_BIZON"; drySound[]={"weapons\M16dry",0.003162,1}; modes[]={"Single","Fullauto"}; class Single { ammo="Bizon"; multiplier=1 burst=1 displayName="$STR_DN_ADD_BIZON"; dispersion=0.010000; sound[]={"\Bizon\bizon",0.000316,1}; soundContinuous=0 reloadTime=0.100000; ffCount=1 recoil="riffleSilenced"; autoFire=0 aiRateOfFire=0.500000; aiRateOfFireDistance=500 useAction=0 useActionTitle=""; }; class FullAuto { ammo="Bizon"; multiplier=1 burst=1 displayName="$STR_DN_ADD_BIZON_AUTO"; dispersion=0.015000; sound[]={"\Bizon\bizon",0.000316,1}; soundContinuous=0 reloadTime=0.070000; ffCount=1 recoil="riffleSilenced"; autoFire=1 aiRateOfFire=0.500000; aiRateOfFireDistance=500 useAction=0 useActionTitle=""; }; }; class BizonMag: BizonBase { scopeMagazine=2 picture="\Bizon\m_bizon.paa"; }; class Bizon: BizonBase { scopeWeapon=2 magazines[]={"BizonMag"}; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Soldier: Man {}; class SoldierEB: Soldier {}; class SoldierESaboteur: SoldierEB {}; class SoldierESaboteurPipe: SoldierESaboteur {}; class SoldierESaboteurBizon: SoldierESaboteurPipe { displayName="$STR_DN_ADD_BIZON_SOLDIER"; weapons[]={"Bizon","NVGoggles","Throw","Put"}; magazines[]={"BizonMag","BizonMag","BizonMag","BizonMag","PipeBomb","PipeBomb","PipeBomb"}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyBizon: ProxyWeapon {}; }; class EventHandlers { init = [this] exec "\bizon\cp.sqs"; }; }; Now im sure this is something very basic..whats wrong ??
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I guess that game would make some serious threat to multiplayer Nah..i'd think i would blast away...even if they could be conscious, i guess humans would make a diffenrence of someone standing next to you and someone living in a box (computer) I think you would even rate animals higher because if that ai was in a game then you could create and delete that ai like we are creating and deleting ofp's ai...
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High detail weapon pack released!
-radkeff- replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
this is sooooo nice...very good job -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">radkeff, so intelligence in your view is basically only a human quality.<span id='postcolor'> First of all i never claimed that...second i never claimed that my list was definite...however cant you have more or less of a skill ?..like 0.03 analysing, 10 learning and 7 problem solving ? maybe a cheesy example but you get the point.. now lets debate