

.granQ.
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Everything posted by .granQ.
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"SA-11 by BKM" <- where do i find that.. really want to see one that has good "movement".. EDIT: founded a link on ofp.info will check the "commander, firing unit" could be pretty easy done.. if you make one unit that is both the hawk and like 20 meter away you have a command/fire unit.. but they really one vehicle so get in commander will put you in fire unit, and gunner will be more a dummy ai.. of course, should also work with two vehicles (haven't tested this but should work).. in the gunner system (hawk) you make a nearestobject (fire_control), check if there is any close by, and if there is, check if it is "alive".. working that means.. EDIT: Max distance between the missiles and the radar will be 50 meters (due to the nearestobject command).. "i would like them to be able to support multiple radars/command vechicles (like the example above) and if 1 is destroyed, another takes the command.." how good does this work in real life, should be possible to do in ofp. EDIT: will probaly skip this... a flame after the hawk when it is fired could be done very easy, so thats no problem.. the smoke when launch is there, even if can be improved. the model thing.. we (mostly hornet, even if i redid the missil today) are done based on some very bad photos... so a blueprint would be gold worth, but also some other stuff.. good pictures.. i know the missile should be like 4.98 m.. but that is like all EDIT: Will also have prox fuze, if i understand what dinger tries to tell me ;)
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check bas and wgl choppers..
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as the title says, we've decided to release a small promo trailer of SFP 4.0. Do note, this is far from everything included in 4.0. Also the contence of the trailer are not final. SFP 4.0 Trailer (9.8mb) Enjoy. no day for release decided yet.. EDIT: Very stupid to forget the link, fixed now ;)
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thats whats the trailer is for.. ;)
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thanks everyone.. 3 that checked it.. wow ;) guess ofp community lacks broadband..
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Configing the animation & different sized casings
.granQ. replied to bmgarcangel's topic in OFP : CONFIGS & SCRIPTING
cartridge="myp3dfile" with that in ammo part you can make your own casings, or use on of the pistol ones maybe (but havn't checked the names for those) -
Configging until my brain explodes
.granQ. replied to hellfish6's topic in OFP : CONFIGS & SCRIPTING
it could be much.. like a easy misstake is when you change the display name for a weapon you.. displayname="M16"; it looks like this, but you want the "true" version so you make a fast fix: displayname="M16A1; ahh, much better you say, and contine with the code..but if you check the end.. you see i miss a " and then you get that error mess, could be many others but that one is pretty common for me. -
jepp thats ofp.. and fully working, well not really.. it has inside, and works nice, but we havn't done a system with "land on water and ground" that we are happy with, since you have moving gear and such it is abit more complicated then the float cessna...
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something like that? made by ugga.
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Have you considered making a script to model the moving missle pods on the Bradley/Linebacker. For instance, the M2 and M3 cannot fire their missle weapons while moving, so the missles pod is stowed by pivoting into a position next to the turret. Can you write a script which allows the missles to only function when the M2/M3 is halted and the pod is up? I could, but my concern is that it would be useless to AI then. actually, i have made this for our addon (was meant to be alittle extra bonus thing) but since we not doing a m2a2 i think it would be nice we more vehicles with this feature, if you want help, advise just contact me. Can also explain how the "static" weapons in fdf works.. but they require that you can change the config for the soldiers, so they will never work with standard bis ones unless you do a mod for it.
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How to make the submarine dive and surface
.granQ. replied to .granQ.'s topic in OFP : CONFIGS & SCRIPTING
hmm, maybe that will be needed, but my boat was submerged and went up, that was all i tested ;) Everon Cartel's Kilo class submarine <- checked the page, seems like someone made a nice working sub.. then you people can forget you read this, seems a good sub has been done already.. -
First off, this might be old news for everyone, since i haven't checked so many submarines addons.. anyway, i played around with a tank, got a idea and tested it, thought i should share this incase there is some people out there doing submarines addons. What i will explain is how to make a submarine dive and surface with the help of animations. We start with goto the land contact lod. Select all points and make them to a selection with the name: "land". Then in memory lod make two points that you call "osa_landcontact". Also close to the driver put a singel selection with name "diveaction" The thing you might need to config is the osa_landcontact, what we want to create is that the landcontact goes upp higher then our model.. then in config add this lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Animations { class land_ubat { type = rotation; animPeriod = 6.0; selection = land; axis = osa_landcontact; sound[]={"Vehicles\gun_elevate",10.0,1.000000}; angle0=0; angle1=1.90; }; }; class UserActions { class OpenDoors { displayName = "Dive"; position = open_window; radius = 10; sound[] = {"Vehicles\gun_elevate",10.0,1.000000}; condition = "this animationPhase ""land_ubat"" < 0.5"; statement = "this animate [""land_ubat"", 1]"; }; class CloseDoors { displayName = "Surface boat"; position = open_window; radius = 10; sound[] = {"Vehicles\gun_elevate",10.0,1.000000}; condition = "this animationPhase ""land_ubat"" >= 0.5"; statement = "this animate [""land_ubat"", 0]"; }; }; again, not sure anyone done this before, but it works smooth and i like it. Second, a tip for addon makers that makes submarines, if you can, you should place the inside (view-driver, view-cargo) as high as you can, so you see the inside of the boat and not the outside when the boat is submerged, (haven't tested that part but should work) and at last, if anyone wanna write a better tutorial, makes some pictures, please do, since i probaly want do a better one anyway.
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What is it that trigger the custom sound for forest?
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meant the distance, and havn't got initspeed to work.. got it to work, not sure if i maybe tested with wrong config file or anything.. strange but works better now ;)
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what values do i need to tweak if i am gonna make the m203 fire much longer?
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or you just turn the model 180 degress in o2.. what are you working on btw?
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can't there be some rule that not more then 4 pictures in each post? or that not over 100 kb picture for each post, so you can't have 40 small pictures on 50 kb each.. and next SFP release, have no date for that i am sorry,and really i am since i want it to be done soon so i can enjoy our summer ;)
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B61 mod 10 tactical nuclear weapon (5kt)
.granQ. replied to xenom's topic in ADDONS & MODS: COMPLETE
addon sounds cool, peoples replies here doesn't. -
i am sure this topic has been up many times, people finding islands that look like malden and such, but don't think anyone has posted this info on the forum and since it is not in the avon lady's faq it is not official is it? ;) anyway was playing around some.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class DefaultWorld { access = ReadOnlyVerified; plateFormat="$$$ ## - ##"; plateLetters="ABCDEFHIKLMOPRSTVXYZ" //default center position centerPosition[] = {6400, 6400, 0}; latitude = -40; // positive is south longitude = +15; // positive is east What is intresting here is the two last lines. Malden/everon/kolgujev is all in the same place in the world and that is: 40 N 15 E Not very exact position but we can say it is very close to prag ;)
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I have done a fence and some other stuff that uses transpartet stuff.. now they work like a dream ingame, no problem at all.. but i want to use them in WRP tool, and that means i have to bin them. I do that and can work perfect in WRP tool... but when i use the modells that i have binned they not transparet anymore.. something has happen when they was binned... so of course (like i do now) i could have on "pbo" for wrp tool and one for ingame use, but feels stupid.. so what to do?
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ahh thanks, sounds like a working idea.. and the reason i am not using visitor, don't have time to learn another language so i stick with wrptool since it in english and make sense. if there would be some custom "translation" file then maybe but not right now.
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I like the rest have many great memories, like the first "huge mission" (big coop i made).. i almost cried at the end when we lost our blackhawk, we had it for hours and all over everon, came under fire and such.. it was our chopper, remeber me taking a printscreen of shar, at the crashed chopper.. feelings man ;) but still have to say.. me, ugga, sole (i think), some others.. and shar again played on latha.. most people droped out, would it be connections, the bed or something else.. but me and shar we played on and on.. after 10 hours i got CTD (was the server), okey around 4 of those hours we didn't active play, but put our guys under a tree and got some sleep.. but 10 hours no restart just one game and not crash, has to be a ofp record ;) EDIT. OHH. have to add: demo mission (no comment eveyone been there done that) and the forest mission when you lost your squadmates and have to evac.. (same here, everyone has played.. you know the feeling)
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yes it affect sun position and how many hours that is in light and such.. so if you do like north sweden you will have black 24/7 in december and light 24/ in june.. just like real life.. even Selectthis's nam island has this future but the effect isn't that big so a averge man notice.. everyone seem to have played eastborder so thats a good exempel, it uses finland zone..
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Search The FAQ for "real islands". Been there a long time. guess you didn't read my message close enough, seems suma is the only one that really understand me ;)
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you didn't really understand my point did you... "and I do believe that position has to do with the position of the fictional islands in order to create proper stars in the skies and proper sunrise/sunset times".. yepp.. and they based on real life places..