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AirwolfPL

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Everything posted by AirwolfPL

  1. AirwolfPL

    A working dog yayayayay

    WOW :-) Really cool! I'm impatient to check this out Anyways - I would prefer to see cats in the game ;P CATZ RULE!
  2. AirwolfPL

    Brake light...

    Try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class default{}; class Vehicle: default{}; class Car: Vehicle{}; class Jeep: Car{}; class landrover: Jeep // you've got to call this class with the same name as your p3d file (landrover name is proper only for landrover.p3d file) { sectionsInherit="Vehicle"; sections[]={"zadni svetlo","brzdove svetlo","L svetlo","P svetlo","podsvit pristroju","zasleh"}; }; }; L svetlo and P svetlo doesn't have to be called like that - you can call these selection with any name (just like L svetlo and konec L svetla selections in the memory LOD) and then configure it in the class Reflectors {}; of your addon.
  3. AirwolfPL

    Brake light...

    It doesn't really matter. Just make sure you'll redefine your's model's (brzdove svetlo, zadni svetlo, etc) selections in the CfgModels section of the config file - otherwise it won't work correctly sometimes.
  4. AirwolfPL

    Project to unify airplane addons

    That's very good idea. I've been thinking about it some time ago as well. It's very important to standarize all of the missiles/bombs (or even ffar launchers, racks, and fueltanks as MLOD prefabs). Even if jetfighters are totally useless in OFP such pack is just a must.
  5. AirwolfPL

    Smoke deployed by vehicles...

    Take a look into mine Tent Deploying script (it's in the mine VW Microbus pack) it's not working with a high precision, but it actually sets the object in front of another object. You can also refer to the similar script I included in this addon this addon (bottom of the side). Anyways it seems the last value in the setPos array is totally ignored, and object is always set on the ground level.
  6. AirwolfPL

    Bas tonal-tango pack

    Aaaahhh... that's this problem... Yeah I already encountered it with my randomized units (Mi-2's to be precise) long time ago - I just didn't suspected those civilians are randomized - I tought it's some kind of missing mesh in the LOD problem (and to be honest - I've been so impatient to check this addon out I didn't read the readme file ;-) Thanks for clearing this out...
  7. AirwolfPL

    Bas tonal-tango pack

    I won't be original, saying the island is great (and I saw only small part of it) :-) Old OFP is looking now almost like NovaLogic's Black Hawk Down, and graphic is still smooth even on mine PC (1GHz Athlon Classic + 384MB RAM + GF2MX). Campaign also seems to be worth of playing (I just passed first two missions). BTW: I've found small bug - it almost always happens in the first mission of the campaign (I'm not loading any not-BAS addons, on the game's startup, and engine's version is 1.92b): That's the woman which stands in fron of the church, did she casted some voodoo invisibility spell?
  8. AirwolfPL

    Project to unify airplane addons

    Indeed, but then whole idea of the standarized scripts is that you have one, the same script for all of the addons not several versions of the script customized in some way by the addonmaker :/ And you can customize scripts in other way - calling them with parameters (you know, all this [_this select 0, 3] etc.) so you can set the radius of the downwash effect, or the place of the fire in the burn script). Another good thing about the separate PBO file is that when the maintainer will update the scripts inside this PBO file - you don't have to release/download whole new addon with the scripts inside - you just downloading new small PBO, and voila - all the addons using this script are updated immediatelly.
  9. AirwolfPL

    Making chains

    If someone is still interested how to make chains etc. then check this out: Download: awcatapult.zip (390KB) LOL
  10. AirwolfPL

    Project to unify airplane addons

    Very good idea. But don't you think it would be good idea to include flaming, downwash and dammage scripts for the choppers as well? Maybe also jammer script and flare script? Of course all those scripts should be packed in the "external" PBO file not included inside the addon (only then this idea makes any sense).
  11. AirwolfPL

    Bell 206

    Anyways I personally prefer to receive comments about my addons right here - on forums, or in the comments to the news posted on the news-sites than in e-mails. Even if the thread about Martin's great Bell 206 isn't very long it doesn't mean that no one appreciates such addons or isn't interested. Civilian addons aren't generally very popular, but I'm sure there are guys who really enjoy to play with such addons (I'm one of them . If someone wants to have a lot's of interest in his addons, comments, long threads about his addons on forum etc. then he should release BAS-like military, special forces addons not civilian stuff. PS.: I'm afraid that something wrong is going on with Martin , and I have even more reasons to this way (but don't ask me about it anyways), but I hope he'll stay with us, because he is one of my favourite addon makers.
  12. AirwolfPL

    Gastovski, troska etc

    LOL I had a good time reading this thread. Please continue it :-)
  13. AirwolfPL

    Far cry's unscripted ai behaviour

    OFP AI is of course pretty impressive in many aspects (for example when Tank gets destroyed AI soldiers are boarding AI APC without any orders given by player, I've been impressed many times by officers boarding car I've stolen to move faster etc). Communication between team members is pretty good. But most of the time their behaviour is pretty strange and annoying - not too natural... I would like to see some elements Far Cry's AI engine seems to feature in OFP as well... PS.: Shadow, you're wrong about the scripted events saying "And you have to be blind to not see all that scripted events like scratching his erm back". Of course such "at ease" animations like scratching "back" or smoking cigarette are prepared by game's designers, but it doesn't mean that they're scripted in the sense of "mission making". Unscripted behaviour means that during the gameplay AI thinks for it's own - takes it's own routes, picks up own targets, reacts to the events etc. OFP already has elements of such unscipted behaviour, but it seems Far Cry's AI engine will be much more advanced than OFP's one.
  14. AirwolfPL

    Music composer

    Oh yeah... Zimmer's themes are perfect... PS.: It's Voodoo Chile not Voddo Child ;P
  15. AirwolfPL

    Music composer

    I just have one request - no more Seventh damnit! I'm hard rock fan, I'm listening to the metal sometimes too, but I just can't handle such bands like Seventh... IT WAS WEAK! But I very like almost all of the other (instrumental) OFP tracks. Especially 01.ogg, 02.ogg and 03.ogg. In the OFP2 I would like to see tracks of the same composer  + some classic rock / hippie tracks + some vietnameese folk music (well beeping).
  16. AirwolfPL

    Gastovski, troska etc

    OK, but what's with the Tasmanian Devil then? Who is he?
  17. AirwolfPL

    Getpos - does it return 0,0,0 from model?

    Good to know! Zamerny is intended to designate the point where pilot is sitting so AI will know where to shoot to kill the pilot, but it seems by some reason it's role is totally different... Perhaps some 'How to create good plane/chopper flight model' tutorial should be created because plenty of addons has totally screwed flight physics, because of lack of knowledge of those basics... but well, it's offtopic, isn't it? ;)
  18. AirwolfPL

    Getpos - does it return 0,0,0 from model?

    X in the Geometry LOD is only used as the center of mass. It doesn't really has too much influence on the simulation model on the airplanes - it has more influence on the land vehicles. Point called Zamerny in the Memory LOD is used as the center of rotation for all kinds of vehicles (even if it was intended to do another things). It has serious influence on the simulation model - model rotates around this point. The center of model (you're refering in the scripts etc) is counted of all the points contained in the model (I'm not really very sure if all the point or for example if only from the Memory LOD or Memory LOD + Geometry LOD) - for example when you have some points in the memory lod far above the model (for example to make sliding animation) then model's center will be set in half a way between these points and the lowest point of the model. Please notice that it has also some serious influence on the flight / driving model of the vehicle (when this point is far away the vehicle - simulation model becomes 'shaky' and controls are more sensitive). You'll get also false altitude readings when it's below the vehicle. I don't know if 'autocenter' settings in the config file has any influence on the vehicle's center. Because a good picture is worth more than tousand of words - take a look at the picture below:
  19. AirwolfPL

    Crosshairs

    Put this into your weapons's class in the WeaponsCfg: cursor="\heres\your\texture.paa"; - thats the cursor which swings around the screen when you're moving your mouse cursorAim="\heres\your\texture.paa"; - thats the cursor in the centre of the screen (sight) To replace default cursor with "O" cursor put select.paa (I'm not sure about it) in the cursorAim line.
  20. AirwolfPL

    Game physics

    OK... Here's the list of improvements I would like to see: 1). Better flight model of planes (especially planes) and helicopters (I hate the way they're behaving at the high speeds). It shouldn't be too hard of course, because the game isn't Flight Simulator. 2). More realistic cars and tanks. I would like to see 1nsane-like handling. Current simulation models is nearly unacceptable for me. Dammage zones on the vehicles should work better. I would like to see a possibility to describe vehicle parameters better - not only max speed, weight, turn and ground coeficiency, but also - engine power, etc. Then it would be possible to create for example slow vehicle with a lot of the power to climb hills etc. Possibility to attach trailers and transport one vehicle inside another is a must for me as well. 3). General physic model improvements... couldn't you guys implement dynamic system like Havok? 4). Better damage models - for example cars should receive visible 3D dammage (not only texture changes). I don't like how building dammage model is looking too. Dammaged vehicles should loose their parts (for example when chopper is crashing rotors should separate from the hull, or if tank's turret receives pretty high amount of dammage it should be torn apart) 5). Falling down - soldiers should be able to fall down (for example when grenade explodes nearby and explosion hurls them into the air, but doesn't kills them) 6). Better clipping is a must. 7). AI which actually knows how to take adventage multi-level buildings, terrain obstacles etc. 8). Weapons and equipment weight. Soldiers with heavy weapons moves slower. Choppers and planes with heavy load should have slower reactions to controls as well. 10). Weight and space based equipment space. Not slot based one. This would allow us to take for example 2 assault rifles at once, or assault rifle and machine gun, but less ammo. Additional cargo space (like backpack) would allow soldier to carry more equipment. Same things regarding vehicles. Only planes and helicopters should have slot/weight based equipment space. 11). Head gear (like NV Goggles or Helmets) and equipment like binoculars shouldn't be hard-coded into game's engine. It should be easy to customize just like any other weapon Soldier should be able to carry additional equipment like vests, backpacks, etc. 12). Possibility to replace 'in game' some weapons with anothers - for example - I'm landing AH-64 on the FARP and rearming the chopper from 16xHellfire setup to 8xHellfire + 32xHydra setup. Things like inverse kinematic (so called ragdolls heh) / ground errosion (geomod from Red Faction) etc. aren't so important to me. I think it would be hard to have satisfying performance. Face it guys - OFP is more like a 'world simulator' not like 'one-small-corridor simulator'. I like the idea of weapon jams too, but I don't think it should be based on such huge list of factors as korzon described.
  21. AirwolfPL

    Making chains

    OK, I've made some research... It seems it's not true that setObjectTextures will work "with something that has a cfgvehicles" - I've made a building equipped with several hidden selections - it obviously had cfgVehicles section in it's config file but - all of the hiddenSelections were visible and setObjectTexture wouldn't work... until I replaced it's parent class with Tank. I think it has actually more to do with simulation model than with cfgVehicles then.
  22. AirwolfPL

    Making chains

    Hmmm... what do you mean by "setobjecttexture trick won't work on a building"?
  23. AirwolfPL

    Airwolf beta 2 released

    I had problem with their mod if you didn't noticed it yet and I don't comparing your screenshots (I already said they're nice) but the whole situation - those comparsions I've made were just an examples so you can understand it easier. You really don't have to be so rude and malicious because there is no reason for that (and I don't understand why you're insulting german mod calling their addons nazis). I hope you'll my request into consideration. That's all dude.
  24. AirwolfPL

    Flashbang

    If it doesn't flash - then flash effect is featured (as far as I remember) in the nuke explosion effect script by COC so you can use it for reference.
  25. AirwolfPL

    Airwolf beta 2 released

    I won't show you such rule and of course I can't forbid it. It's just my (as the addon's creator) plea. People already sending e-mails to me and asking questions on the Airwolf Mod's forum, regarding the German Mod. It's annoying especially because I don't want to have anything in common with them - at least I don't want my addons to be associated somehow with theirs work. If someone will put swastika on mine addon and release such screenshot, or if someone else will release screenshot of mine addon crashing into WTC I'll ask him not to do that again. It's the same situation here. That's all. Think about it.
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