

Ares1978
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Everything posted by Ares1978
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Placing the files in the /Data folder before trying to load them. After that it worked just fine. Pretty obvious, though.
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Thanks! Just curious, what are the other class values (for trees and such)?
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I'm making a house and I've completed the ladder with the end and start points and it works just fine except for the fact that the guy climbs at a 90 degree angle to the ladder. That is, right side to the wall. Have followed the brsseb(?) tutorial and it says: But it doesn't work. I just feel so incredibly stupid asking this, but could somebody explain this to me? Tried rotating them, but it doesn't change anything.
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Don't know if you have found it already, but try to find a picture of a 2S14. I believe it fits your description.
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Well, on to problem #2. How to get the ladder to work with an island. The ladder won't work if I insert the house using an island editor. What the hell am I doing wrong now?
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Well, I found a solution. All I had to do was to make the start point further away from the wall than the end point. Funny that they didn't mention that in the tutorial.
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This has probably been asked and answered before, but I didn't find any thread about it. I have made a static gun, and the enemy ignores it completely. Neither tanks nor planes shoot at it. What is the cause? I remember other addons initially having the same problem, but these were corrected in later versions.
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I'd rather not. I'm a bit funny about things like that, don't like to show things I'm still working on. Because I usually screw it up. I'm pretty sure they are trying to target the gunner and not the gun, but since the model covers the gunner, they just give up. Need to approach the problem from another angle. edit: That wasn't it either. Suspecting a modelling fuckup.
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That didn't do it either. Tried it from a tank commanders point of view, to command the gunner to engage, but even though the target is identified, they still yell "Negative!" I suspect the problem has something more to do with them not being able to see the gunner, for you see, he is surrounded by the object he sits in.
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Yes. Helicopters will attack it, but only with guns and rockets.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lee_H._Oswald @ April 15 2003,22:13)</td></tr><tr><td id="QUOTE">The "Making Of" Part on the DVD says something like that weeks befor finishing the Movie(JP1) a Raptor Skellet was found in Utah that was bigger than the Movie Raptor.<span id='postcolor'> True. I don't mean to turn this into a dino-specs discussion, but technically it's not even a velociraptor (short: 'raptor), it's a dromaesaur (= species belonging to the dromaesauridae family) called Utahraptor (the name is real original ). The tragicomic thing is there actually was a dromaesaur (called Deinonychus) that was the exact size of the movie raptors. Too bad the name was not sexy enough for Crichton, who wrote the book, and the velociraptors too small for the people who made the movie.
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Ofp's m2a2 bradley in the light of the iraq war
Ares1978 replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
nevermind. my mistake. -
I've been making an Croatian RT-20 AMR for the guerillas, but I can't texture it (technical difficulties). The weapon fires 20 x 110mm AA-rounds, usually HE and AP, but also MP (multi-purpose), up to a range of 2500-4000m, way beyond the (reasonable) reach of any .50 rifle. In practice, this bastard would easily take out a BMP with a single shot, but in the game it would be too powerful, taking out a tank with 3-4 hits.
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I've been experimenting with the original JeepMG vehicle and came across this problem with the gunner's view. Using gunneropticsmodel the optics will not move with the gun when elevation is concerned, only horisontally. On the static MG and M113 this problem doesn't exist. (How) can I get it to work so that a JeepMG:s gunner view works the same way as on the static MG, including the zooming and optics use?
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Is it possible to adjust the aircraft take-off distance and acceleration? If so, how?
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The thing is I would like to make a short(er) take-off aircraft with high acceleration and a top speed at around 800.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Maslow @ Jan. 01 2003,15:30)</td></tr><tr><td id="QUOTE">well, and i don't think that it takes unexperied addonmakers the chance of learning from the bin since your abel to decompile without any problems  <span id='postcolor'> How can it be decompiled?
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Isn't it just a matter of calculating how many seconds there are between shots? 0.5 = 2rps/s = 120rpm?
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Problem #1 I'm currently making an armored vehicle which is armed with an autocannon, and I would like the weapon to give a blast similar to the one tank guns would (or just produce a cloud of smoke), WITHOUT the recoil. Any idea how I could acheive this? I noticed that the M113 armed with the same weapon produces some (enough) smoke, but the BMP-2 does not. Problem #2 I am also making a static SAM launcher (Mistral), but the gunner only rarely fires at aircraft. I'm just looking for suggestions what the problem could be, I'm not asking anybody to solve it for me
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The SAM will fire at helicopters but not at planes, what's wrong? Not accurate enough? Not fast enough? Lead speed?
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#1 Adjusting the recoil doesn't work, that's the first thing I tried. #2 Also, the threat setting was that way to start with, I also tried with the ZSU setting. He just turns towards it and then away again.