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AXE

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Everything posted by AXE

  1. Hi I'm Axe, I've been modding OFP for a while now but haven't released anything. My first release will be my C-130. here are some pics: It has a few scripted features like parking brakes (i hate how AI jumps in a plane and starts moving before the engine even starts), engine startup and shutdown, emergency brakes, and custom gear. I will be doing a few versions of this plane (note the lack of any national markings) but basically I will be doing a grey version (shown) a green camo version and a desert version. I will also do a version where you can create your own c-130, you can choose from different nose probe configurations and can apply totally new markings. This version will be good for multiplayer because you can have your clan sign plus your own custom markings. I will also leave the p3d file unbinerized so that anyone can edit it to their liking. Although I haven't really started work on this, I will be trying to make an AC-130 gunship. I can easily make the model but getting it to be usable in combat is another thing. Any feedback would be great and please remember that the model isn't finished!
  2. Is it possible to add a single round of ammunition to a unit? For example, i want to add 1 maverick to the a10 during a mission. Is this possible?
  3. I meant so that the mission maker didn't have to find the height of each building manually, I guess all we need is the setpos height.
  4. no one said it would be 2 gigs -------------------------------- well BAS congrats on the great island. I am glad you kept it reasonable, I thought that you were going to make all the buildings enterable or overdetailed, but they are perfect the way you made them and should give nice framerates Three questions: 1 - will you include instructions on how to setpos units on top of the different buildings, because you always see 'the bad guys' firing from rooftops. 2 - will there be civilians who can throw rocks like the 'Gimbal tossers'? because that would be awsome to have riots and such. 3 - will there be any women included? maybe one carrying a baby would be good, but for the the love on God no gory blood textures. but anyways good job and i look forward to its release.
  5. I am working on a script, and i need to know if it is possible to drop spaceobjects but have them all facing the right way. right now it just generates them in any direction it wants to and i tried everything like changing the rotation variables but it still doesn't work. any help?
  6. I think it has something to do with the land contact points being above or below the geometry lod, maybe it shakes because the geometry lod is touching the ground, and we all know how shaky it gets when geometry lods interact
  7. AXE

    Ac-130h or ac-130u

    the trick is to use setpos and setvelocity with a delayed loop, this gets rid of the jerkiness in the setposed object. this is because during the delay between setposes the objects will still be doing the same velocities.
  8. AXE

    Ac-130h or ac-130u

    you people use the words 'no' and 'impossible' WAY to much. unless you have tried to do it yourself and failed you have no right to go around telling people what is impossible. I've seen tons of things done on addons that were considered impossible, but now are standard features. Ofp does have some serious limits, but it also has some amazing work-arounds and features that let you go beyond most of those limits.
  9. AXE

    Objects next to each other have shadow

    thats because you have applied the smoothing effect to it. select the wall object and press U to sharpen the edges
  10. AXE

    Just wondering

    maybe there is some old vodka animation for the eastern soldiers? lol...
  11. AXE

    Ladders ???

    your welcome
  12. AXE

    Limits within o2/buldozer

    I have problems with anything over 5000 polys, so maybe buldozer has a much smaller engine than ofp does, because when you think about an ofp island with all the objects, thats got to be way more than 200,000 polys, and buldozer can barely do one complex object
  13. lol you might want to edit them to the point that they can't hit anything, if you want to be realistic
  14. AXE

    Ladders ???

    Okay, adding ladders is simple. In the memory lod of the building, put a point where you want the ladder to start, like the bottom of it Name this point Start. then make another point at the top of the ladder, and name it End. thats all there is to the p3d file, just remember that the ladder points can't be directly above one another, they need to be slightly offset otherwise it causes some problems. Next, in the config.cpp file, and the line: ladders[]={{"start","end"}}; to the cfgvehicle section of your building. if you pbo it now and put it in game, the ladder should work. if you want more than one ladder, just do the same as the first ladder, but name the points start1 and end1, etc. then in the config: ladders[]={{"start","end"},{"start1","end1"}}; this should work. Now, i've noticed that sometimes a mod can have a ladder if you place it on the map using the mission editor, but if you place it on an island using wrpedit or visitor, the ladder won't work. the solution to this is in the inheritted classes in the cfgvehicles section. So to make sure it will work, use this as a reference: class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static: Land {}; class Building: Static {}; class NonStrategic: Building {}; class House: NonStrategic {}; class ViewTower2: House {}; class yourmodhere: ViewTower2 { }; apparently viewtower is the class that gives you a ladder in wrpedit. I hope this helps you and makes sense
  15. AXE

    Ofp combat photography. No pics over 100kb.

    monty python: "And now for something completely different" : if you think its funny, thats good, if you think it stupid, i agree...
  16. AXE

    Waterfall

    just de-pbo thier campaign add use thier script. actually, go to http://www.theavonlady.org/theofpfaq/ goto to the o/mtv section, near the center of the page is the AEF Campaign Trailer, which has the waterfall.
  17. AXE

    Addon idea:  a jail

    yeah, its entirely possible. Now someone just has to do it...
  18. I saw this little shed on the VBS website: so I made this: well what can i say, its a static shed, I have no idea what it could be used for but here it is http:\\kamodder.com\~minbari_capt\axeshed.zip enjoy
  19. I'm having trouble with my water tower, I have a ladder on the side of it and it works, but only if you place it on the map using the mission editor. If you place it in wrpedit or visitor it wouldn't show the 'climb ladder up' action at all. any help?
  20. I saw a few requests for a water tower so I made this: its  under empty -> objects -> small water tower http://www.kamodder.com/~minbari_capt/axewatowr.zip enjoy
  21. I saw a few requests for a water tower so I made this: its  under empty -> objects -> small water tower http://www.kamodder.com/~minbari_capt/axewatowr.zip enjoy
  22. *oops never mind, i figured it out*
  23. Of course, the flight model is going to be probably the most important thing. I've done tons of experimenting with the flight model and I think that it has a balance of realism and gameplay ability. It doesn't take the whole map to turn around, but you can't fly it like a fighter. It is manuverable enough to fly through narrow valleys and it rarely feels like it is sluggish. But the most important thing is 'how is the AI going to handle it'. Right now it can take off and land alright, but it still needs some adjustments. I also changed the taxiing abilities so it can follow the taxi path instead of wondering off to the side of the runway.
  24. Capt. Moore's C-130 = 2595 polys, 2907 points Hawk's C-130 Â Â Â Â Â = 5767 polys, 5388 points My C-130 Â Â Â Â Â Â Â = 3347 polys, 3765 points I will add some kind of paradrop script, but I haven't started working on that yet. Does anyone have suggestions about what my paradrop script should do or how it would work?
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