AceTalker
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Lance Corporal
core_pfieldgroups_3
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ofp and games
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BCC Central, Unit 43 is 22 at CP location
AceTalker replied to Delta Hawk's topic in ADDONS & MODS: COMPLETE
Ehm... where can i set my lod settings? since i cant see them on ofp's options. -
BCC Central, Unit 43 is 22 at CP location
AceTalker replied to Delta Hawk's topic in ADDONS & MODS: COMPLETE
Hey nice work, Delta! well, i have one problem: Pic 1 so this is the pic of the car that was included in the download Pic 2 and this is what it looks like in-game So, as you can see there is a huge difference in texture guality. Any ideas how this could be fixed? -
hi! so, i'm having problems with this mod. when i have installed the mod by cherModInstall.exe, all goes fine, it says that the mod has been succesfully installed. But, when i use the chernobyl mod shortcut, ofp crashes and i get the screen where it says that "operation flashpoint has caused an error and the product has to be closed" I am not sure if the screen says that in english becayse my computer language is in finnish, but you should know the screen. Any help please. Acetalker out
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Hi! So: I need help with good texturing. I don't get it how u guys can do that ultimate texturing that looks like real thing. Could you post tuts of good o2 texturing or/and realistic texture creation. Cheers
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yep. You are right. Thanks! problem solved! AceTalker out.
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Hi! I have made a helicopter. All is working fine, but when it fires it's rockets (FFAR), the helicopter blows up! I have placed the 2 vertexes (P Raketa , L Raketa) under the rocket pods in memory lod, but it does'nt help. Can you help? AceTalker out. wod: aha
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Hi found my old topic so did'nt make a new one So, I have a whole bunch of models (weapons, cars, buses, planes, etc). and now I wish for someone to write me some config(s). I'm gonna make a list for all models i wished to get in-game. in the name reads more info and the side i want it on * V-35 landspeeder (designed as a car, civilian) * Shotgun (civilian) * Farscar (Assault rifle, West soldier)<-- in this i need only to know where i put edited optics and how i make it in the config * Blockade runner (designed as a chopper, civilian) * Waterballoon (blue) (designed as a greanade East soldier) * Waterballoon (green) (designed as a greanade West soldier) Thanks for any kind of help AceTalker out. wod:nomore
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No texture no addon! Hi! I am looking for textures to all kinds of things, like weapons and vehicles. I am no Photoshop magigan so i can't make my own. And if you have no websites, you can always tell me some easy-to-understand photoshop tuts for amateurs and stuff. AceTalker out. wod: no longer these thingys
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I Need to make these soldiers into my...
AceTalker replied to USMC NEEDER's topic in OFP : CONFIGS & SCRIPTING
well, how about ffur? i don't know if they edited the campaigns and such but at least i played resistance campaing with ffur and it was humming good. AceTalker out. wod: BCI-3eY -
well, now i have everything ok only some little scaling down (jeez it's bigger than an airplane! ) Â and i need that muzzle flash not to be there all the time. I don't know how to thank you. Â Â Â Â AceTalker out. wod:roflcopter
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Yeah I heard about second life in NEWS! I can't believe the put it there. Never played it. looks too laggy for me. AceTalker out. wod:roflcopter
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didn't help AceTalker out. wod:roflcopter
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no. should it be called: ImiGalilSar.p3d AceTalker out. wod: roflcopter
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when i try to use my unit, it says: "cannot open object: igs/imigalilsar.p3d" AceTalker out wod: roflcopter
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This is my imi galil sar config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgModels {     class Default{};     class Weapon: Default{};     class imigalilsar: Weapon{}; }; class CfgPatches { class ImiGaliSar { units[]={SoldierIGS}; weapons[]={"ImiGaliSar","throw","put"}; requiredVersion=1.96; }; }; class CfgAmmo { class Default {};   class BulletSingle: Default {};   class BulletFullAuto: Default{}; class 556mm: BulletSingle   {      visibleFireTime=30      hit=14 indirectHit=1 indirectHitRange=0.100000; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class ImiGaliSar: Riffle   { scopeWeapon=2 scopeMagazine=2 model="\igs\imi-galil-sar.p3d"; modelOptics="optika_ak47"; picture=""; optics=1 opticsZoomMin=0.280000; opticsZoomMax=0.280000; distanceZoomMin=200 distanceZoomMax=200 displayName="ImiGaliSar"; displayNameMagazine="5.56mm Clip"; shortNameMagazine="5.56mm Clip"; drySound[]={"weapons\AK74Dry",1.000000,1}; magazines[]={"556Mag"}; modes[]={"Single","fullauto"}; class Single { ammo="556mm"; multiplier=1 burst=1 displayName="Imi Gali Sar"; dispersion=0.000200; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0 reloadTime=0.100000; ffCount=1 recoil="riffleSingle"; autoFire=0 aiRateOfFire=1.000000; aiRateOfFireDistance=500 useAction=0 useActionTitle=""; }; class fullauto { ammo="556mm"; multiplier=1 burst=1 displayName="Imi Gali Sar auto"; dispersion=0.001000; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0 reloadTime=0.080000; ffCount=1 recoil="riffleBurst3"; autoFire=1 aiRateOfFire=1.000000; aiRateOfFireDistance=400 useAction=0 useActionTitle="";    }; };   class 556Mag: ImiGaliSar {    scopeWeapon = 0;    scopeMagazine = 2;    displayNameMagazine = "5.56mm Mag";    shortNameMagazine = "5.56mmMag";    picture = "";    canDrop = 1;    };  };     class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Soldier: Man {}; class SoldierEB: Soldier {};    class SoldierIGS: SoldierEB { displayName="Soldier East IGS"; picture="ivojak"; vehicleClass="Men"; scope=2 model="MC vojakE2"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; side=0 cost=40000 accuracy=0.700000; weapons[]={"","Throw","Put"}; magazines[]={"5.56mmMag","5.56mmMag","5.56mmMag","5.56mmMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; }; }; class CfgNonAIVehicles  {  class ProxyWeapon {};  class ProxyImiGaliSar: ProxyWeapon {};  }; }; If that is what you mean. AceTalker out. wod: roflcopter