Bagel
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Everything posted by Bagel
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I am afraid that is not the problem , I have tried this with every possible combination. I must be doing something fundamentally wrong here! Man it's frustarting!!! My buldozer is in a folder off the root i.e. C:\viewer , is this a problem? Thanks again
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I am afraid that is not the problem , I have tried this with every possible combination. I must be doing something fundamentally wrong here! Man it's frustarting!!! My buldozer is in a folder off the root i.e. C:\viewer , is this a problem? Thanks again
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OK , I will email it tonight , thanks BTW it is 7:31 am right now in Johannesburg.
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Don't have such a place.
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I know this is a stupid question , but how do I post the mission onto the forum , in order that you might download it ? Thanks
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what I did in a similar mission was to create the HELI, and insert : this setcombatmode "BLUE" to hold its fire. In a trigger I instruct the HELI to fire with : HELI setcombatmode "RED" . In the same trigger I follow it with Heli addeventhandler ["fired",{HELI setcombatmode "BLUE";HELI removealleventhandlers "fired"}] I also included a radio message in the trigger so the pilot actually verbally confirms the order. My mission is about laser designating for an A10 with LGB. I had to put the removealleventhandlers into the trigger in order to avoid the radio message being repeated. Not sure why but it works. If you are interested I can post the mission.
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I am on Ver 1.85 when I load a pistol to my player, in game it's on the menu and when I select it the player goes through all the actions of taking out the weapon and is in the correct stance. It even shhots and relaods , the only problem is there is not pistol to be seen, only empty hands cupped around an invisible weapon. Thanks
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Is there any way that the tone sound emitted when a Hint message is displayed can be turned off!! I am a big chain of command fan and the chime is really getting up my nose. Thanks
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dinger is closer to what I am trying to do. Right now if I call Apache air support and place it behind me, it reveals and targets the enemy without any need for the laser, it's own weapon systems are actually superior and it proceeds to wipe all enemy from the face of the earth!! I want the Apapche to be out of sensor range and in effect fire Hellfires based only on where the laser is pointed, without using any of it's sensors.
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Thanks guys, Do we have any idea how far back the helo can be and still see the laserdesignated target ? I just want to make sure the helo actually uses the laser and does not target on it's own with it's own sensors. Thanks
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Sorry no solution, just that I share your frustration with this problem. When I create a mission (MP) where two heli's each drop a squad off with an unload transport WP . Everything works fine if the other squad is AI, the minute another human player takes control of the other squad, his heli just hovers as opposed to dropping them off, my heli does what it is supposed to do i.e. drop me and my squad off. In the mission both squads are not grouped to the heli's and are inserted with moveincargo commands. All I want is to be able to start a multiplayer mission with two human players , each in control of a squad) and to be dropped off by heli's who then fly away and await instructions to collect. The same problems arise when the Heli's return to collect btw.
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I am having serious problems trying to patch OFP from 1.00 to 1.20 I start the patch and the verification goes through, then the updating sequence follows. This allways bombs out when the updating process reaches the file dta\hwtl\data3d.pbo. My machine reboots or I get a fatal error message from windows. It is allways when it gets to this file!! I have tried it over and over with different settings on the OFP preferences as well as my monitor settings as I assume this DATA3D.PBO file is linked to the 3D rendering, but am having no success. Please help as i am dying to play with the new addons!! Thanks Johan Nagel South Africa
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Thanks for getting back to me, I wanna pull my hair out. I have installed OFP over 45 times trying to get the patch to work. I have a P4B-M motherboard with intel 845 chipset 64mb Geforce2 card, Soundblaster PCI compact sound card No CD writer. Any help will be greatly appreciated
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I would really aprreciate help on the correct creation of ogg files. Iuse the windows Sound Recoder to create a wav file , I then load it into Wavesurfer and save it as an ogg file. No problems here, it plays back on Winamp as an ogg file. However when I init it in the program, the progam jumps out into windows and then my PC freezes!! When I use ogg files from other peoples programs they work just fine!! I have tried from 11025 to 44100khz , both 8 and 16 bit all mono (for radio), constant bitrate and 64kps , what am I missing here as I would dearly like to create my own radio commands. everything is in place , the description file, the csv file, everything works. When I take my own created file and plug it in when it is init in the game it jumps out to win and freezes. Even when I tried renaming my own created file and replacing an existing file in a working game the same thing happens. I am either creating the wav file incorrectly or the conversion process to ogg is wrong. I even tried a wav file that was created by a synthesized voice from on interactive demo on the net to try and isolate if my wav file creation was the problem, when I loaded this wav file as an ogg file in the game the same thing happened which might point to my ogg conversion as the problem, I really am lost here as I have tried everything. I have even tried DBPowerAMP to convert my WAV recording from WAV to OGG, same result. I don't know if it is the creation of the WAV file or the conversion to OGG that is my problem. Many thanks
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Thanks for your response, I just cant figure this out. I don't think it is the description file or CSV table file as what I did was to get a mission that was working correctly with existing OGG files. I then created a WAV file , converted it to OGG , renamned it to the name of the original OGG file in the mission i.e. therefore all the settings are the same , the only variable being the new OGG file. The new OGG file plays on WInamp , no problem. When I then restart the mission the point where the radio voice (OGG) is to play ( where it worked perfectly with the poriginal OGG file ) the game throws me out into windows and my PC freezes. No errors nothing ! This is how I came to the conclusion that either my WAV creation or my OGG conversion is wrong. I can use any OGG files I have downloaded from the net and have no problem getting them to play, it is only my created OGG files that don't work!! AAAAAAAARRRGGGHHHHHH!!!! The game is so much better with radio chatter in it and I ain't go it!! Thanks
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everything is in place , the description file, the csv file, everything works. When I take my own created file and plug it in when it is init in the game it jumps out to win and freezes. Even when I tried renaming my own created file and replacing an existing file in a working game the same thing happens. I am either creating the wav file incorrectly or the conversion process to ogg is wrong. I even tried a wav file that was created by a synthesized voice from on interactive demo on the net to try and isolate if my wav file creation was the problem, when I loaded this wav file as an ogg file in the game the same thing happened which might point to my ogg conversion as the problem, I really am lost here as I have tried everything. Many thanks
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I would really aprreciate help on the correct creation of ogg files. Iuse the windows Sound Recoder to create a wav file , I then load it into Wavesurfer and save it as an ogg file. No problems here, it plays back on Winamp as an ogg file. However when I init it in the program, the progam jumps out into windows and then my PC freezes!! When I use ogg files from other peoples programs they work just fine!! I have tried from 11025 to 44100khz , both 8 and 16 bit all mono (for radio) , what am I missing here as I would dearly like to create my own radio commands. Many thanks