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BAD ASS JACK

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Everything posted by BAD ASS JACK

  1. BAD ASS JACK

    Night vission/binocular error

    Res version 1.92beta I was playing resistance campaign mission "fire works" last night (the bridge mission) and in doing my normal observations with the binocular i noticed that the binocular model was being replaced with that of the night vision goggles, has any1 else had this problem? - or is it one of those wide spread problems & as usual im last to know I havent had much time to check since but i will later on
  2. BAD ASS JACK

    Improved unit editor

    Another idea i had in mind for some time now, @ 1st i thought it was just crazy, then i thought it was insane, then just kool:)and now im throwing to you lot... Hows about multi people can use the editor mission page at same time? they connect like multiplayer game via IP or something like that on lan or net?
  3. BAD ASS JACK

    Improved unit editor

    Hows about you can load up multiple mission pages at 1 time & that you can flick between easily? - Also interface that shows the SQM text file that you can edit in an editor window?
  4. BAD ASS JACK

    Weapon/ammo names (inc. resistance)

    Good news i found some listed weapons - found a post by winters on the 1944 forums here http://www.tacticalblunder.com/~invasi....adid=59
  5. BAD ASS JACK

    Ofp deleting everything on harddisk!

    So what made ofp delete partitions?, In ofp 1.75 - 1.91 it rarly happens under specific conditions but what is the logical reason for the deletion of a HD partition if you dont mind disclosing...? Someone put something they shouldent in the soarce code? P.S. i aint askin for soarce code relese however if you want then feel free lol Oh can this error happen with 1.00 - 1.46?
  6. BAD ASS JACK

    Adding weapons to crates

    put crate1 in "this" next e.g. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Crate1 AddWeaponCargo ["M4", 4];
  7. BAD ASS JACK

    Drop weapon

    try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname action ["drop weapon",unitname,0,0,"weaponname"]
  8. Any one know how to edit the start menu cut scenes? the main menu, where are these files for them kept? can bis islands cut scene be changed?
  9. BAD ASS JACK

    Low fps with geforece 4 ti4400??

    I run OFP in 1600 x 1200 but my screen can do much higher (up to 2048X1536 on GF 4 TI 4200) - any1 know how i can get ofp to run in higher res? i changed the code manuly but it reset wen it started Â
  10. BAD ASS JACK

    Multiplayer campaign

    How about multiplayer campaigns? I think it would be kool if we could play a single .pbo campaign file with all its missions in it in multiplayer? What you think?
  11. BAD ASS JACK

    Operation: gargat

    Just completed it there, finally the Malden islands are free of the terrors of the GARGAT! and its screeching... good work
  12. BAD ASS JACK

    Any israili addons?

    Is there any israili addons out there? Like troops, armour air units anything of the sort? P.S. i have been searching, a lot
  13. BAD ASS JACK

    Any israili addons?

    Heeeeey... How about BAS tonal and/or tonali island? - do you think this could make a semi-believible israeli scene for IDF missions? & i cant find Panzerfausts islands anywhere?
  14. BAD ASS JACK

    Any israili addons?

    While on the israili topic, anyone know any good islands that could simulate missions there? Also anyone know of any good missions using israili addons? - if so where can i get them?
  15. BAD ASS JACK

    Any israili addons?

    i finally found this site http://www.idfsquad.com/ i found a download section in there with working urls (in virtual ceasefire link)
  16. BAD ASS JACK

    Any israili addons?

    Thx ralph
  17. BAD ASS JACK

    Teh crap cammpagin

    Simply great
  18. What does 'Custom' in the command menu do? (0-9) Could someone give some info on what it does and how to use it? (in script), i dont think i have ever seen it used in any missions?
  19. BAD ASS JACK

    Landing a plane

    if z = 200 it will fly upwarad at 200 KPH Try something along the lines of -20 (this will force it fly downward at 20 KPS and AI should stabilies it) Also when landing it i suggest putting the engine off <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">plane1 action ["engine off"] If your going to control the velocity of the plane to land it it would be easier to do in an external script i reckon.
  20. BAD ASS JACK

    Landing a plane

    try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">plane1 setvelocity [x,y,z] Looking at the editor map ------------------------------ X - This will send the plane left (if "-" used) or right on editor view Y - From editor screen view this is up or down (down if "-" used) Z - (vertical) This is up and down in 3D view (3D view i mean when testing mission) you can use the "-" symbol to send the numeric value the opposite way. e.g. plane1 setvelocity [-50,0,50] This will send the plane upward at 50 KPH and make it fly left at 50 kph (i think OFP is all metric so Kilometers Per Hour will probibly be the speed messurement)
  21. BAD ASS JACK

    Bas weapons crates

    Â http://www.flashpoint1985.com/cgi-bin....9;st=15
  22. BAD ASS JACK

    Landing a plane

    Hmm i tried landing auto pilot in a radio trigger but i couldent get the plane to do it but if your the commander you can activate it by selecting the plane, pressing 6 (action) and then autopilot? If i come up with a result i'll keep ya informed
  23. BAD ASS JACK

    Landing a plane

    [x,y,z] X & Y are the side controls and Z is up and down The way i learned to get used to the xyz is to play around with it for ages untill you know which ways which (well the X & Y bit) The code can go anywhere, in script or trigger, waypoint, init line ect If in init line or an init.sqs then it will start when mission start The code could be activated by waypoint, but i think you will need to activate quite a distance in front of airport so there's enough room for it all to happen in, and im not sure but i dont think the AI can land on the airport in the island north of nogova Also to put the autopilot off i think the code would look like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">plane1 action ["landing autopilot off"]
  24. BAD ASS JACK

    Landing a plane

    Landing autopilot? trigger the AI's action, i have never tryied this before though so im not sure im guessing <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">plane1 action ["landing autopilot"] not sure if you would need to tell AI to put gear down or not? also setvelocity goes by [x,y,z]
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