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crassus

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Everything posted by crassus

  1. "Massive Battles". Drrrrooooooooollllll! Thanks, BIS.
  2. crassus

    OFP : Happy Birthday 5 Years

    Slap Happy Birthday, OFP!
  3. crassus

    Ghost Recon Advanced Warfighter

    Thank, Shadow. (Works in the demo too, if anyone's curious). Now has someone figured out how to kill the movies.
  4. crassus

    Run Forest ... Run !

    Great job, Sanc.
  5. crassus

    ArmA Progress Updates

    Well of course they do; you had a big hand in them, didn't ya?
  6. crassus

    Insurgency Mod For HL2

    I've yet to search the INS forum, but has anything been written on peeking/leaning. I read about going prone being included, though.
  7. crassus

    It's a boy!!

    CONGRATS, Jens! Did you put up a page for him yet? My Son
  8. crassus

    Rainbow Six: Vegas

    ME TOO: [ig]ttp://www.sinewsofwar.com/smf/rb6vegasexpansion.jpg[/img] LMAO!!! Nice one, CD! My sentiments exactly, JDB.
  9. crassus

    COMBAT! HMMWVs 1.2 Release

    Thanks a lot, Combat!
  10. crassus

    Misc. Low Res addon

    And just when I thought everything had been done for OFP that could be done. Good job.
  11. crassus

    VME Release !

    Figures!! Just one day after I uninstall OFP in prep for a fresh install of the OS, VME comes out!!!!!! Blast my poor judgement....
  12. crassus

    LSR Addons

    Nice job, Laser.
  13. crassus

    Rainbow Six: Letdown DEMO

    Yep, downloaded....demoed it....uninstalled it. Exactly! What's next? Allowing jumping like in AA? Gonna reinstall Rogue Spear....Aaaaahh good times. GOOD TIMES!
  14. crassus

    WinSPMBT + Radeon 9800 Pro = Ugly?

    Solved: Had to adjust the refresh rate, upping it to 75Hz.
  15. I posted this also at the Tech Report Forums: Hey, folks. I'm at a loss as to why the following occurs: One of the games I'm playing these days is Windows Steel Panthers Main Battle Tank (WinSPMBT). The free version can be played at either of two resolutions: 640 X 480 or 800 X 600, and either windowed or full screen. Now, I play it at work (after the boss leaves for the day :lol: ) and the PC's there are basic Dell set-ups, just enough to handle the proprietary hotel software with a VGA no better than 64mb, if that. On the computer I use, I've the resolution of the desktop at 1024 X 768. I can play the game at 800 X 600 and full screen. No problems. But I also have the game installed on my rig at home. It's got a Radeon 9800 Pro, 128MB. I have the resolution of the desktop also set at 1024 X 768. Yet when I set the game options (800 X 600; full screen) the game is blurred and stretched way past the border of the monitor. I of course try to resize the screen, but it's already at "0". What gives? Why is the crap rig at work displaying the game so much better than my one at home with the "better" graphics card?
  16. crassus

    Mapfact.net releases DAC

    Works like a charm: Here's the code for the Master Zone: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[Box1,[1,0,0],[],[],[3,1,2,2],[],[0,0,0]] exec "DAC\Scripts\DAC_Init_Zone.sqs" And for the Waypoint Zone:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[Box2,[1,0,0],[],[],[1],[],[0,0,0]] exec "DAC\Scripts\DAC_Init_Zone.sqs" Again, works like a charm. Thanks, guys! (I will gladly allow the above screenshots for any revision you make to the DAC Read-Me. ) EDIT: Just added another Waypoint Zone, to which I wanted infantry and unarmed vehicles to move to. For some reason, infantry is being created at this zone (and armor is being created at the waypoint-only Box2 Zone).
  17. crassus

    Mapfact.net releases DAC

    Okay, I think I see. So it's perfectly okay to limit the waypoints to two, as I did, and use the logic waypoints to define more precise DAC waypoints?
  18. crassus

    Mapfact.net releases DAC

    I search the body of this thread for my waypoint-related question, but nothing came up that was germane. Following the Read-Me, I place a logic object within the zone (which happens to be a master zone), with the Azimuth set to "3" for armored units. I then of course lay out the waypoints. Now here's the code for the Zone: .I believe I've set up everything correctly. The infantry does appear as does armor, but the armor seems to follow only the waypoints generated by DAC, not my logic's waypoints.
  19. crassus

    Hello from Iraq.

    Great pics, Monty. Keep 'em coming. And keep your head down. Thanks for your service.
  20. It's what outta work dictators do. 7-Eleven wouldn't hire him.
  21. crassus

    Swedish Forces Pack 4 Released!

    Thanks for the updates, Swedish Forces. And I like the new layout for your site.
  22. crassus

    IM:UC Mod Thread

    Good lookin' soldiers. Love the proportion of the helmets: Just right.
  23. crassus

    MCAR Engine released...

    Thanks a lot, guys. Well done.
  24. Included in the many great aircraft add-ons are an impressive number of equally great scripts which enhance their functioning. I'm wondering if it's not too much to ask, in the spirit and format of JAM, and CAVS, add-on builders to pool their scritping efforts into one standard package and make it available to the public. Some of the great enhancements we've seen: 1. Landing gear tires that roll. 2. Nose gear that rotates, in synch with rudder. (If someone can crack the inability to have both nose gear that rotates and has tires that "turn"....) 3. Ejection seat sequence, including jettisoning of the canopy (if part of the real sequence), then after a slight delay, the seat(s) ejecting. 4. Expendable stores and ordnance. We've seen add-ons with fuel tanks we can jettison--why not include the ordnance? 5. Afterburner: Why not use Vektorbossen's Afterburner script, removing the trigger from the Action Menu (A.M.), and putting it on the keyboard? 6. Get in/get out: We can open and close the doors, hatches, etc. In one aircraft, DKM's Havoc, the player could not get out ("Get Out" was not available in the Action Menu, the aircraft probably "locked" enabling this scripting) until the canopy was opened. How about the following: a) Player cannot get in nor get out unless the door, hatch, etc. is opened using the A.M. b) Link the door opening scripts and animations to a new "Get In" Action. In other words, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">i. Â Player moves up to the correct spot to embark the aircraft. ii. Â "Get In" appears in A.M. iii. Selecting "Get In" calls door open anims and moves the player into the aircraft. iv. Â "Close Door" then becomes available in A.M, along with "Get out", as long as door is still open. c) For those aircraft with "odd" embarkation points: 7. "Realistic" engine start and shut down sequences. Some with animated pilots! 8. Rappelling/fast roping; rescue harnesses; animated winches, etc. (Anyone working on SPIE or STABO?) The above list includes those functions which are currently part of add-ons we now use. Also included are my humble suggestions, ideas which may increase further the immersion we get when using the add-ons. I'm hoping, based on the generosity of our esteemed add-on gurus, that those functions (scripts, anims, etc.) can be made publicly available, in a single package, in much the same way as JAM.
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