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Everything posted by crassus
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I would have thought any vestiges of the Japanese Empire, in this case the "Rising Sun" flag, would be in disuse, even forbidden.
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Well, unless it was suggested using a word other than weapon...., a command to determine which weapon the Player or AI has in hand, and not just in his inventory, would be great for calling those scripts that are specific to that "weapon." Also, perhaps just repeating these: -not being locked into having new pieces of equipment which need the fired EH to use it called "weapon", e.g. the laser designator. -I guess one might call it "free key mapping": allowing equipment to be used with whatever keyboard input the modder desires. Something like useKey: "J"; Â Â Â Â Â Â Â Â Â Â Â Â keyHold: 0 or 1//to set if the key should be held down or not
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Yes, yes. "That's how it starts, with a lot of 'oohs and aaahs'. But later there's screaming and running".. To paraphrase Malcolm, JP 2. Good job, guys.
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Thanks for cleaning up the translation. I'm wondering if you already have such a soldier model, one "in which all parts of the body are are properly named after the Selections (the Named Selections of OFP’s P3D files) that are referenced in the RTM animation." I've tried using that .p3d to 3dsmax utility to convert an existing model, with no luck. Perhaps I'm trying to open/import into Max a model which was originally in the incorrect format, i.e. ODOL and not MLOD (or is it the other way 'round?) I converted the mc tankistae model (used in OFPAnim).
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So what? Would you rather an entirely new thread for an old topic? Someone in the Community needs information. I don't understand all the whining about however "....old thread bumped," in this and other threads. So much for supportive community, eh?
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Ammo counter for the not-a-weapon weapon
crassus replied to crassus's topic in OFP : CONFIGS & SCRIPTING
I didn't even think of leaving out the ammo portion of the config. But then that raises the question of whether the Fired EH will be triggered, as there's now now "ammo." I'll give it a try. -
Is it possible to disable/remove the visible ammo counter? If so, how? IIRC, items like the laser designator and man-packed radios have, though they're not strictly weapons, an "ammo" counter displayed. I'm attempting to build--thank you, Brsseb-- a binocular that will be used (i.e. a custom anim--thanks, Sanctuary--is executed) only after the player hits Fire/the left mouse button. I'm hoping I can remove that darned ammo counter.
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Many thanks for all of your hard work, F.K. We'll be lookin' for you when ArmA hits the shelves. Â
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Good work, guys. Perhaps you've already dug this up, but here is a with bunkers, pillboxes, etc. Though these pages show boxes in Britain, I'm sure you'll find those used in Germany, France, etc. WW2 BUNKERS & FORTIFICATIONS IN THE TOWNSVILLE AREA Uh,mmm, Star Wars Stormtroopers in Marin County
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Thanks. I'm sorry to hijack your thread here, but a quick question, semi-related: is it possible to reload a rifle, pistol, AT or AA weapon without executing the associated anim? I don't mean just adding a magazine to the player or AI's inventory; I mean actually reloading the weapon, rounds in the chamber as it were? I seem to recall a few modded rifles, etc. that reloaded with out any anims. (Again, sorry, to steal your thread) Edit: Pfft. I guess I would just leave this line out of the weapon's config?
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Just to clarify, do you mean that, say an M16 will show as reloaded, green ammo counter, but you can't fire for five seconds?
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Great work, F.K.
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Great looking island! Dare I ask how the AI handle your bridges and over-passes?
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Turkish Union Addon Pack 2
crassus replied to Gökhan - OFP TURKISH UNION's topic in ADDONS & MODS: DISCUSSION
It's always the "quiet" mod with the juiciest stuff. Belated Happy Anniversary, guys. Beautiful work! -
Beautiful helo. Well done, both of you. Re. ramp: Apparently you can lower and raise the ram the ramp on the S variant only.
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Is there a method for check if any section of pipe is damaged or destroyed? Something against which getDammage check could be made? I'm toying with an idea for a mission involving the player sabotaging a pipeline.
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Thank you.
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Hi, guys. Just installed v1.45 of your NBC Units. I tried running NBC's.Cain, but I get the following: I'm assuming that I was supposed to install some zombies and related scripts in order for this mission to work?
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Great job, King. I've not completed it yet, just at the second or third mission. It shows that you enjoyed making this. The attention you paid is evident in the cutscenes; Tonal is a living and breathing country again. Nit-Pick: In one of the scenes in the Intro, you had a soldier getting orders, then he saluted. No!!! His saluting just marked the for the enemy someone of high target value. Question: The mission where I believe I'm to confiscate arms, the one with sniper support. Was I really supposed to do the job with just two other men? When one dies, I'm of course told that, basically, I "just lost half my manpower". I know we're Rangers, but honestly--three men? Overall, outstanding work, King. I look foward to finish it.....If I can keep all three of us alive that is.
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Handsignals Command System Released!
crassus replied to General Barron's topic in ADDONS & MODS: COMPLETE
Did someone already report this, GB: Got the supply drop and ordered the distribution of ammo. But my 'tard RTO decides he doesn't want the hump the radio, nor his issue rifle!!! Also, I did a headcount and my knuckleheads somehow injured themselves and two other individuals decide they don't want to carry their arms as well, or at least get ammo. I wish I had to forethought to save at that portion of the Tute, and get names of the beligerants. -
Good job, WP. I love the semtex effects. Do you know: I was driver of UAZ. I ordered man in my group, using mouse, board my vehicle, and he was ordered "2 get in driver UAZ". You can order people in using the keyboard ("F2, 4, 2, 5"), but using the mouse wont work. No problem using mouse to order "get in". Edit: Meant to report that there is no problem ordering men into helo when player is pilot.
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Well, sorry, guys, I guess 1in1Class and I are the only two for whome the arty doesn't work. (I mean the method in which the arty pieces are not the commander version.) Air support works great. No joy for arty or reinforcement. Oh well...
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Handsignals Command System Released!
crassus replied to General Barron's topic in ADDONS & MODS: COMPLETE
Tutorial: Wow, no. There was no option, at least for me, to call in for ammo. As for attacking the town, I didn't know this was an objective. (Is the Briefing notebook supposed to be visible? It aint when I play it. ) Houdan Demo: Again, I didn't know I had mech inf on call. (I hope I don't have to reinstall OFP, cuz I can't see the Briefing notebook.)The mission is a bit hard. I think perhaps because I've a squad I've not been able to establish Battle Drills with, the lengthened orders process, or it's just not my MOS... -
Handsignals Command System Released!
crassus replied to General Barron's topic in ADDONS & MODS: COMPLETE
Yeah, that is on his "to-do" list: