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colonel_klink

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Everything posted by colonel_klink

  1. colonel_klink

    U.K. Air Craft

    Possibly. The lynx is relatively easy to update as most (liberal assumption here) of the changes are external and relatively minor.
  2. colonel_klink

    U.K. Air Craft

    Did someone mention Lynx?? Pics courtesy Falklands Mod
  3. colonel_klink

    AEF-Campaign: Train Trailer

    Now this is really sweet. My first addon for a game was for Trainz, before OFP tools came out. I can see a lot of potential for this addon in OFP. Keep up the good work lads. Looking forward to seeing this on a computer near me
  4. colonel_klink

    Detect what weapons a unit is carrying

    I need to be able to check if the unit has a handgun, discard it, then pick up the one out of the gun rack, then pick up the ammo for it. the primary and secondary slots are no problem but the handgun is a pita
  5. colonel_klink

    using Proxy

    Hi there Proxies in OFP lose all their basic characteristics like geometry etc which means they are no longer solid. I'm experimenting with a method of using actual addons that retain their mass and characteristics which mean they can be used by the player or AI. n the following picture the two planes are dynamically placed at mission start. Both are empty objects, and both can be flown . The process is at its infancy at the moment and is used to place all manner of objects in buildings and static objects like aircraft carriers. I call the process Dynamic Interactive Buildings or DIB. So far I have been able to place the planes, make one piece ships like the aircraft carrier, and place breaklable windows in buildings. It is being experimented with to make destroyable buildings and working building lighting, as well as other objects that interact with the environment.
  6. colonel_klink

    Attention Addon makers

    Hmm I guess not having VBS1 will kind of prevent me PMing him ah well there goes my career
  7. colonel_klink

    Attention Addon makers

    Hmm a month and a half later and not even a reply.. Just wonder if the emails got thru with the hurricanes and all.
  8. colonel_klink

    Strange issue with hit detection

    Check the fire geometry lod.. sometimes this can be the problem area.
  9. colonel_klink

    Flashpoint Community Hardware Specs.

    I voted small application, but a web based form is ok too..
  10. colonel_klink

    Unwanted Mosquito (GC)

    Dang! Was gonna make one of those to relive 633 Squadron.
  11. colonel_klink

    Aircraft Gunner trouble

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hit=8;indirectHit=2;indirectHitRange=0.1; This is the cause of your pain and suffering The indirecthit and indirecthitrange seems to be the problem. I too have fired a weapon away from an aircraft (gpmg in a Gazelle) and the windows shatter first then the aircraft blows up. I am not sure if there is a solution for this.
  12. colonel_klink

    How to place/ start more than one smoke

    Yes you can. place a single point for each smke emission place in the models memory lod. Give each point a unique name.When you use the drop command instead of an [x,y,z] position use the memory point within quote e.g. "Smoke1". For each smoke emission use a unique drop command, but try to randomize the size etc else the smoke emissions will all look the same.
  13. colonel_klink

    Hunting Mod Poll

    I voted yes, because I shoot anything that moves in OFP, hell I shoot everything that doesn't move too.. But most of all I shoot the AI morons who keep calling out "Where are you?" Now if the animals, and birds.. yes dont forget birds.. could react to gunshot sounds and human movement.. that would really be cool.
  14. Just an update on the progress of the next release of this pack. Since the last release I have added a number of new things to this pack. * Central to the core of this is STOTAT which gives 10 random sinking effects to the fishing boats. * Working Lifejacket/lifering/liferaft * 5 different sea rescue modes * player can walk around fishing boat decks * option to turn off animations and seagulls (as requested) * police launch with working pursuit and rescue modes and with custom wreckage/sinking modes * reduction in number of seagulls in the seagull contol and around fishing boats (as requested) At the moment I'm ironing out a few of the scripting bugs, so there is no definite date for re-release. Bigger color picture
  15. colonel_klink

    Detect what weapons a unit is carrying

    Hmm. That is a problem. What I am trying to do is determine if a unit has a handgun of a praticular type so that he/she can take ammo for that handgun.
  16. colonel_klink

    Detect what weapons a unit is carrying

    Dunno if this will get noticed again, but I got the Primary and secondary weapons sorted, but having problems with the pistol. Can anybody please tell me what slot the pistol fits into. I can addweapon "MyPistol" no problem, but when I want to detect if he is carrying it I'm having problems. Thanks
  17. colonel_klink

    Binarize Tutorial

    Another couple of things: By excluding paa's that aren't used by any model the icon and picture files (if any) will not be included. I place these in a folder called pics inside the addon and have the config picture and icon paths go to them. Then after binarizing the addon just copy that folder to the new binarized one. Other files like sound and scripts sometimes get missed in the binarize process. I find it good practice to place these in folders as well. Addon folder structure will then look something like this: AddonName >Pics >Sound (or SFX) >Scripts
  18. colonel_klink

    Binarize Tutorial

    For those who wish to see the Bin.bat window contents after the Binarize is done add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Pause after the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">xcopy %1 Opt\%1 /exclude:exclude.txt there you can see any problems etc Just close this window in the normal manner by clicking on the X on the top right (now I didn't need to explain that did I Â ) Some additional info for the Binarize process. The exclude.txt file can be customised with file extensions added so that thes file types are not included in the binarized addon. Note the .paa and .pac in this file are extra ones not used by any addons and is already in the exclude.txt file by default: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">.p3d .paa .pac .bak .backup .tga .bmp .gif .jpg .3ds .scn .cob .psp .psd .jbf .sfap0 .sfk .sfl .htm .html .db Note some of these will be different for you. The above is what I have in my exclude.txt file.
  19. Considering I made the Falklands Harrier I just wish to state that I did not create it to be competitive with anyone. I really dont give a rats a** who's is better than whose. I made it because I enjoyed making it. That said the Sea Harrier and its RAF sister, the Harrier GR3, for the mod will have a much improved v/stol system, improved ejection seat, and the cockpit area has had an overhaul. And please dont get into the who's is best bit because it serves no purpose but to embitter those who promote it. I have seen many good addon makers disappear from the OFP scene because of the, should I be bold to say it? ... apparent childish behaviour of people who wish to say 'mine is better than yours!" The Falklands Sea Harrier and GR3 are built for the Falkland's mod.. if people wish to use it for other purposes outside the Falklands scenario, that is great.. I agree that the USMC AV8B is for a totally different scenarios. All I say is have fun with OFP and get off this 'oneupmanship' nonsense as it is totally uncalled for and doesn't encourage people to continue creating anything for the game.
  20. colonel_klink

    Detect what weapons a unit is carrying

    lol Yep mixing pot being stirred bigtime at the moment
  21. colonel_klink

    Diplomatic Building

    It's a possibility, however the BIS weapons are standard with the game which means I can utilise them far easily for the static models in the racks. However, if those mentioned are used as replacements for the BIS originals then once a guy takes a weapon from the rack the weapon in his hand should automatically become the replacement. I don't want to have to contact every weapon maker in the community for permission to make separate proxies for their weapons. The task becomes monumental. Also I'm trying to work on the assumption that the racks will be universal for people no matter what version of M16 they currently use to replace the originals, also this will mean there wont be any other addons required other than the embassy and the DIB master files.
  22. colonel_klink

    Diplomatic Building

    My need to find a surefire foolproof method of placing multipart addons started with the PT and PTF boats. This enevitably led to wondering if a similar system could be used to place parts of a building.. it didn't. But with the idea of STOTAT firmly embedded in my feeble mind I started thinking outside the box (my head actually).. Well this is taking a long time, but the good news is that after a day or two of experimenting I have overcome several major problems: 1. By using proxies and memory points I am able to place multi-part buildings on a map and turn them in any direction and everything stays lined up 2. By using the same method I can place furniture, doors and other items in the building. All these parts can be destroyed and behave like regular addons with full geometry lod, unlike normal furniture proxies. 3. The really good news is: Windows that can be shot out with flying broken glass, sound etc 4. Additonal to this using the same system machine gun posts can be set on any predetermined point on the building. 5. Also blown out pieces of wall etc is possible as well as long as I can detect what hit the part. All this includes scripting, but scripting is part of the game and if used correctly lag should be kept to a minimum. This is an old pic and shouldn't be regarded as the finished item. I meant to mention. This building was made multipart, not to overcome the roadway size limit, but the geometry limit of 126 parts. Therefore it comprises four main parts, separate gate, flag pole, and window and door parts.
  23. colonel_klink

    Diplomatic Building

    It will be as functional as I can make it. There are limitations, however, with the large number of different weapons, and versions of these for OFP I will probably limit the weapons in the racks to standard BIS ones. How that will work with mods such as Y2K3 where the standard weapons are replaced, I'm not sure, But I'm sure with Pappy's help we will overcome that.
  24. colonel_klink

    Diplomatic Building

    With presidential dais and intern.. er .. lectern
  25. colonel_klink

    Diplomatic Building

    I can and have done for some things, however because there are literally dozens (perhaps hundreds) of different ammo configurations away from the BIS original standard it becomes a lot more complex. However I am looking into it.
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