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colonel_klink

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Everything posted by colonel_klink

  1. colonel_klink

    Multi Gun Positions

    @[APS]DarkPhantom Same site I got the info for the model so far, but thanks anyway. The script wont work on land vehicles as all it does is calculates the pitch of the boat and adjusts the height of the guns in relation to that.. In theory anyway
  2. colonel_klink

    Multi Gun Positions

    by the time OFP2 comes out I'll be an old man.. OMG I AM AN OLD MAN
  3. colonel_klink

    Multi Gun Positions

    Based on a real one. The Huckins Yacht Corporation (Huckins Yacht Works) built a small number (18) of fast patrol torpedo boats during WW2. Although none were used in actual combat, Huckins designed boats were assigned to the training squadron, in Melville Rhode Island, the Panama Canal zone and Hawaii. Getting information about the Huckins PT boats has been difficult. I sent an email to the company.. yes it still builds boats.. but not heard back from them yet. I have had to use modeller's license on a number of features, but as explained at the beginning of this thread, the model is being used as a testbed.. At the moment it has basic textures, and I have taken some liberties with the armament However, when it is finished it will be released, whether it will be used by mission makers or ww2 mod makers is entirely up to those concerned. For me it has been a fun addon and it has enabled me to try a host of new things...
  4. colonel_klink

    Multi Gun Positions

    Update. PT Boat fully textured.
  5. colonel_klink

    Tutorial

    Ok a couple of people have asked me how to make aircraft that have both fuselage and wing gun ports appear to only fire either one but not all at once depending upon the weapons chosen. Rather than have to write an email or two I thought it easier to write a tutorial and post it on my site. Wing Guns Fuselage guns the tutorial also describes how to remove the standard OFP gun flash, gun smoke and tracer effects and replaces them with custom gun flash, gun smoke form each gun port, and cartridge ejection. Creating pseudo multiple gun flash effects for aircraft - Tutorial
  6. colonel_klink

    Multi Gun Positions

    Hmmm could do with some nam rivers to test the upcoming Monitor gunboat hint hint
  7. Here is some bits and pieces to liven up an airbase. They are part of my Utopia Island project, but I've decided to release these as it will be a while before Utopia is any where near ready. Enjoy Changelog: ************** Fixed texture ************* Please Note: Some people with slower graphic cards may expereince the lower detail aspect of the next lod. (FYI this addon was created on a 1.6 ghtz P4 with a Geforce 3 card.) Download at Utopia
  8. colonel_klink

    Multi Gun Positions

    Just tested the pt boat with the CoC Torpedo addon. Pt boat now fully armed . Although I have found the mk46, mk48, and mk50 don't seem to want to explode on impact with other boats.
  9. colonel_klink

    Multi Gun Positions

    Hi Pathy. Drawing a menu wont be a problem. I'm designing a dash control panel for the boat driver so it would be best to use that I guess.
  10. colonel_klink

    Multi Gun Positions

    Thanks guys. I've updated the plume pic as well, the other was taken after I had played Soldiers and the screen was too dark when i had taken a screenshot.
  11. colonel_klink

    HQ Operations Centre

    Nice one Philcommando.. I like it .. Good job
  12. colonel_klink

    Multi Gun Positions

    Initial trial with the drop command and a plume texture. Had Soldiers Heroes of World war II given to me for my birthday so progress on this is a little slow
  13. colonel_klink

    Tutorial

    Thanks footmuch. Yeah the light bit is annoying me too
  14. colonel_klink

    Tutorial

    Hey BraTTy yeah sorry it was the textured flash not the bright light. I've been trying to get rid of it, or  at least make it so a smaller one/s appear at the right places. Back to the drawing board on that one:) oh the Ki-84 was made so I had an adversary for the pt boat :0
  15. colonel_klink

    Tutorial

    I'm glad that this has been helpful.
  16. colonel_klink

    Multi Gun Positions

    lol I gathered that.. but that is one part of OFP I have so far feared to tread
  17. colonel_klink

    Multi Gun Positions

    Sounds like a good idea.. any idea on how to do that?
  18. colonel_klink

    Multi Gun Positions

    Scud.. how did you use the fired eh.. I can't seem to get another weapon set up on my boat as the front oerlikon is the only weapon I can get to fire.
  19. colonel_klink

    Multi Gun Positions

    Hi Scud. I have the shock wave working. I tried a water spout using a textured plain, but looked kind alright, but not exactly what I was after. I've worked out a timer and explosion routine and a method of restricting the number of charges dropped according to the number of charges on the boat. Played around with a couple of sound files to get a muffled water explosion and the sound of water spalshing back down. The only problem I have found so far is that I can only get one weapon firing from the pt boat so the depth charges have to be controlled by the user action menu. Not a biggee tho as most ofpers accept that the action menu is used for a number of sfx these days.
  20. colonel_klink

    No gun smoke needed

    ok going with footmunch's suggestion the following eliminates the smoke for a given vehicle: This code below is OUTSIDE of the cfgvehicles part: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class WeaponCloudsNoSmoke // custom name { access=3; cloudletDuration=0.300000; cloudletAnimPeriod=1.000000; cloudletSize=5.000000; cloudletAlpha=0.000000; cloudletGrowUp=30.01; cloudletFadeIn=0.510000; cloudletFadeOut=90; cloudletAccY=0.050000; cloudletMinYSpeed=0.100000; cloudletMaxYSpeed=0.100000; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,0}; interval=0.050000; size=0; sourceSize=0.500000; timeToLive=0; initT=0; deltaT=60; class Table { class T0 { maxT=0; color[]={1.0,1.0,1.0,0}; }; class T1 { maxT=1800; color[]={0.6,0.6,0.6,0}; }; class T2 { maxT=3500; color[]={0.55,0.54,0.52,0}; }; }; }; This code below is INSIDE of the cfgvehicles part: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //note use custom smoke name as above class GunFire: WeaponCloudsNoSmoke {}; class GunClouds: WeaponCloudsNoSmoke {}; class MGunFire: WeaponCloudsNoSmoke {}; class MGunClouds: WeaponCloudsNoSmoke {};
  21. colonel_klink

    No gun smoke needed

    Yep, tried those Scud. They seem to control the zasleh muzzle flash part. have eliminated those but still get a puff of smoke.
  22. colonel_klink

    Multi Gun Positions

    Aw.. now the Colonel is blushing like a schoolgirl Thanks for the encouragement guys... Now who can write me a script to simulate a water spout for the depth charges?
  23. colonel_klink

    Multi Gun Positions

    Hello! I never said I was the first with this idea. And if you had read the previous posts (and going by this you hadn't) you would have read that I admitted I had not heard of any other addons being done like this. Which incidently if I had of known still wouldn't have prevented me from trying a different way of doing it. This is what OFP is about.. trying to do the impossible then doing it better.. or die trying... and I aint dead yet!
  24. colonel_klink

    Multi Gun Positions

    No the geo lods are necessary for precise placement of the gunner positions. I guess the only way ould be to make the guns non strategic (but cant because they are boat class) or to make the side unknown, but then the gunners might not respond to the boat commander. Will investigate further.
  25. colonel_klink

    Multi Gun Positions

    That's not the problem. While I can select enemies by using TAB, sometimes I want to select using the mouse. The problem is the mouse will often select the closest target (friend or foe) and that is most often other parts of the pt boat e.g. the gunners which are other addons attached to the PT boat.
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