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Everything posted by colonel_klink
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Dang! What a shame. That boat looks really nice. Yep the community has dwindled. I remember going onto OFPEC ages ago and seeing at least 30-40 members signed up each time i visited. Now lucky to see a dozen there. I had noticed a shift to these forums after O2 was made public, but it is sad to see another mod disappear.
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The police launch that will be the final addition to the next release of the fishing boats. Some script work needs to be finalised.
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Working on this at the moment. Seems units don't seem to want to transfer from one vehicle to another.
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Does hiddenselections or setobjtexture works on
colonel_klink replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Yep. Actually same model different texture. But not to worry I might leave the models as they are. -
I think so. Will try it out. Cheers
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Hi Munk. Yeah I will give an option to turn off the seagulls.
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@Uncle_Sam: I may do soemthing like that on a later release. At the moment I want to get this thing done so I can continue with the Falklands Mod Harrier VTOL and the choppers clutering up my hard drive In the meantime here is a pic of a rowboat (from Dilligaf fishing boat). The oars are animated, and there is an anim for the rower but the clot wont do as he is told (wont animate for some reason). Also has tidal limitaions i.e. water gows inside boat.
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Does hiddenselections or setobjtexture works on
colonel_klink replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
The only sign pack I have seen is the Everon Cartel one. The example above was a simple cube with just one face selected for hidden selection. Still doesn't work. Even tried changing the base cfgmodels to other classes. -
Does hiddenselections or setobjtexture works on
colonel_klink replied to quakergamer's topic in OFP : CONFIGS & SCRIPTING
Has anyone actually got this to work on buildings? I se the cfgmodels section for my test object as>> <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels { class Default{}; class box: Default { sections[] = {"box"}; }; }; and the cfgvehicles section as: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class All{}; class AllVehicles:All{}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class NonStrategic : Building {}; class strategic : building{}; class house :nonStrategic {}; class CWK_TestHouse: building { vehicleClass="CWK Addons - Houses"; accuracy=1.000000; scope=2; model=""; //icon= "\cwk_houses\icon.paa"; mapSize=60; armor=2000; destrType="Destructhouse"; }; class CWK_TestHouse1: CWK_TestHouse { displayName="test house"; animated=true; model="\cwk_testbuilding\box.p3d"; ladders[]={}; hiddenselections[] = {"box"}; }; }; Normally if it was a vehicle and I kick off OFP the selection would be hidden, but lo and behold! the selection is still visible. Any ideas out there? -
Agreed. To get the fishing boat window damage to work I had to script that in.
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Good question, ExtracTioN Actually hadn't given this much thought. But I can see this as being a valid point. Be kinda dumb looking seeing all the crew members wearing lifejackets while wandering about the countryside. So yeah, the crew will only wear the gear when on the boat, however seeing the life jacket is in the secondary weapon slot it doesn't show while the crew are in the positions on the boat. Dunno if this can be changed but i will attempt it. Next issue will be non crew cargo.. do i put jackets on them automatically when they get on board... will have to deliberate over that.
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Life jacket and lifering in action complete with static 'anims'
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The life jacket fits into the secodary weapon slot, so it is possible for other units to wear it. Still woking on the implementation of that for units not considered crew.
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Fairlady 1 skipper demonstrating his new lifejacket.
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Thanks Bullz_eye_on_my_back. I tried that, but sadly it didn't work.
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Hi I'm looking for the above mentioned Utility for swapping textures on BIS made addons. I have an early version that gives an overflow error. The one on OFPEC says its not for XP.. so can anybody help. Also looking for a utility that lists all the textures used in an addon.. is there one available??
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No survivors! Falklands Mod Huey (This one is still in US configuration, therefore still armed )
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Random sinkings now at 8. Crew can abandon ship and survive with life ring or life jacket. Adding random explosion effects: This is being tested using the lifejacket method as above.
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Nope! Learned from experience not to put a time or date on releases. All I can say is, soon
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lol I guess it depends what end of the boat's got the biggest hole in it @Munk Already a step a head . Now has a useable life ring and custom life jackets. I try to keep from using other addons with these as it means people don't have to d/l this or that addon to get them to work. Having said that the life ring and life jackets are loosely based on the coc divers which is an excellent addon btw.
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Woking on some *hopefully* realistic sinking boat animations: Here's a pic of what i've done so far: Just adding burning/smoking and other tweaks.
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Firstly: Thanks for the feedback guys. Positive comments are encouraging and I am pleased that the little boats are appreciated. Lights: Yep will implement them in the next release. I had intended to with this release, but for some reason this slipped by me. Seagulls: An on/off feature could be implemented in the next release. The only problem have with that is that at the moment I am unsure of how to do that through script (but I can learn). Editor Categories: Yep. I have to agree with you on that one. The Gulls and boats will be under CWK - Sea in the next release.
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Fixed in next release. This was caused by a remnant of the earlier version I had made that used transparent paas for the rigging. I thought I had removed them all but a couple of lods on a model slipped through. This argument has been raised here before. Some concrete evidence is easier to work with than a generalisation Possibly. I only implemented the script I did not write it. The seagulls flying was for effect, not a simulation of actual seagull behaviour. If it can be done I will implement it in the next release. Doh! Another remnant of the earlier version. Had a gunner placement and the first cargo put on the boat jumps to gunner position (not actual as I had a custom anim for the gunner). Fixed in next release.
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I'm working on a navigation system that will allow a course to be plotted for the boat driver/player. Or at least for the player to know where he (she) is in relation to map grid etc. Any input on this is welcome.. due credit given of course.
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Wiper Sound Reference Bug Dang. Thats the problem when you inherit a sound effect from another addon. Yep. the wiper sound is from my Lincoln Diplomat addon which is coming soon. Will fix the sound bug in next boat release. Anyway for those that know how to depbo the addon: Go to the script folder, find wiperson.sqs and change "DIPLincolnWiper2" to "CWK_FishWiper" then re pbo. Because the engine sound is quite loud the wiper sound is barely heard.