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Everything posted by colonel_klink
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Wow! A virtual ass! This will be a first for OFP
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Ok this is in line with detecting the amount of damage a projectile does to a vehicle. In order to make realistic (as possible) damage textures for choppers, etc. I am trying to find out how to detect what weapon was fired at it and what ammunition hit it. For example if I made a damage texture for a chopper with bullet holes in it, it wouldn't look too realistic if the weapon fired at it was an RPG or missile. And vice versa, missile damage textures won't look right if the vehicle was hit by small arms fire. So the conundrum is: 1. How to detect what weapon was fired at the vehicle; e.g. m16, m60, law, etc so that user class weapons are also detected. 2. How to determine the type of ammo fired from the cfgammo base classes e.g. bullet, explosivebullet, rpg, AT3, etc, so that it will aslos determine user made weapon classes. 3. Determine the amount of damage incurred by these so that appropriate damage textures can be applied. Now I know how the dammage eventhandler works so that isn't a problem, but I have never completely understood how the hit eventhandler is implemented.
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Not skinned at all apart from the prop and the canopy
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Thanks BraTTY. No I doubt that I will get it finished to release with Utopia. I've most of the interior stuff sorted out, and will probably do it later. The Island will be released with the following vehicles: VW beetle, Lincoln Town Car Diplomat version, Hughes 300 helicopter, TK Bedford truck, plus others. A lot of this stuff has been plaguing my harddrive for nearly two years What the others will be will depend on how I fit them on with the Mod work, which I am currently taking a short break from.
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I started a Catilina ages ago. Got it into game but that was as far as it got. . I thought about finishing it for release with utopia, but I doubt that I will.
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Been digging around my hard drive lately and found an old model that I started in anticipation of the release of Oxygen. I was going to release this with Utopia, but texturing this has been fun: It started like this: And now has become this: Yeah the textures are crap.. But its supposed to look like that:) More pics on the Fairlady Photo Album atDc3d Webpage
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16 color pirates on the Atari ST. Twas fun an' all young 'Awkins m'lad. Now get you below and cook me some 'taters an' gravy before I ties you to the yardarm and flay some flesh off'r you. Arghhh! Begorrah an' pieces of eight....
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lol. My c: Drive has been called 'Bob's Folly' ever since Ive had a PC Â Walkable? Not in this release sorry. Introducing Fairlady 1's (not so) sexy sister ships: Tin Can Allie Ratsguts: D.I.L.L.I.G.A.F. These 3 along with Fairlady 1 have set names. and are as you see are in different color schemes.. I have decided that in the mean time (and the fact I have a chopper or two (or three... ) to finish for the Falklands mod ) after the private beta test is completed I will release these four with standard cargo anims as a public beta, and work on the custom anims for a release with Utopia. This will include the custom name option as well. Official Utopia Postage stamp... not that they have a post office there
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Thanks Crippler. If someone.. in the know, that is.. could tell me how I can parse a string in a script: e.g. My idea is to allow people to put there own boat name in the editor init section like "[this, "'MYNAMEHERE"] exec "\nameboat.sqs"" and the script would parse each letter of MYNAMEHERE, and setobjecttexture the corresponding letter onto the name of the boat. All I would need to do then is have A-Z and 0-9 as textures.
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Have thought about this... Any suggestions for a range of names that could be set via setobjecttexture?
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2 new pics: Hoping to implement 6 passenger slots BUT having problems with the animation poses. I may have to release this with just the usual cargo poses until I learn how to: 1. create decent anims, and 2. link the animations to the dying/dead states. Apart from a couple of niggly bits to fix (and the anims) the boat is finished. This is an unarmed vessel. Suggestions for an armed version are welcome.
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Uss nimitz by hawk & dasquade
colonel_klink replied to ag_smith's topic in ADDONS & MODS: DISCUSSION
This a really neat addon. But I have been wondering why BIS (maybe) hasn't realised that people are now making larger addons and made a patch to accomodate the larger roadway lods. This would make the creation of large addons, like the Nimitz, and buldings more feasible. I for one would support such a patch. Once this is achieved then aircraft carrieres could be more operational as boats rather than static models. -
That would be cool! Â Â Perhaps with added "seagul-sounds" "Mine! Mine! Mine! Mine! Mine! Mine! ...." [im]http://users.tinyonline.co.uk/reo/Finding_Nemo-seagulls.jpg[/img] To both: Yes!
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I have learnt from experience.. Never say when an addon will be released. All I can say is that this should be finished soon.. As I posted just got the cargo anims to do.. and this may take a day or two.
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Police boat was released eons ago. MV Angelina will be done later. FV Fairlady will be released separately from Utopia. Just doing the anims for the cargo positions..
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Uss nimitz by hawk & dasquade
colonel_klink replied to ag_smith's topic in ADDONS & MODS: DISCUSSION
Engine controlled canopies, yep good Idea. -
Uss nimitz by hawk & dasquade
colonel_klink replied to ag_smith's topic in ADDONS & MODS: DISCUSSION
Hi Lee Next A4 release will have a user controlled canopy. This thing rocks. So far I have crashlanded a Harrier, crash take off of the A4, and stepped accidently off the deck... or was I pushed? Anyway about to try catapulting Lynx off it. -
Kegetys: Yeah I guess you're right about that. The only other way would be to check nearestobject and loop throught the ammo types. Pain in the neck as the script would be running continuously. Hardrock. Yep been through them several times. Comref can be fun Bratty: Its strange that small arms doesn't activate the hit eventhandler. I guess in the whole scope of things an m16 round just doesn't do much damage unless you hit something important, or send enough rounds to inflict damage. Guess this might be a no go area in ofp once again. Thanks guys.
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Hi PSC. Yep have that figured. The hit eventhandler looks like the one to use, but I haven't found any reference to anybody thats used it. From what i can gather the hit eventhandler can determine the amount of damage caused by a weapon. I presume the eventhandler could run a script that somehow(??) detects the weapon and ammo used.
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This old codger remembers playing the demo for the first time (and first 1st person shooter) and feeling quite nauseated by the movement. I vowed that it wasn't the game for me, being a flight sim fan of old. But when the game appeared on the shelf I bought it. Then I discovered there was a community, OFPEC, based upon the demo, which had moved onto CWC. Like all new things I was determined that OFP, the editor, and editing wasn't going to beat me and thus fiddled in the editor trying out such things as triggers and waypoints. Understanding the scripting language made my old grey cells cough and sputter a bit, but I persevered. Then the announced release of the modelling tools made me dig up an old Truespace and try my hand at 3D. When it was finally released to the modmaker group I thought echh! How could I ever learn this? The first addon was a milestone. Fortunately for Kegety's pioneer into the air with his Hawk helped quite a bit. I remember the first addon I released.. a submarine.. that didn't do anything but move around like a boat and bounced crazily on the land . Still, the ability to look back on those early addon days and see the high level of modelling now says something about this community. I can honestly say that I have never completed CWC nor have I completed Resistance... I still fiddle in the editor, try out new scripts, and use OFP as a test bed for the Falklands Mod addons. Of all this I can honestly say that the past 2 point something years for me has been the opportunity to meet a great set of friends from all parts of the world, to be able to contribute where I can, and to help others. The 3d modelling, scripting, and texturing has been a bonus. Thanks to everyone who has aided and abetted in my learning experience. BTW aint nostalgia grand? Now where did I put my teeth..
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Thanks for that snYpir.
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Oi klinky check the ecp_settings.sqs change it there to a lower value since its defined in % like 0.7 or 0.6 you can then reduce the chances like turn it to 0.1 or simplay turn it off if you like. yeah I sort of gathered I could do that, but if i am to release this (far off idea) other users wont be able to play the mission. Thanks anyway, Acecombat
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Ok the is ECP is the max! How ever I do find it a little annoying when I setdammage to a chopper for the smoke effect and it randomly decides to crash land. Is there a way of preventing this (on somke occassions) for example my mission (Klink's first and probably only attempt) requires a chopper to take fire but be able to land safely. I have setdammage to 0.6, which sometimes allows the chopper to continue flying, and sometimes doesn't. I would like to set it higher for more smoke, but with the random forced landing this doesn't work. If (a big if) I get the mission to a releasable stage this will cause problems with people with ECP installed. So any in editor command I can use to allow a safe, but burning, flight to safety? Thanks
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FIA = Feckin Individualistic A**h***s  Of course there is FUBAR which is F****d Up Beyond all Recognition (the current status of Colonel_Klink) Â
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Now look what has happened: A really mad cow