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colonel_klink

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Everything posted by colonel_klink

  1. colonel_klink

    Cpp problem

    Sorry in my rush to do this I forgot a "};" Â without the quotes. It should read:
  2. colonel_klink

    Holiday wishes

    Seasons's Greetings to all moderators and forum members. Take care over the silly season
  3. colonel_klink

    Cpp problem

    hey buddy your broblem does indeed lie in the cfg models section e.g. which should read Hope this is helpful cheers
  4. colonel_klink

    Removing in-game user actions

    Aha! Thanks Kegety's. The simplist things sometimes boggle the longest. Cheers
  5. I'm wanting to remove the in game user actions such as "Eject" on the next incarnation of the Sea Harrier and replace it with a custom Eject command for the ejection seat... Thanks in advance
  6. colonel_klink

    Falklands mod progress

    Not at the moment. even so the Ai do send up a barrage at any enemy aircraft flying low, which makes for an interesting ride if you happen to be a pilot flying though this stuff.
  7. colonel_klink

    Problem with pilot lod

    Here are some basic lods that work ok for me with a single soldier position i.e. gunner only: 1. Several normal View Lods with diminishing detail 2. Geometry 3. Memory 4. Fire geometry 5. View- Gunner 5a. Now as NZXShadows mentions above the View-Gunner and/or Memory lod (I do both just to make sure) has a single vertex gunnerview for the 1st person view when the player presses V. gunnerview should be part of both OtocHlaven and OtocVez selections. 5b. The gunner proxy should be part of the OtocVez selection in View-Gunner. 5c. You dont need a View-Driver lod for a single man machinegun. 5d. If you do, say to have a weapons loader or commander, then the gunner proxy will have to be defined as in 5b. above and the driver proxy added to the model (that would apply in all view lods) Config section. if you are using the m2static class then most of the parameters are done and all you will need to change are the parameters that are unique to your new machinegun.
  8. colonel_klink

    Change object material sounds

    Thanks tracy_t, I will try that out. Cheers.
  9. Because we cannot place machinegun positions in buildings/bunkers etc without using either the jeepmg or the m2static classes this raises the problem of eliminating the metallic clunk when the "new building/bunker etc" is hit by a bullet. What i would like to know, is there any way in which the models material (so something) can be changed to wood, dirt, rock etc? Here are some examples of what i am striving: http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker6.jpg http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker5.jpg http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker4.jpg
  10. colonel_klink

    A 30cal sandbag bunker

    What I meant by this was adding it to the line of sandbag bunkers I was already constructing. Not as part of the Falklands Mod. I wasn't even thinking of it as a release for any mod. Oh well.
  11. colonel_klink

    A 30cal sandbag bunker

    Hi bmgarcangel Here's some positions I have been working on for the Falklands mod. I'd be interested in adding a .30cal for public release if you want. GPMG positions: http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker4.jpg http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker5.jpg http://www.dc3d.co.nz/graphics/ofp/mod/gpmg_bunker6.jpg And 50 cal and Bofors AA positions http://www.dc3d.co.nz/graphics/falklandsproject/sandbags.jpg
  12. colonel_klink

    Clock works in nogova

    @Bullz_eye_on_my_back no I hadn't resolved the issue with the clock, but your suggestion is a good one. I will try that out as soon as I get back on to the embassy. thanks
  13. This problem has been vexing me for a couple of days now. In the sandbagged GPMG positions I've been working on I'm wanting to run a script that will detect any enemy, unit, vehicle, of any side that approaches the position. If say the enemy was detected by the machine gunner at say 20 meters from any direction (particularly from behind) the gunner would 'get out' and use his rifle etc or run off. I can use the distance command to detect how far a unit is away from the gunner, but how, without using triggers can I detect any unit at all just using a script. Any help in this would be appreciated.
  14. colonel_klink

    Detect any enemy, unit, vehicle, of any side

    Ok will try that. Thanks Rastovovich. edit! Working great now. Thanks again. Now for the next bit... how to link a new dying animation to the existing gunner action.... Animation is done... however:)
  15. colonel_klink

    Detect any enemy, unit, vehicle, of any side

    But shouldn't it return the unit name and not the model name? Also I need to determine whether the unit is an enemy. Thanks
  16. colonel_klink

    Detect any enemy, unit, vehicle, of any side

    Ok here's what i got so far <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _gun = _this select 0 _player = player _gunner = gunner _gun ; _deadmeat="" _x1 = getpos _gun select 0 _z1 = getpos _gun select 1 _y1 = getpos _gun select 2 _PosGun = getpos _gun ? _player in _gun : goto "end" ? _gunner in _gun : goto "start" #start ~0.001 _deadmeat = nearestobject [_x1,_z1,_y1] ;?_deadmeat="": goto "Start" hint format["Enemy = %1",_deadmeat] _dist = _deadmeat distance _gun ? (_dist <= 6): goto "Detected" ? _gunner in _gun : goto "start" goto "start" #End exit #detected _gunner action ["getout", _gun] All I get with this using the hint command to return the detection: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hint format["Enemy = %1",_deadmeat] is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Enemy - 14ee4100# NOID bunkergpmg The bunkergpmg is the name of the p3d object and not the name of the in game GPMG unit. It's got me beat. @hardrock. Yep got comref but I'm still a learning this stuff
  17. colonel_klink

    Detect any enemy, unit, vehicle, of any side

    I've tried  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Badguy =nearestobject[_gunpos]  (_gunpos being the position of _gun retreived by getpos) and also tried: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nearestobject[_gunpos] =_badguy as well as: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Badguy =nearestobject[_x,_y,_z] but each time I got an error. I'm probably not doing this correctly. Thanks Rastovovich
  18. colonel_klink

    Detect any enemy, unit, vehicle, of any side

    I thought of that, but as far as I know nearestobject (couldn't find getnearestobject) relies on a known object, e.g. nearestObject [player, "StreetLamp"]. What I'm after is away of detecting the unit (vehicle, etc) and then determine if it is friend of foe.
  19. colonel_klink

    Falklands mod progress

    @cero Most buildings that are placed in the sea map in the OFP editor usually sit a ground level just as they would on the land, except that the ground level is the sea level when at sea. The exception to this is when buildings are place in the sea in an island editor such as isitor or WrpTool, then the building would be sitting on the sea floor. It beat the cr@p outta me for a start too.
  20. colonel_klink

    Falklands mod progress

    The unmanned GPMG positions are useable. basically what it means is when the gunner uses the get in command the GPMG is useable. When the gunner uses the Get out command the GPMG goes to the leaning position as in the last picture.
  21. colonel_klink

    All the addons that never released

    Very true. In fact some of us are getting psychoanalyst treatment.. others have shot themselves
  22. colonel_klink

    Nzdf mod!

    lol. No I didn't say I was making NZDF Skyhawks, I'm rebuilding the ones I made ages ago into the A-4K RNZAF model and skins. The redevelopment of the A4 addon is like this: A4 in US Navy livery = released A4 in 1982 Argentine air force and navy livery = release with Falklands mod A4 in other liveries = released as I get the time BTW this NZDF addon pack looks really good.
  23. colonel_klink

    Zombie addon!!

    These are cool Just need a new walk (limp) for some of them and SoundFX of moaning and groaning when ya get close.. Twilight Zone stuff
  24. colonel_klink

    All the addons that never released

    Recent count on my hard drive.. around 60 adons started.. mainly as experiments or for own use
  25. colonel_klink

    Nzdf mod!

    No Brit mods? Come on The Falklands mod has been working very hard and already released some addons. BTW there are three New Zealanders working in that mod
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