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colonel_klink

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Everything posted by colonel_klink

  1. colonel_klink

    Helo pads

    Ok creating a heliport on the consulate. I have created the heliport object and used the same class as the OFP 'H' but can't seem to get the silly AI to land on it. Any ideas what the problem could be?
  2. colonel_klink

    Helo pads

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ 14 May 2003,14:58)</td></tr><tr><td id="QUOTE">One thing to try might be to use the same texture "data\heli_h.paa" as sometimes the game engine assigns actions depending on texture. SelectThis<span id='postcolor'> Hadn't thought of that. Thanks, SelectThis. I will try this and report back here on the result. Cheers
  3. colonel_klink

    Custom flags on cars

    I have managed to get the normal flag attached to a car, but that is only after it is assigned to a soldier/unit. Then the flag is the size of a normal flag. I have created a small flag using the same method as the larger flag, but getting it to show on the car is the main problem. Here's a workaround using a static flag object jusing a multi-faced plane in O2 then giving the object a wrinkled look by moving vertices. It looks ok, but being inanimate it lacks life, which is what OFP is about. The ones on the car can have their flag textures changed using setobjecttexture. However I'd rather pursue the idea of having a moving flag.
  4. colonel_klink

    Col. klink's psuedo proxy missile tute

    Hey guys here's a tutorial I have cooked up that explains how I used setobject texture in my upcoming Hawk Missile System Col. Klink's Psuedo Proxy Tutorial 3 on the rack
  5. This project was one I begun long before O2 was available, and has been ongoing for a while as I get time. Currently it has 3 floors, 15+ rooms with working doors and opening windows, multi vehicle garaging, roof and parapet access, and helicopter port. The addon will take up an excess of 60 x 60 O2 meters and requires that area in flat land. To this extent I am designing an island specifically for this and some other buildings that are planned. It is a multi-part building which will be able to be set up easily in the editor using Groups. Texturing it will take a while and it will be released when it is completed, along with a diplomatic limo, service vehicles and a yet to be determined helo and executive jet.
  6. colonel_klink

    Consulate - under construction

    A WW2 version is planned, along with some other military-type bases that I am in the processes of researching.
  7. colonel_klink

    Consulate - under construction

    Nice idea, Avon. I have been toying with the idea of portraits on the wall that could be changed by setobjecttexture as well, plus some other ideas such as flags.
  8. colonel_klink

    Fish in the water

    Hi Denoir I have a George Washington Submarine (working submersible) that needs a complete weapon system, torpedos, missles etc. I am working on the interior at the moment, so if you are interested...
  9. colonel_klink

    Faklands mod beta sea harrier release

    Thanks buddy. I was looking for those old scripts. I have anew improved VTOL on the harrier that a friend has been helping with. less menu commands, using keys would improve it immensely. Keep in touch as I will be beta testing the improved VTOL soon.
  10. colonel_klink

    Cfgsurfaces

    Dang! That means the sub pen walkways will have to use the other textures or the walkways will be in stealth mode
  11. colonel_klink

    Cfgsurfaces

    Searched for envrionment sounds and came up here. Seems that it is still a problem not resolved. I to have a similar problem. The subpens have metal decking and walk ways, and I was wondering how to define the textures I used to create the sound of walking on metal not gravel. Any help would be appreciated. Cheers
  12. colonel_klink

    Continuous sounds

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ 28 April 2003,15:31)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">but still no sound. Will this give me a general sound for the complete building or can i localise it to a point such as the electrical panels in the building, or do I create a new invisible object that emits the sound inside the building. <span id='postcolor'> You need to create a new empty / Sound / Â EngineHum object and place ti where you want the sound to be located. Once you have this working, an alternative is to use trigger - which enables you to control if the sound is on or off (if wanted).<span id='postcolor'> Hi Suma Have got the sound object working and can place it on the map in the editor. My next part of the problem is being able to have it located inside the building within the addon itself. I have even tried camcreating the sound object at the position of the building, and used createvehicle.. no luck so far. Cheers
  13. colonel_klink

    Continuous sounds

    I'm looking for a method of being able to play continous sounds when the player nears an object e.g. the sound of flies buzzing when the player nears a dead dog, horse (well they can be put in the game), or the sound of an electrical hum when the player nears an electrical substation or, opens a door and there is a contiuous sound inside. I also need a method of detecting the player when inside a building near an electrical motor etc. I've used useractions, but that means the player has to turn the motor on. Help me with this and I'll release the sub pens.
  14. colonel_klink

    Trinity island version 1.2 is out !

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ 02 May 2003,08:47)</td></tr><tr><td id="QUOTE">If 60 percent of the addon makers would switch over to being mission makers, unemployment and academic dropout rates would soar.<span id='postcolor'> Hi Avon. Have thought of this several times, however mission making has never been a strong point.
  15. colonel_klink

    Rioters

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Acidcrash @ 01 May 2003,02:20)</td></tr><tr><td id="QUOTE">its a sort of whip...only it has like 9 ends to it...or something like that<span id='postcolor'> Yeah used by seafaring captains on their sailors if they misbehaved.. latterly adopted for other uses.. of which I will say no more
  16. colonel_klink

    Col. klink's psuedo proxy missile tute

    Looking into that. Could be possible.
  17. colonel_klink

    The automobile on a roof to put

    In other words is there a way to place the car on its roof (wheels sticking up) in the editor? I can do it in the game with a well placed satchel pack, but I think he means before the game starts.
  18. colonel_klink

    Faklands mod beta sea harrier release

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">With the 'STOL take off' is it possible to stop the 'turbo boost' at say a speed of 200. Currently you get max speed very quickly and have to manually turn off the STOL. Cutting at a set speed would make it more realistic IMO.<span id='postcolor'> Have done that for the next release. Cheers
  19. colonel_klink

    Continuous sounds

    Ok so far I have: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgsfx { class EngineHumSFX { sounds[]={"Hum1"}; name="EngineHum"; Hum1[]={"\cwksubpen\sounds\door1.ogg",0.003162,1,0.200000,0.000000,0.500000,1}; empty[]={"","","","",1,5,40}; } };<span id='postcolor'> above cfgvehicles, then within cfgvehicles... class subpenaddon: house...I have: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class sound { scope=private; side = -1; vehicleClass = Sounds; icon = vlajka; mapSize = 10; }; class EngineHum : Sound { scope = public; sound = EngineHumsfx; displayName = "EngineHum"; }; <span id='postcolor'> but still no sound. Will this give me a general sound for the complete building or can i localise it to a point such as the electrical panels in the building, or do I create a new invisible object that emits the sound inside the building. I'm not confused, just learning and I find it a lot of fun. So thanks for your patience, Suma.
  20. colonel_klink

    Making addons, the good, the bad, the ugly

    Just an idea. Perhaps it would be better then for the addon makers to post the addon.. beta or final. Let the players download the addon, and then sit back while the bug reports come in. Then after a week or two respond to those bug reports. This would save a lot of consternation and time on the addon maker's part to let him/her concentrate on further addon making and let the community test the addon. I know from experience that quite often the addon maker will answer the same questions time and time again. Put the onus on the player initially to read the readme and then report the bugs. If the player cannot take the time to read the instructions and note the listed bugs then that is the player's problem not the addon makers. After all if I buy software and not be bothered to read the manual who's fault? Mine? or the Software developer? In my observations most bugs happen to new initiatives in addon making. Even after exhaustive testing by mod beta testing the player will often find others. That is expected. A while ago I responded to negative criticism and pretty near gave up model making, but the supportive emails i received far out weighed the negative so I continued. I guess it is human nature to say this or that isn't right etc, and it is equally human nature for the addon maker to respond negatively. What Vixer suggests is a good idea. Our Falklands mod has one but it seems the official forums has become the main center for feedback good or negative. Just the thoughts of an OFP grand dad who makes addons for pleasure.. not profit.
  21. colonel_klink

    Creating plane cockpit instrument panel

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">PS:- had some problems with the time memory points - not sure why the minute hand is working opposite while the rest is fine.<span id='postcolor'> Try selecting the memory point and hit W to reverse it. Had a similar problem myself once . Hope that helps.
  22. colonel_klink

    Continuous sounds

    Ok results of test with sound. My config.cpp entry entered after cfgmodels section. class cfgsfx { class enginehum { sounds[]={"Hum1"}; name="EngineHUm"; Hum1[]={"\cwksubpen\sounds\door1.ogg",0.003162,1,0.200000,0.000000,0.500000,1}; empty[]={"","","","",1,5,40}; } }; but I am uncertain if this is correct, and how it is activated from within an addon. One thing I have noticed that sound effects using the 'say' command used in conjunction with a useraction 'appear' to be localised. I have tried this but it means the player having to switch the sound on with the menu command. What I am trying to do is have the sound come on as the player nears the electrical panels. Useractions as far as I can make out, are merely switches relying on the user action (hence the name), and not activated by proximity. I have tried a script activated by the addon init=etc. etc... which activates the switch for the electrical panels and turns the sound on, but the sound is general emiting from the building center and is heard outside the building as well. Anyway here's a pic of what i am attempting to accomplish:
  23. colonel_klink

    Faklands mod beta sea harrier release

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ExtracTioN @ 27 April 2003,16:19)</td></tr><tr><td id="QUOTE">Klink m8 in full version with the MOD are you planning to add dust while hovering??? And the Submarine you working is that to the MOD too or separate???<span id='postcolor'> Dust on the mod harrier = yes Submarine is my own project, but there will possibly be one with the mod too.
  24. colonel_klink

    Faklands mod beta sea harrier release

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (chaztheducky @ 27 April 2003,21:58)</td></tr><tr><td id="QUOTE">this might of all ready been pointed out but if you open the radar node thingy then run away and look at it, its closed.<span id='postcolor'> Trying to keep polycount down on lower lods, but will check if there is a way to overcome this. Cheers
  25. colonel_klink

    Continuous sounds

    Thanks Suma. Shall experiment with that.
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