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colonel_klink

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Everything posted by colonel_klink

  1. colonel_klink

    Vtol ?

    Hi Guys, Nearly finished the sea harrier, but as yet have not worked out a way to do VTOL. I thought about the helicoptor class, but that causes the nose to drop when taking off, or lifting whn landing. Any suggetions. I heard there had been VTOL implemented, then taken out. Cheers 8)
  2. colonel_klink

    Ship class

    I'll try that tomorrow. I tried landing the AH1 on the deck but it bounced off.. I think this is the same problem FliPer is having with the aircraft carrier. Thanks Cheers8)
  3. colonel_klink

    Ship class

    Hi Guys I'm working on angelina (the yacht), but without a demo boat to use as a base model, I was wondering if anyone knew what vehicle class it was, and if there are any special things I need to know in regards to the geometry, memory, and fire geometry lods (if there are others I'd appreciate some help there too). I've had no problems with the aircraft and land vehicles but the boat class is abit of a boggle. Thanks Cheers 8)
  4. colonel_klink

    Ship class

    Update: I've had the ship on water. Also walked around on the upperdeck.. until the ship moved.. any ideas how to move your character on a moving platform. Cheers 8)
  5. colonel_klink

    Ship class

    Thanks PSC. I see some recognisable Czech words in that so at least I know now that a ship can have svetlos (lights) . Shame we can't land on them.. yet. I'm hoping to have the yacht useable, that is be able to walk around the deck, climb ladders to different decks, take the helm, etc. Anyway thanks again. Cheers 8)
  6. colonel_klink

    Undercarriage woes

    I tried rotating the points but the animation I think is designed to only work one direction. Looks likie the wingtip undercarriage on the harrier will have to fold foward. Cheers 8)
  7. colonel_klink

    Undercarriage woes

    Hi Guys Just a small problem with the harrier's undercarriage. I'm wanting to know if the undercarriage animation is multi-directional. At the moment the undercarriage is folding towards the nose, where it should be folding towards the tail: see piccy below . It affects the wing wheel struts mainly as they have to retract towards the trailing edge of the wing. If the direction can be set.. how is it achieved? Thanks Klink
  8. colonel_klink

    I need help

    Hi Mechanic I've sent you the jeep files Cheers 8)
  9. colonel_klink

    Angelina - the yacht

    I waited, then finally the day has come and Angelina has begun her journey into the world of OFP. Thank you, staff of BIS, for this opportunity. Remember this? . She has already been converted to Trainz, which made an easy transition from trueSpace to Max. She's 44 metres long, and I'd like to make it people friendly, that is, walk around on her, land a chopper on the rear deck, pilot it, etc. Any suggestions would be most welcome. Cheers 8)
  10. colonel_klink

    Angelina - the yacht

    Yeah, yeah. You guys just want to blow it out of the water.. be honest. I've been working on the yacht in O2, but until I find the cpp for the lst or the gunboat she'll be sitting in dry dock.. sorry guys. Cheers 8)
  11. colonel_klink

    Gear problem

    Hi Vixer I had the same problem with the Harrier and this is how I fixed it: In the memory LOD you need to create (or assign, if you are using a memory LOD already) several vetexes as the axis points for your undercarriage (this includes the wheel, strut, etc). Which would be where the pivot of the wheel assembly is, ie. in the wing or fuselage. The named pivots are: osa leveho kola (presumably the starboard wing wheel assembly) osa praveho kola (presumably the port wing wheel assembly) osa predniho kola (presumably the nose wheel assembly) I hope this helps. BTW Ive just posted a request for help to set the pivot animation in the right direction. Cheers 8) Klink
  12. colonel_klink

    Proposed model bank

    Sounds great to me. With the combined talent on this forum, there should be nothing stopping us from making some d**ned fine addons. Good on you guys. Cheers 8)
  13. colonel_klink

    The model bank

    Here's a piccy of a sea harrier I'm creating for The Falklands Campaign: It won't be released until the project is completed. Along with the C130: Seaking Pucara A4 Skyhawk Wasp Scorpian Scimatar Landrover and buildings from the Falklands as well as other military and civilian type stuff Cheers 8)
  14. colonel_klink

    Angelina - the yacht

    GFX707 Just downloaded and tried your bunkers, excellent work. You seem to have the walls and floors bit worked out good. This lod and programming side of things is all new to me, although I learn pretty fast. I presume that to prevent going through floors, walls etc we have to create an invisible block (correct me if I'm wrong) wherever there is a floor or wall, then associate those blocks with lods or commands that ofp recognises. I've been thinking that a building and the boat would use the same method. Correct? I don't want to get too complicated but would like to see the yacht more functional than just a piece of I candy, wouldn't you agree? Any help you can give I'd appreciate it. Thanks Cheers 8) Bob
  15. Hi Guys Just an update to you people who have downloaded the decimal convertor, that I created to assist in converting scale models or drawings to metrics when making 3D models. Get it from here DC-3D Computer Game Modelling Zone Any feedback, problems, suggestion, etc would be appreciated. Cheers 8)
  16. colonel_klink

    Sharing new models

    Sorry Antichrist, it was really just the same question, in relation to Kegety's Hawk having already been released. Sorry for the confusion. Cheers 8)
  17. colonel_klink

    Sharing new models

    Hi Guys I cannot be but impressed with the level of support you guys give one another. I am also impressed with the range of new models being built, however, I do have a question. Once a model has been made, tested and ready for release, what guidelines do we follow? I have already flown Kegety's Hawk, impressive!! But is there a policy on addon sharing, if so, what is it? Just a-wondering. Cheers 8)
  18. colonel_klink

    Angelina - the yacht

    Hi PSC You are right, the other piccy is an early version with coloured polygons. Heres a partly textured version I've been building for Trainz I've got to reduce the poly count, which shouldn't be too hard as the model is made from several sections that when joined it'll reduce the polys. also the rear railing is seperate parts so I'll create a transparent texture for those. I've already had the ship in O2 and the textures came in fine. More to come. Cheers 8)
  19. colonel_klink

    Angelina - the yacht

    Hi Rob I thought that might be the case, but I am optimistic that there will be a way around this problem, such as create it in two parts; the boat, and a helipad that moves with the boat. Still, for cut scenes landing and taking off from the yacht could be scripted. Cheers 8)
  20. colonel_klink

    Question about 3d models

    Hi Vixer I'm not sure how OFP handles damage, but I'm hoping we can model a damaged version of the vehicle etc, then when the vehicle, say a tank, gets hit the damaged version replaces the original vehicle. That way we could model vehicles or buildings etc that look realistic when damaged. Cheers 8)
  21. colonel_klink

    Measurements in o2?

    Hi Guys Just a thought on the decimal conversion thing. I've created a little proggie that does it quite simply. It was made for my other passion, creating 3D models for Trainz, but it will work with any other model. get it from here :DC-3D Computer Game Modelling Zone. I use it when converting feet and inches to metrics. Its free, so enjoy. Cheers  (no cool smiley??) BTW, let me know what you think of it, or if it needs any other conversion functions.
  22. Hi guys Just a wee problem. I'm wanting to activate Alpha Radio when my unit reaches a trigger, then deactivate it when another trigger is ..er..triggered. Any ideas? Cheers:D
  23. colonel_klink

    How to heal?

    Hi guys I've been messing about with a bit of code for medics and come up with this. I use it a lot in my missions, and it gives the player the choice of ordering the wounded guys to heal themselves. I'm working on adding a routine to tell the medic to go to the wounded one to do the healing. Â The random messages from the wounded guy are for atmosphere. Have fun. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_MyGuys = Units Group Player ;start with other guys not the player _Index = 1 _MaxUnits = Count _MyGuys ;usage ;this addaction ["Heal the boys", "heal_boys.sqs"] #Healing _ThisGuy = _MyGuys Select _Index damage = Getdammage _thisguy ?(damage<0.3):Goto "SkipEm" ?(damage>0.7):Goto "SkipEm" _ThisGuy Action ["HEAL",_ThisGuy] _ThisGuy setdammage 0 @UnitReady _ThisGuy ~10 _rnd = random 19 _rnd=_rnd - _rnd %1 ; the sidechat messages. ?(_rnd==0):_Thisguy sidechat "Thanks. I needed that!" ?(_rnd==1):_Thisguy sidechat "All better now." ?(_rnd==2):_Thisguy sidechat "Thanks a lot! I was hoping this would send me home!" ?(_rnd==3):_Thisguy sidechat "Morphine, huh. You got some more of that?" ?(_rnd==4):_Thisguy sidechat "Neat fix, Doc. Didn't know you washed and darned clothing too!" ?(_rnd==5):_Thisguy sidechat "Aspirin? All it was, was a f*****g Aspirin?" ?(_rnd==6):_Thisguy sidechat "It was just a flesh wound, Sir" ?(_rnd==7):_Thisguy sidechat "It's a miracle. I'm alive!" ?(_rnd==8):_Thisguy sidechat "So no Purple Heart for me, then?" ?(_rnd==9):_Thisguy sidechat "That must be worth two Purple Hearts, Sir." ?(_rnd==10):_Thisguy sidechat "You've got healing hands, Doc... Give us a kiss." ?(_rnd==11):_Thisguy sidechat "So much for a quick discharge." ?(_rnd==12):_Thisguy sidechat "I'm sure going home would have been better!" ?(_rnd==13):_Thisguy sidechat "Next time, Doc. Let me stick the needle in you!" ?(_rnd==14):_Thisguy sidechat "Where am I. Is that you, Mommy?" ?(_rnd==15):_Thisguy sidechat "Yeah, that's right. Patch me up so some other b*st**d can put holes in me." ?(_rnd==16):_Thisguy sidechat "I was thinking, Sir. When that bullet hit me I'm sure your name was on it." ?(_rnd==17):_Thisguy sidechat "No thanks to you, Doc! I was ready for the Glory Land." ?(_rnd==18):_Thisguy sidechat "Is this heaven? No? F**k it!" ?(_rnd==19):_Thisguy sidechat "Great! Now some other b*st**d can shoot me." ?(_rnd==20):_Thisguy sidechat "D**n! I die.. ..then I wake up.. ..and there's another f*****g war going on!" goto "Here" ; if the guys are okay #SkipEm ;_Thisguy sidechat "I'm o.k., Sir" goto "Here" #Here _Index = _Index + 1 ?(_Index < _MaxUnits): Goto "Healing" <span id='postcolor'> Cheers Â
  24. colonel_klink

    What to fix in the next patch

    Just a few of things: 1. Stop a wrecked chopper sliding down hills. If it hits the hill, keep the wreckage where it strikes. 2. Same goes for empty choppers after they land on a slope. 3. Add some smoke trails to aircraft when they are hit. 4. Allow small arms fire to take out a chopper. 5. A whole M16 mag to kill a seagull??? 6. Allow the player to stand at the ready, like the AI. Kinda looks dumb having the player walking about sighting down his rifle all the time. 7. Include the ability to decrease the AI of enemies as well as your own men. To allow for surprise attacks close up. 8. After a chopper blows up. Cut the engine noise immediately. 9. More realistic building wreckage. The deformed look spoils an otherwise excellent war sim. 10. Realistic wounding. Zone the wounding and instant kill spots on the human body, ie. Shot in arm - disable that arm, shot in the other arm - drop the weapon, headshot - instant death, etc. For example: Shooting a guy twice in the leg shouldn't make him drop dead immediately. 11. And I agree; allow the player's apc or tank to keep up with the other vehicles when climbing hills. Cheers 8)
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