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CapMorganCD

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Everything posted by CapMorganCD

  1. I agree. It would be very usefull if you all people report the CTDs in detail, so we can duplicate the same CTD and detect the failure. Thank you
  2. First of all, i would like to thank to all the guys who reply feedback, opened mirrors, played Lan...This means that you guys have dedicated REAL time to our mod, give us an honest chance. You all know who you are. We are going to list all errors reported here and trie to fix them in our next release. Also thanx to Placebo, for fixing my forum account. Now, as team leader i must reply to all complains here. Side issue: This was a problem to some people from the beggining and it will be, because as we said 1000 times, they will remain like this. Feel free to change the side in the the pbo if you want to use them with other addons/mods. This brings me to the other big problem. The addons stealing: I was i charge of the responsability to ask permission. As some of you might know i have some heavy personal problems wich forced me to take a "vacation" in OFP community for about a year. During this period of time, our mod was still rolling (with very few members and very limited). The c130 was modified also during this period of time and this is why we (I) did not ask permission to the author. As far as I know, it's the only addon we have no permission. We have addons from swiss mod, taiwan shop, Select this, etc. Still, I will contact the author of the c130 to apologie and explain this. This beta version has no readme because of the lack of time. Some MP missions are under development at this moment. This version is not "that polite" because it's not final, we need the feedback. Last, i would like to ask you guys to keep the topic clean so it's not closed. Thank for your time.
  3. CapMorganCD

    4 alpha channels

    Hi all, i have a problem with a "cristal box". No matter how i map the textures i always get this error in one of the four faces. As you can see (or not ), the inside is not visible thru the glass. Any clue? thanx.
  4. CapMorganCD

    4 alpha channels

    Thanx for the replys guys. I tried the pac textures and the order of the faces, but i always get one face wrong. Is there any way to place 2 or more alphas in the same "lavel"? We have an example on the 5ton truck made by BIS. That's exactly what i want to do.
  5. hey all i was wondering if anyone knows hoy to use this commands, i ve checked the com. ref. i but can't figure how to use them. textlog/DebugLog any help will be apreciated.
  6. CapMorganCD

    Malvinas |news|

    Be pacient, the Pucara will be out soon to public test. Max (modeler) used a real blueprint to draw the puma. Still, we'll check it out. You are right about the armor, well correct it in the next version. We'll apreciate if you can send us the pics of the AML, we have really few of them. Thank you for the input and your support.
  7. CapMorganCD

    Malvinas |news|

    Nope, its still to early for it. Too green for a public beta. Be patient, it'll be out sooner than you think (but not this time, LOL!)
  8. CapMorganCD

    Malvinas |news|

    Tahnx for the imput Phoenix. We recieved tons of new info about the british units from Michael kelly (thank you michael) but unfortunately we could not "process" it as fast as we wanted...we'll make some changes sooner or later. PS: we'll have some more news for you guys, maybe this weekend...
  9. CapMorganCD

    Malvinas |news|

    I've downloaded the file, seems to be no problem at all with it. Use winRar to extract it and there should be no problems.
  10. CapMorganCD

    Malvinas |news|

    A lot of pepple seems to have problems with the exe file. Here you have the files for a MANUAL INTALL
  11. CapMorganCD

    Malvinas |news|

    New beta available grab it HERE 29Mb
  12. CapMorganCD

    Malvinas |news|

    yes As we said before, that's why we left (and we are going to leave) them OPEN. I beleave our statement is clear on this, so we'll not reply any further questions about the "Side issue".
  13. CapMorganCD

    Malvinas |news|

    If we have time, yes. But we cannot warantee that at this moment, we are really delayed already Thank you guys for the support!, we hope you enjoy our mod as much as we do making it. Yes, people is less "selfish" with the tips and "secrets". That clearly show we are more mature (or whatever it's the grammar there..hehe).
  14. CapMorganCD

    More ai firing modes

    EDIT: Reading again your post, im not sure i've understand it. sory
  15. CapMorganCD

    Resource addon

    Hi all. I'm tring to stuff some pics in a pbo and i'm having a cpp problem. How do the pictures must be defined? i tried this, but it's not working. I cant see it as a resource in the trigger's list. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Foto01 { units[] = {Foto01}; weapons[] = {}; requiredVersion = 1.75; }; }; class RscPicture { access=3; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="tahomaB24"; sizeEx=0; }; class RscTitles { class Default { idd=-1; movingEnable=0; duration=4; }; class DefPic: Default { type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="tahomaB24"; sizeEx=0; }; class Foto01 { idd=-1; movingEnable=0; duration=4; name="foto 01"; controls[]={"foto01"}; class foto01: RscPicture { text="fotos\anim01.paa"; x=0.25; y=0.25; w=0.5; h=0.25; }; }; };<span id='postcolor'>
  16. CapMorganCD

    Resource addon

    well, i hope he reads this post then
  17. CapMorganCD

    Resource addon

    any hook?
  18. CapMorganCD

    Malvinas beta demo

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hellfish6 @ Mar. 29 2003,06)</td></tr><tr><td id="QUOTE">I would suggest to the Malvinas team, then, that maybe you should create a 25th Mech soldier with only a pistol as his weapon to crew these soft-skinned vehicles. But you've probably already thought of that. <!--emo&<span id='postcolor'> We changed the crew a few days before the release of the beta, it seems that we included the old version in the beta </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Mar. 29 2003,19)</td></tr><tr><td id="QUOTE">1. Did most of the Brits use optical sites on their SLR's during that conflict?? I mostly just saw British soldiers with standard SLR rifles. 2. The Brit soldiers with the backpacks only have submachine guns. Please include some of them with SLR rifles. 3. Did British forces use the Beretta pistols during that conflict? 4. Did all the Argentinian forces wear goggles? It just looks wierd seeing most of them wearing goggles. 5. Some submachine guns for Argentinian commandos would be nice as would a sniper unit. <span id='postcolor'> The units are not finished, we concentrated on the weapons. The final version will include more variants. We include the beretta becuase we don't have info about wich was the official pistol. Eviscerator, can you confirm your reply? All the RI25 soldiers used googles (in combat). We have a mauser 1911. We didn't include it because it's not playable yet. Also Argentinean forces didn't have a specific "sniper" unit. We'll include it just to have e sniper in both sides for the MP editing. We have solved the problem of the 105mm cannon. Thanks for the complements. <!--emo& </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hellfish6 @ Mar. 30 2003,07:40)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (edc @ Mar. 29 2003,23:20)</td></tr><tr><td id="QUOTE">One thing I'd like is for the spotting rifle on the AT gun to work.<span id='postcolor'> You mean the MG strapped to the top? I thought that was just the crewman's personal weapon. <span id='postcolor'> The FAP is to "aim", As OxPecker said.
  19. CapMorganCD

    Malvinas beta demo

    The base model of the paras is from Bimbi's team. That should be in the readme and it's not. My apologize to them for this (my) mistake and a big thank for let us use it as base model. crewcutkid: you where expecting a bombardier instead of a truck? what crew?
  20. CapMorganCD

    Malvinas beta demo

    Sory i'm late  First of all i would like to thank every reply to this post, because ANY feedback is (as far as i know) good. Now, about the west and east issue. We decided to use West for Argentinean troops because here (in Argentina) England is at east. There is no political or "good and bad guys" or any other reason for that. The addons are made specially for our mod requirements, but you can still mix our addons because we left the config.cpp OPEN just for that reason. So feel free to change the WEST for EAST any time you want. I don't need to tell you they are for free use. About the language: The final version will be in spanish and english. We just have to add the stringtable to the addons, not a big deal, but it's not what we are testing now. I must add that none of us has a "perfect" english, so there are and will be lot of mistakes. Antichrist: thank you very much, we didn't spot that in the im65. Guys, please let's keep this ONTOPPIC if we don't it'll be closed and we really need the feedback.
  21. CapMorganCD

    Resource addon

    i think it can be done, just as a music addon. We can define a track, i'm sure we can do the same for a resource...
  22. CapMorganCD

    Addeventhandler @ respawned units

    You were absolutely wright. A very BIG THANK YOU bn880. Here's what finally worked, just in case someone needs it (not tested in MP yet, but i think there should be no problem) Thanx a gain to all the replys. ------------- init.sqs eventos = true ------------- trigger: rad: 5000 activation:anybody/present condition: Eventos delay: 2 more seconds than the respawn delay in the description.ext on activation:"""_X removeAllEventHandlers {killed}"" foreach thislist; ""_x addeventhandler [{killed}, {_this exec {Camper.sqs}}]"" forEach thislist; eventos = false;publicVariable ""eventos""" ------------- ;script Camper.sqs _muerto = _this select 0 _matador = _this select 1 ? _muerto in units grpOeste && _matador in units grpOeste: goto "fin" ? _muerto in units grpEste && _matador in units grpEste: goto "fin" _linea = "Dont kill in respawn" ? _muerto in units grpOeste && _muerto in list listaRespOeste: _matador setdammage 1; hint _linea; goto "fin" ? _muerto in units grpEste && _muerto in list listaRespEste: _matador setdammage 1; hint _linea; goto "fin" #fin Eventos = true Publicvariable "eventos" exit
  23. Hi all, here's a small problem: I can't add handlers to a respawned unit. Not by script or trigger. Here's what i have. Works fine first time, but when unit respwns no handler is added. Any hook? init.sqs ArrayGlobal = units grpEste + units grpOeste eventos = true trigger: condition: Eventos on activation:"""_X removeAllEventHandlers {killed}"" foreach ArrayGlobal; ""_x addeventhandler [{killed}, {_this exec {Camper.sqs}}]"" forEach ArrayGlobal; eventos = false;publicVariable ""eventos""" ;script Camper.sqs _muerto = _this select 0 _matador = _this select 1 ? _muerto in units grpOeste && _matador in units grpOeste: goto "fin" ? _muerto in units grpEste && _matador in units grpEste: goto "fin" _linea = "Dont kill in respawn" ? _muerto in units grpOeste && _muerto in list listaRespOeste: _matador setdammage 1; hint _linea; goto "fin" ? _muerto in units grpEste && _muerto in list listaRespEste: _matador setdammage 1; hint _linea; goto "fin" #fin Eventos = true Publicvariable "eventos" exit
  24. CapMorganCD

    Addeventhandler @ respawned units

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ Dec. 30 2002,13:16)</td></tr><tr><td id="QUOTE">I think what uiox means is, don't use: not alive xxx, rather use: alive xxx ~S~ CD<span id='postcolor'> That's the first thing i tried, and it worked, but i cant add a trigger for each unit i have on the map. There must be a better way.
  25. CapMorganCD

    Addeventhandler @ respawned units

    well, i tried dinger's solution, but i can't use "player" because of the bots. I just don't undertand why the trigger add the events to all the units the first time its activated but not the second. Any other sugestion?
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