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Chris Death

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Everything posted by Chris Death

  1. Chris Death

    arabic objects

    Some new rather modern era urban shops; :note that this is the first series of shops like that, and there will follow others in varying size and textures and or details (like power connector boxes, air condition - or other objects). Some with windows and some enterable off course. :note - it's kind'a hard to find good middle eastern advertisements on the web - so if anybody know a good source or own some good pics to offer, feel free to contact me - would be much appreciated ~S~ CD
  2. Chris Death

    Cheat and cheat prevention discussion

    Is there any kind of support available for CWC anywayz? CWC is kind'a outdated, and thus not really supported anymore. ~S~ CD
  3. Chris Death

    Conquer the base

    wow Doolittle - u still around mate I'm gonna check that out as soon as i get some spare time left ~S~ CD
  4. Chris Death

    MIA Iraz

    hmm - from when was the latest version of suez city, you've seen there adrenaline red? Â Â Also there's a few more islands from LOBO on WIP. But IMHO the southern sinai map won't be useful for simulating iraq, because of a) town names on the map and b) on the latest versions i've seen, you know where you are when looking onto map - it'll be hard to make somebody believe a briefing or some textmessages, that this is now somewhere in iraq. :edit - btw hooahman - the arabic objects project off course is available for MIA_Iraz too if you want - ya know - this island is where everything begun for me ~S~ CD
  5. Chris Death

    Odd damage state

    Well, off course Oyman and Onix can be right too. You might have to change the destrType in config. Generally both is about the same (what i said and what Oyman and Onix were talking about). The lod property: dammage - is exactly the same as the destrType in the config. With the only difference that the lod property is required for objects not being placed by mission editor, but ya know - by island makers and such addons must be binarized. While the destrType is the same but over config way. So whatever of those two you are using, there's the bugger. ~S~ CD
  6. Chris Death

    Odd damage state

    My answer is still same: change the value dammage - try it with: building ~S~ CD
  7. Chris Death

    Odd damage state

    What exactly do you mean by objects? Static ones or vehicles or units? However - you need to define the right dammage property. Actual you seem to be using dammage: fence. Try dammage: building ~S~ CD
  8. Chris Death

    Looking for radios

    And then there's the ukf_clansman from PUKF DPM pack. And wasn't there something in nam pack 2 also? ~S~ CD
  9. Chris Death

    We need a full oxygen

    I can't think other than that this thread will for sure become closed There was already a thread where somebody was trying to build up a petition for the release of full o2 - doesn't make sense. But one thing i'd like to ask you: why "we" need full oxygen? I understand that the one or other function will be unlocked, but i cannot say that i'm really missing something in o2lite that i would have been using in o2 full - you know why? because i didn't work with o2full yet so i don't know what uber-cool features i'm missing ~S~ CD
  10. Chris Death

    little thing

    OK, rotate 90 degrees will not make sense because of the stones i understand, but then you can still click on the mirror-x or mirror-v to get some variants Also you can try apply the textures in different heights if you know what i mean so that e.g. stains are not everywhere on the same height. Also what comes into my mind is: if you do like you say - make more stuff like that, maybe this link to Dave Guerra's textures from Blade of Steel can help you lot; I found them all good, but most are not useful for my middle eastern project. Dave Guerra If you check out the site you'll see what i mean ~S~ CD
  11. Chris Death

    little thing

    Which one you mean? - I can only see one texture. @Desert Rat; You could try to apply the textures different (like rotate them here or there, or v/h-mirror. That way it will look like you were using more than one texture and this would also help a little bit for what Jaguar mentioned (they look maybe a bit too tiled). else - good job ~S~ CD
  12. Chris Death

    arabic objects

    @Chammy; thank you for the pics mate, that's exactly the input i need, as all of my houses are built out of my brain after starring onto pics on the web for a while @klayman; those units are BLB's desert grunts - you should find them under addons complete over here at the forums, aswell as on the major ofp sites @manhunter; yeah, all of what you mentioned is already in planning and will pop up sooner or later on some of my screenies ~S~ CD
  13. Chris Death

    arabic objects

    Some advertisement stuff to be used for proxies on buildings and an arabic stopsign (i hope that the direction of the text is correct) ~S~ CD
  14. Chris Death

    The Biggest OFP Question Of All

    Yep. Â I have the latest version of Mad's. Â He has left OFP, but has given me permission to release it. Â Problem is, there are so many different required addons & stuff, plus it uses older addons such as CAT's Afghanistan that have since been reworked (Ag. Smith's CAT update), it has me in quite a quagmire. Â If anyone wants to help me with it, feel free to PM me, and we can try to get this map released (as it should, as it is one of my favorite maps for OFP). is that the map with the Port, and numerous water pipes etc and bridges/canals (The rest of the island is sparse) Yep - it's MIA_Iraz if i remember right. ~S~ CD
  15. Chris Death

    The Biggest OFP Question Of All

    From here comes also some stuff for iraq style'd maps (let's say middle east style'd maps instead of iraq) I'm working on objects and buildings. Check out the pics in this thread. The stopsign is also already made, just no picture of it yet. The project will feature modern and not so modern buildings, as you can see both variants over there. ~S~ CD
  16. Chris Death

    Infantry Transport Unload

    Hey shutup I didn't read the rest of the posts before I responded. But if you are going to set the fuel to 0, first get the fuel (getfuel command) so that when the script finishes you can return the correct amount of fuel to the APC. lol Kyle - calm down Tankieboy sent you the welcome only because he made exactly same suggestion like yours but a few posts above. ~S~ CD
  17. Chris Death

    Difference between mods

    My stepdad is very good in making MS Acsess databases... Maybe that could be something? @BlackScorpion; I've only seen their chopperpack but I'm gonna check it out hmm - better let your Stepdad out of this, because where a Stepdad is there is also a Stepmom, and believe me; i've heard stories about Stepmoms, you wouldn't believe j/k - what about enhancing your list: There are addons which are not units but objects (like mine) And for those addons exists also a difference - some can be placed through mission editor, and some through wrp-edit, and some even on both ways. This depends on wether they are in odol (binarized) or in mlod format. Like AGS' stuff or operation farmland mod - mapfact's - F3WX soz' if i forgot some ~S~ CD
  18. Chris Death

    dust stick on moving stuff ON islands?

    eestikas - stop plz he meant that instead of time or distance, we should use the fuel-status to indicate, wether there should be dirt or not This means that a vehicle, starting with half fuel, would also be starting half dirty, and a vehicle with full fuel would start clean, and a vehicle with setfuel 0 would start - well with a nice camo scheme. I explained you how it works, there's no other way to do it - pointless, which method you use to determine how long the vehicle has been present/driving/standing or whatever. ~S~ CD
  19. Chris Death

    Infantry Transport Unload

    Jens - for vehicles it would work for sure, but there's one problem. A helicopter or plane, once landed doesn't change it's direction when unloading troops - a vehicle does. Now if the script calculates the positions of the soldiers, and the vehicle is turning around or so, everything can get messed up. Off course this would be easy to fix by refering to always the same direction of the vehicle when defining the positions. :edit - and btw - i think troops disembarking from an apc move into different positions than those disembarking from a helo. helo - in circle around apc - behind apc to use it for cover unitl formation is complete correct me anybody if i'm wrong on this ~S~ CD Call script set vehicle fuel to 0, last man out return fuel. tankieboy - i just meant that this difference should be considered when using it on vehicles - solutions are there more - that's not the problem. ~S~ CD
  20. Chris Death

    Infantry Transport Unload

    But this doesn't mean it was impossible before. If it took 2 minutes to unload the full MI-26, then you should have already used some eject script or so. Follow the link below and check out my waypoint scripted examples (sample mission included). The third one is called: chopper insertion this is the one i mean. You can use the script also without waypoint type scripted. If you need some help - tata  :edit - and here's the link: How to use Wayoint type Scripted ~S~ CD
  21. Chris Death

    Upcoming lost brother addons

    Then you should leave your cellar and get some daylight into your face The arab insurgents pack is about 20 days old and right - it's from LOBO. Models looking really good - maybe you should get in contact with Miles (up to you off course). ~S~ CD
  22. Chris Death

    Infantry Transport Unload

    Jens - for vehicles it would work for sure, but there's one problem. A helicopter or plane, once landed doesn't change it's direction when unloading troops - a vehicle does. Now if the script calculates the positions of the soldiers, and the vehicle is turning around or so, everything can get messed up. Off course this would be easy to fix by refering to always the same direction of the vehicle when defining the positions. :edit - and btw - i think troops disembarking from an apc move into different positions than those disembarking from a helo. helo - in circle around apc - behind apc to use it for cover unitl formation is complete correct me anybody if i'm wrong on this ~S~ CD
  23. Chris Death

    dust stick on moving stuff ON islands?

    Well, then i think your question is answered now. It is possible - i explained you how - and it's not possible with only a script like you were asking for - it needs some lot of more work -> to much work worth to be done. ~S~ CD
  24. Chris Death

    Flashpoint 1.96b Server

    hmm - cheating and using a modified config file are two different things, but however. Really great that BIS still active supports the game ~S~ CD
  25. Chris Death

    dust stick on moving stuff ON islands?

    But there is this ofp-disaster mod, which could for sure lend a helping fire truck with some water pipe attached eestikas - 50 - 500 meters shouldn't be worth some extra work - really mate Then it would be better to have everything dirty already, and nobody would get the idea to ask for interactive dirt In most cases you would use holy cpu resources for something that won't be seen by anybody -> imagine 10 vehicles in a mission - one driven by the player - 9 by ai => 10 scripts Player would say - "wow my vehicle gets more and more dirty" AI would say: " " AI would say: " " AI would say: " " AI would say: " " AI would say: " " AI would say: " " AI would say: " " AI would say: " " AI would say: " " AI would say: " " And who do you think will take all those yet released vehicle addons - and change all to be used with those hidden selections? You hear right - each addon would need to be remade seperately - or you create a two-class war 'The clean VS the ugly' ~S~ CD
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