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Chris Death

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Everything posted by Chris Death

  1. Chris Death

    Not able to throw grenade

    huh - just noticed a mixture here: vehiclename addMagazineCargo ["handgrenade",1] would be used to add it to objects/vehicles while: unit addMagazine "handgrenade" would be used to add it to a unit. As i was just copy/pasting your syntax to show you that hangrenades belong to magazines and not to weapons, i didn't take notice about the cargo_thingy. ~S~ CD
  2. Chris Death

    Not able to throw grenade

    btw - try: addmagazinecargo "handgrenade", as it's the right code to get it working ~S~ CD
  3. Chris Death

    No coc artillery for east?

    Maybe you've missed the readme, where i'm sure to remember having read about no east arty being implemented yet As BN880 said, use the work-around until COC adds some east arty units, or (more important): until addonmakers, who make artellery addons, start making their addons COC compatible (*hint hint*) ~S~ CD
  4. Chris Death

    Not able to throw grenade

    By reading your post, i remember having had a similar problem. I've been using the HYK US army soldiers. As they are already using JAM magazines, i thought to only remove their rifles and add them BAS JAM rifles, using their original mags. Shooting went fine, but i wasn't able to grab any magazines from dead soldiers. I didn't investigate that prob any deeper, until i've read about your problem. Try removing all weapons + readding everything and see if it works then ~S~ CD
  5. Chris Death

    Exporting from editor to multi.

    Is this trigger maybe: a rectangle trigger? If so, then this is the reason for your problem. Rectangle triggers + multiplayer is in some way acting different through the clients (not a clue why, but it's a fact). example: 2 years ago i've made a map where i was simulating some kind'a mine field by rectangle triggers, and ppl got blown up by even not putting one single foot into these trigger's areas. Terox Joltan and me figured then out in a thread at OFPEC forum, that this problem was related to rectangle triggers in multiplayer. ~S~ CD
  6. Chris Death

    Watchtower lookout question

    Just another suggestion here: I'm pretty sure that a guard in a tower wouldn't carry his weapon on his back, the more he would lean it onto the inside wall of the guard tower. Now this will be a good logically explanation, to remove the weapon from that guy (will be a big help for yer binocs action). Now you can createVehicle a weaponholder + a weapon and it's mags into that tower. Once he's intended to use the gun, you can let him take it I'll post ya the: how to make the weaponholder + weapon into the tower thingy later when i'm back home from work. ~S~ CD
  7. Chris Death

    Refrences package

    Hello Harnu, At OFPEC once i made a thread about waypoint type: scripted It's not really released as a tutorial there, but if you want you can copy & paste the most important explanations into a tut. Also there are a few examples included, so that ppl can see the strength of the wp + practical usage. http://www.ofpec.com/yabbse....start=0 ~S~ CD
  8. Chris Death

    Custom faces

    Nice work by all those faces guys... just one thing i thought would be worth to mention: As i see a lot of ppl putting these faces into pbo form, so that they can be used ingame (more than just as 1 custom only), hell - even i did that.  It would be kewl to start summit like a class name naming convention for each face. This means that regardless of how you did name your pbo file, the setface command should always let the same face show up on the guy's head. That way missions could be made, referring to faces, however the face addon pbo is called, but it'll be always the same face. Off course ppl would have to have the right faces installed, but that's nothing we don't know at this point imho - the difference would just be: whatever face addon you're using, if the right faces are in there, and if the class-names are correct -> this setface "blabla" will always show .. ya know what i mean  btw - while putting the faces (and a few more) together into pbo, i thought to do the same thing with all my music.ogg's. Guess what, my music addon is 30 mb's now, and i'm not sure, but i seemed to reckon quite less performance loss when playing the music by addon, than by adding the music to a mission itself - anybody else noticed that too yet?  However, i don't think releasing my cd_music.pbo is a good idea when it comes to copyrights and stuff, so let's get back to faces. What about making a faces database, where these faces are stored by the right class-names, and in case ppl need faces for missions, they can be dloaded from there and being added to their ppl's face-addon.pbo. I'm sure ofp.info and others would support such a thingy- think about it, and don't stop makin kewl faces  :edit - just noticed that this has been my millenum post ~S~ CD
  9. Chris Death

    Guess the name of the game

    Please tell me i found it Snafu ! I am dead searching all that time...... yeah you got it That's been the only game available those days, where you could imagine you're sitting inside one of the vehicles seen in Tron. At least the only game i could have played at home. ~S~ CD
  10. Chris Death

    Guess the name of the game

    There was a variant in BASIC shipped with MS-DOS called... hmm... Snake? no One more hint for 1: It's been a game for the 'Mattel Intelevision' ~S~ CD
  11. Chris Death

    Guess the name of the game

    lol, i was sure this name will come up here No it wasn't Tron, but Tron was my motivation to play this game those days ~S~ CD
  12. Chris Death

    Guess the name of the game

    No1 is Centipede ? No2 is Commandos or Who dares wins (1 or 2) Â ? no to 1 yes to 2, as already discovered by EIZei (btw it's part 1) ~S~ CD
  13. Chris Death

    Guess the name of the game

    Who dares wins. High noon. Guess that time spent in front of my C-128D was not that wasted after all. yes and yes both games had cool music in the background btw And the last one is a bit harder i guess come on, where are the real old guys here ~S~ CD
  14. Chris Death

    Guess the name of the game

    no ~S~ CD
  15. Chris Death

    Guess the name of the game

    Well, here are 3 more for you  ~S~ CD
  16. Just for clarification: S&D waypoint ain't completed, once it has been reached. The unit will still SEEK for something to be destroyed. If they do not find something for a while, the waypoint becomes completed and they will head over to the next one. Syncronising a switch trigger with an S&D waypoint may also not be a good solution, as the S&D option won't be executed, as long as the switch trigger is inactive. Now once the switch trigger becomes active, the unit will head over to the waypoint behind the S&D wp ==> S&D was never executed in this situation (only the location of the S&D wp was reached). ~S~ CD
  17. Chris Death

    In res addons or addons?

    Joltan, i wouldn't strictly recommend to only use modfolders, as in case of servers which do not allow mod-folders it can be of a problem then. However, in general Joltan is right with pointing to modfolders. ~S~ CD
  18. Chris Death

    In res addons or addons?

    Joltan, i wouldn't strictly recommend to only use modfolders, as in case of servers which do not allow mod-folders it can be of a problem then. However, in general Joltan is right with pointing to modfolders. ~S~ CD
  19. Chris Death

    Ofp lagg. cpu or ram ?

    No need to get boring - just make a few more steps closer to the enemy and no more boriiiiiiing ~S~ CD
  20. Chris Death

    Ofp lagg. cpu or ram ?

    Better reduce your viewdistance as mentioned above and look out for the spy camera addon.  Seriously - don't expect 3000 m to work fine on any system. I've got a 3ghz pc, and 1 gig of ram and there's still no chance of using 3000 m viewdistance without any signs of cpu stress. 1500 m or 3000 m is not a difference of only 1500 m - more it's a difference of 1500 mł, as it has to be calculated like a dome: x/y/z axis way. btw - don't take the 1500mł to be correct, as the really difference would be the formular, you would use to calculate a BALL/2 = half of a BALL (don't think it's really important to talk about the formular itself, as i just meant you have to think about the fact itself). ~S~ CD
  21. Let's say your sniper has to eliminate a target, called: target1 So you create a trigger to check wether he's got him or not (yet). Trigger: activation: none/once type: switch condition: not alive target1 Now you need to add one more waypoint after the seek&destroy waypoint (you can place it close to the s&d - doesn't matter). Finally you need to syncronize (press F5 and drag a line) the switch trigger with the waypoint after the seek&destroy waypoint. Now once the unit called: targe1 is killed, the sniper will continue to wherever you send him after the syncronised waypoint. ~S~ CD
  22. Chris Death

    Custom faces

    OFP editing center 'lot of addon sections in their forums + lots of tutorials in thier editors depot ~S~ CD
  23. Chris Death

    Woodland hummers

    Because Flaber only fixed some bugs on an already released thingy. All he did was making it useable for the comunity, so don't bother him now with bug-report - instead enjoy what you've got after such a long wait. just my 2 cents :edit - btw - no offense meant ~S~ CD
  24. Chris Death

    Woodland hummers

    Thanks Flaber ~S~ CD
  25. Chris Death

    Problem with a trigger execution

    Why don't you just put those 3 guys into one group and give them a waypoint: GETIN (exactly onto the machinegun). Now they will remount automatically each time the gunner gets killed. No triggers or unitnaming required for that solution. Off course you can do this with a 12 men group aswell. The remaining guys, will still defend their positions, + the gun is always mounted. ~S~ CD
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