Clarentavious
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Thanks Harnu!
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Ok, I am trying to have a chopper (like an Mi24 for example) that only carries 30mm rounds. I can't do this by limiting the ammo bar near the fuel and health lines because that brings down the 30mm too (and I want that at full capacity). Let's say I named my chopper "goub" I tried loweing the ammo bar to nothing, then putting in the initialization line goub ammo "30mm Cannon" 500 That didn't work. I'm using 1.46 for the moment. I know OFP code fairly well, but I'm not expert on it. Can someone help? What would be the correct way to limit the ammo?
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Placing houses and other buildings on maps
Clarentavious replied to Clarentavious's topic in OFP : MISSION EDITING & SCRIPTING
I have resistance but my friend doesn't, so until he gets it I am going to be playing with 1.46 Could you direct me to Gunslinger's editor update please? -
Placing houses and other buildings on maps
Clarentavious replied to Clarentavious's topic in OFP : MISSION EDITING & SCRIPTING
Could you tell me the exact name of the file I need to get? Their site is hard to navigate, don't know what I am looking for. A link to the download page might be nice actually -
Placing houses and other buildings on maps
Clarentavious posted a topic in OFP : MISSION EDITING & SCRIPTING
Ok, slap me if this is covered in the FAQ or been asked before. When you open the mission editor, and select add unit, or what not; the option for adding most objects is to select empty then objects. But the object list is very limited, like refuel barrels and cloth tables. I get the idea that maps come with a pre made layout as far as houses, and larger structures. But I've played multiplayer missions where maps have buildings that aren't native to the map. So my question is, how do I do this? Do I need to download a special plug-in or something? Help please -
I'll have to try OGG, but I don't know if that is the problem. I am going to experiment later today
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Ah poop, I can't get my custom sounds to play in my custom maps. I know my triggers are right, so my question, what is wrong? I've tried my sounds in 22KHz, 16-bit, mono wave files, then I tried converting them in LIP files. Do I have the wrong format? Do I need that OGG file type or something?
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Hello people. I am looking for people to play OFP online with. It is hard to find good games on Gamespy, most either have pings that are too high, or jerks for players. The All Seeing Eye doesn't help me much either. Could any USA based broadband players e-mail me at cear1@attbi.com , or leave a reply here? I'd like to set up some games and stuff. Looking for good players.
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In the OFP manual, the HEAT is referred to as High Explosive Anti Tank round. From the anti-tank portion, I gather it is designed to pierce armor. However, in the description, it is called an anti-personell weapon. Why would it be anti-personell when all tanks come equipped with a machine gun? The Sabot is designed to pierce armor. What is the exact difference between them? I don't notice any difference in the time it takes to reload each round. The HEAT makes an explosive noise like a grenade, the Sabot has a deep thud sound effect like thunder. Most tanks have 35 rounds a piece of each. From my experience, it seems the HEAT is more designed to damage a vechile itself rather than the occupants inside. I've seen people die in tanks while the tank itself is still functional with the Sabot, but with the HEAT, the tank usually because disabled (doesn't explode, but stops working), and the crew ecjects or gets out. It seems the HEAT has a larger blast radius/impact area Could someone give me a thorough explaination of the difference? Is the HEAT designed armored vechiles other than tanks, like boats or aircraft? An official reference might help I guess
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Nevermind, I fixed everthing using the Tex View program It says to rename your overview picture "pic.paa" Â Paa being the file extension. Â So I just made a bitmap with the demensions of 170x64, saved it with the picture I wanted, and changed the bmp extension to paa But when I pull it up as a single player, I get an error box saying "Cannot load texture missions", or some such. When I open my overview HTML file, it links properly back to my pic and I can even see it, but it isn't working in game. I tried both moving my mission as a folder, and exporting it has a single player mission. Please help guys.
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Ok I didn't see this covered in the FAQ, so please don't shoot me. Well I set a way point for the soldier who got into the pilot's seat, for him to move somewhere. Ok, big problem, the helichopter goes way past the way point (like a couple of hundred meters past the mark on the map) I thought it would be simple enough to just add "chopter's name" flyinheight 0 But with him going past his destinated position it don't help. I tried changing the way point type from Move to like Hold, Guard, or Sentry. Then the chopter gets stuck, won't go down, or move to any other way points. I saw the transport unload and load options, but they aren't going to do me any good until I can get my chopper on the ground where I want it first I tried placing a move waypoint over an invisible H but that didn't help Please help peeps. I am just trying to get the chopter to land, wait for any surviving troops from my squad to board, then evacuate.
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Specifying vechile positions
Clarentavious replied to Clarentavious's topic in OFP : MISSION EDITING & SCRIPTING
Crap, it is not working, he still gets in back. Any idea why? -
Specifying vechile positions
Clarentavious replied to Clarentavious's topic in OFP : MISSION EDITING & SCRIPTING
I could do that now that you have told me how to keep choppers from flying up - but I would like to know how to specify positions for future reference, in case I make another map. -
Scripting code problems
Clarentavious replied to Clarentavious's topic in OFP : MISSION EDITING & SCRIPTING
Eeeek No. I have it fixed now. I had the chopper listed as East. As soon as ANY way point is added it will fly up and stay there (but just loom there, not move to the next waypoint). I tried changing the type too, like instead of move, Gaurd or Sentry. So I fixed the problem by making the chopper empty (instead of occupied by West, Resistance, etc...), then having 2 pilots get into it via trigger. Geez, those guys at BI Studio's must have worked their butts off. I think I will stick to working on hardware rather than taking up a C++ class. -
If I am going to set a way point, and tell a soldier to get into a vechile, where in the way point window do I put the position? I am telling 2 pilots to get into a CH-47D (the big 2 fan chopper that is used for transporting troops), 1 of them gets into the pilot seat yes, but the other one rides in back instead of manning the machine gun. How to I specify him to get into the gunner position?