C4P741N
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Everything posted by C4P741N
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I fully agree with Q on this. I hope Game 2 features full support for the Aegia PhysX cards.
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I have this script posted by RED somewhere on these forums, it increase timeflow but not unit movement. I believe it equates to an hour passing every minute. What needs to be modified in order for 24 hours game time pass in 1 hour real time? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_timeSkip = _this select 0; _timeSkip = _timeSkip * 60 #init _counter = 0 _oneMinute = 0.016667 #start skiptime _oneMinute ~1 _counter = _counter + 1 ? _counter < _timeSkip : goto "start" goto "init" I never was too good at scipts, much better at cpp's edit: HERE is the original thread, just didn't want to dig it up.
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In semi-relation to my first post... In the flashpoint calander year what date is the summer solstice? Is OFP's seasons even that detailed? or a more broad question, what time of year has the longer days? I did a search and only came up with THIS thread, which didn't help.
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Thanks AgentFox2, just what I need for a Fallout mission on West Leach Springs.
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Thanks Q, that couldn't have been explained more clearly. So... is there an active d/load link for Mikero's version?
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Can someone please explain to me what the difference is between the different editor updates? I have, for a very long time, been using General Barrons version. Prior to this it was Gunslingers I just found GB's to be more organized. Kegetys also released one, I've never heard of the Mikero's one Mandoble is talking about but don't know why I'd use one over the other.
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DCRRP (dynamic command, response and reply protocols) I like the sound of this.
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I've just finished this map, I liked the first little 'surprise' (even though I saw it coming ). I think it could use more of an intro/outro sequence but the mission itself was enjoyable. One suggetion would be to make the end trigger activate when say 98% of OPFOR have been eliminated as it took me an hour to complete, the latter half of which I spent looking for the last guy standing by an RPG'd truck. I haven't used the BAS DeRa pack in a while and I'd not noticed how dated (no offense) the weapons are. Keep 'em coming.
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Friday Night Firefight Beta available
C4P741N replied to Blink Dog's topic in ADDONS & MODS: COMPLETE
Running the included SP mission gives me a cannot load mission missing "ICP_Tanks" error and revert to the main menu. I assume it needs an ORCS tank pack but I thought all needed addons were in the download. edit: running with ECP too. -
Armed Assault is close enough for me not to care whether or not these sorts of things are implemented into OFP. I understand your need to see these things but give it a few months and you'll have all the Sidewalks, parking lots, driveways, foot paths, traffic signs, traffic lights, street lamps, telephone poles, phone booths, dumpsters, concrete barriers, streel barriers, street paint, turn lanes... you could ask for. and if not, they could always be added after the fact by us (the community). Just my AUD$0.02
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I really hope they're making frequent backups to DVD and storing them in a safe.
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GS faces for Llauma head model
C4P741N replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
So, based on that, it's still 63 new faces for the head model. I think these should be added to facestex2.pbo and realeased. It (facestex2) could always be updated when/if people complete more of the conversions. Also, when/if these get added, will all units using llaumas head randomly apply the new faces? -
OFP photography - No images over 100kb - Pictures only, NO comments
C4P741N replied to Major Fubar's topic in GENERAL
LSR PJ, FFUR Hi-Res Malden, llaumax, DXDLL -
Laser's US Weapons pack v3.0 and Para Rescue pack
C4P741N replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
Same here... I just hate that one face from Llauma's heads... If llauma's head only has the one face, then what is contained in and the purpose of facestex2.pbo? I prefer this head to the default one. -
@200mb would you mind being a little more descriptive about whats in the pack other than a 1x1km island, 2 missions and some reconfigged units? Firstly a 1x1km island would want to be the most detailed island ever released for OFP. Second, whose units have you re-configged? The size of the download doesn't bother me but there are plenty of others who will not d/load it based on that description. Also it only takes a couple of minutes to take some screens and upload them to imageshack of photobucket.
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This is the best community related news I've seen for Armed Assault and couldn't have hoped for anything more, especially with a team like COMBAT! behind the wheel/flight stic/etc. I was hoping JAM would be converted from the beginning in ArmA so it's now upto all addon makers to config there weapons for use with it. I haven't had any experience with CAVS (unless I have some armour in my mod folders that use it's values) but its addition can only be a plus for addon balancing/standardization. Go Team!
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Have you considered adding cargo proxies similar to some RHS/ORCS/VITAPC vehicles? Riding on armour while on patrol or moving to an objective is excellent.
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Or another version of galbaldys' suggestion... DMA ECP Improved by AKD Description: I use a personal edit of this config.
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*hangs head* Is there another mirror other than filefront, I never found them to be too bad but for a while now any files from them start well then slow to about 2kb/s and freeze. Also, ofp.info links for the T55 pack don't work because I believe thier FTP#1 is down and I get a '421 Anonymous access not allowed' error from FTP#2.
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Could someone please host a copy of the Toyota Wars Mod \bin folder and anything else thats needed?. I have all the addons seperately and don't want to have to d/load them all again to check out this mod.
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Unfortunately, you can only have one animation to define how the units on all sides hold thier primary weapon. It would be good to be able to implement unit animations into weapon models, so that all units picking up said weapon would inherit is associated anims. I know nothing about 3D/Game design so I'm not sure if this is even possible.
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I've had a quick look at these units in the editor and I have to say, nice work!. I am in need of a mirror for the DMA Lybia Map as none of the Filefront mirrors will give it to me.
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I was asking the ECP team, that's why I posted it in this thread rather than yours.
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I have just downloaded you DSAI extension CM (have yet to test), great work. Any addition/improvement to ECP is welcome by me, I won't load OFP without it. But I think my question is better suited to this thread... where would I edit the frequency with which the AI speak while in safe mode?
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yeah, what neph said.