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csj

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Everything posted by csj

  1. csj

    Gun wont fire -Shell def ?

    Standard 105 shell firing from standard 105 gun with 30 cal mg in same turret thats shoots while main gun is reloading. In short its a M60 tank sewn onto the bow. Kinda handy for bunkers along the river bank.
  2. . That is where hide selection is handy
  3. I made a weapon which I want the magazine to be visible hanging off soldier model. I can drop the mag and its there on the ground. So I know the mag model is ok I have tried a number of things but nothing has worked yet. Can it be done?
  4. Ok, first problem I have solved for the mo using a dummy weapon but When AI start with the gun they say 'out of ammo' and when ordered to reload they can not or do not. they may fire once or twice occasionally but do not act as normal. If player starts with gun - everything is honky dorey. Any ideas why AI don't register ammo proper ? cfgammo and cfgweapons are standard from what I have seen. ** Solved this problem by dispersion settings
  5. thanks for reply Korax I was hoping it would not come to that but figured that was where I was heading.
  6. NamSky CSJ Monitor  - no edits just resize
  7. csj

    texturing help

    Howdy If somebody with a little bit more artistic ability then myself would like to help in texturing parts of this and other related models plz give me ahoy, oi, email, PM, throw rocks at my window whatever thanks. Most textures are done but I am having trouble with a couple of guns ie: 'zippo turrets', Â and a few other items. Can provide you with reference pics. Full credit for any work done - naturally. muchas gracias
  8. csj

    Last Tango in Vietnam

    May have a trial boat out soon to test the water but don't hold breath just yet. Working on getting the boats as user friendly as possible and I am not happy with some textures and a couple of other items. Â I would not want to be 'keelhauled' for rushing out useless piece of crap. Â
  9. csj

    Last Tango in Vietnam

    still alive and kicking Pic of Monitor in the works this one with 40mm canon with 50 cal another model has the 105 Howie. Standard are 30cal, 81 mort, 20mm and Mk19. ATM also CCB, Zippo and ASPB have been keel layed
  10. csj

    Screenshoot Help

    Press [Print Scrn] to capture shot [Esc] to pause game [Alt]+[Tab] out of game then paste in PaintShop, MSPaint or what ever photo/drawing program you have.
  11. csj

    Fuel Gauge

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_fuel = fuel vehicle -(0.05) try _fuel=(fuel vehicle _chief)-.05
  12. On my machine gun I am using - reloadAction = ManActReloadMagazine; autoReload = false; reloadMagazineSound[]={"weapons\m16load",db-70,1}; autoReload = false, this works ok but I would like to delay the reload by a few seconds even after user has selected reload off the action menu bar. ATM when selected the ammo box is instantly filled with bullets again. How can I do this ?
  13. csj

    Delay Reload Action ?

    the ammo count shows red for 5 seconds then green when you can commence firing again. I am using it on a static 30.cal but I would say its the same on rifles.
  14. csj

    Delay Reload Action ?

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadAction = ManActReloadMagazine; reloadMagazineSound[]={"weapons\m16load",db-70,1}; These two sections I can not get working atm but if the reloadAction animation does slow the process down then this would be advantageous. Edit: I just found this that seems to work, I have not fully tested it yet. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazineReloadTime=5; the bullets still appear but you can not fire for pre-set time.
  15. csj

    The Unsung Mod

    This was a peoples Army, anybody in their community that was able to help their cause did so. Fighting, supplies, setting traps, clearing mines, mortars whatever - the women were there and many only just in their teens.
  16. csj

    Airboat

    @CJE Â Â Not really, I think its kinda amusing. I am blind in one eye and can't see sh!t out of the other but I can still tell the difference with our names - chalk and cheese. Lets just hope these guys never get a job in with communications.
  17. csj

    Last Tango in Vietnam

    The engine sound is common problem, this is why boats are so quiet in ofp. Originally I had the sound seperate and sqs with the prop but it did not sound so good. I will change the distance the sound carries, this may help a bit. I increased the mass to stop the bouncing effect.
  18. csj

    Last Tango in Vietnam

    Thanks mate I will check, sounds like I zipped the wrong pbo nope same pbo Agreed it is a bit light with this point. That is ofp boats afaIk but I am downloading other models to check this now. Atm it should take 2 and a bit rounds from m16 2 -3 gennies or 1 law will sink it real quick. I thought ppl would say it was a bit light but I can decrease armor Can not reproduce this.. the model has the standard 4 exit points around the boat.
  19. csj

    Last Tango in Vietnam

    I have released a beta of the Air Boat . There is no readme included atm so the pbo just goes in addons folder. Unit can be found under West\Boat\Airboat. To make the pickup a bit more responsive I have set the maxspeed fairly high then I governed the ingame speed to around 40km/h. (Still checking on tech stats of these things - there is bugger all info re them on the net.) Prop spins slow on idle then faster on higher speed/acc, hopefully, still working on script coz I will need it on later model. Because of the nature of boats in OFP, the fact that they don't stop, I have added "AHS" in the action menu. This will show over 5km/h, "AHS" will smoothly bring boat to a complete stop (can be radioed or set in trigger for AI) You can override sqs to an extent but it must complete before you can pwr up fully. It is very handy when approaching bank or jetty to disembark. Down load Air Boat from OFPBase Crew positions as shown below - driver, gunner on bow and 4 cargo. I made gunner and cargo animations to suit the AirBoat. photo's hosted by photobucket.
  20. csj

    Last Tango in Vietnam

    AirBoat Updated Air Boat used in Vietnam by the Bown Water navy. .50 cal mg mounted on the bow. transports 4, not sure if that is fact but my model does I just have to get 1 sqs working and engine noise and it will be ready.
  21. csj

    Last Tango in Vietnam

    @.pablo. thanks they sound pretty good, I also have a couple of others which were made available to me so that should cover those weapons. M60's and .50's I have BIS sounds atm - can change them. I have changed the cargo from 36 to 24 on good advice. I thought it would be more, I think I confused it with lcm8 I use to go to work on. I do have a good memory - I just keep forgetting where I left it. Another oldie which I will finish and add to the family fast and noisy but effective. Just have to do new gunner animation and tidy it up a bit
  22. csj

    Polygon limit!?

    @FischKopp I have just hit this same wall with one of my models. Except my magic vertex count is 7000, anything over this causes a CTD in OFP. (no problem with buldozer) Vexing thing is 3 days ago everything was fine then yesterday CTD unless count is dropped below 7000. I can still run other models with a vertex and face count of 12000 plus that use the same config and textures.
  23. csj

    Last Tango in Vietnam

    ok thanks for responses on sounds, I have a few leads to go on. Main concern was I am not being familiar with a 20mm or 40 mm so even picking one of the net would not meen I had the correct sound.
  24. csj

    Last Tango in Vietnam

    Thanks for the hint eestikas88, I know this practice to borrow from other games is accepted and exploited but it's not in my tenets. I will come up with something. Â
  25. csj

    Last Tango in Vietnam

    No it hasn't and no it doesn't. (atm anyway) I am using the basic carry/transport script as used with the Dustoffs in my Iroquois pack. Based on the original script by Alimag then improved on by Smokedrib, so far this has worked fine because the vehicles are slowish and fairly stable in the water. As the first pic posted in this thread shows - there are two M60 and .50 cal mg's mounted under helipad then two 20mm canons either side of the upper deck and a 40mm rapid fire grenade launcher top centre. (40mm is not shown in that pic but it is there now.) I am not sure on the loadout for the troopy yet, still waiting on confirmation on what they had on the lwr deck if anything. once again I ask if anyone has good sounds/.wavs for guns to be used in model ?
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