csj
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Everything posted by csj
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http://www.ofpbase.com/pafiledb/pafiledb.php?action=file&id=469 because boat class doesn't obtain dammage from collision the mine is activated by a movement sensor.
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Made a boat with standard driver and gunner in it. When using the gunner posi for some reason the initial view is looking at drivers butt. Once I press [v] the I am put in proper gunner posi and view. Anybody got any solutions ? Â
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pravy prach is dust for right wheel levy prach is the left. Put these two points in the memory lod, on or near the ground behind the wheels.
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I am trying to slow down how AI disperse their rockets Does AIrate of fire work with missles and rockets? using ffar as example I have settings reloadTime=0.5; I have set to this in an attempt to slow AI firing but I dont want it any slower. aiRateOfFire=3; AI still fire at 2 rockets per second Why is ths so?
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Thanks mate I couldn't see it under my nose
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Changes Made AI air combat improved. Auto reflex action for gunner and pilot. Tail Rotor failure script added. Engine exhaust added. increased the polycount of the engine section. Fixed missing textures on Bushranger and A2 Bushranger models. Lowered firing rate M60 and M60D and miniguns Auto doors on some models. Ejecting cartridges All machine guns and miniguns Unmarked 50 cal Huey B model To do Cargo animation Working Winch for Dustoff
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No you dont have to tell it anything at the start. I have yelled at O2 plenty of times and I don't think it listens to a word I say. Â The config does the telling. Commented Configs http://www.flashpoint1985.com/breathe/ Commented_Config_191.zip There are some good tuts out there for O2 including Brsseb`z http://ofp.info/brsseb/ O2 - BIS Oxygen for Newbies http://www.storiamilitare.org/o2/ I am sure there are others.
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I dont think the size is problem. I would select all in geo lod and delete. create your shapes from there run find components as you did before.
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How can I detect AI change in combat mode? The only thing in ComRef I found that looked like working was ? combatMode _vehicle = "Red" :_vehicle Animate etc but this puts up an ERR. Can somebody help me with this? Thanks
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 Thanks again, Footmunch. I assume that also works for cargo and driver.
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Now so the animation only works for AI and not player. How do I exit sqs if player is the gunner? What I have tried exits when player is in vehicle anywhere.
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It worked but only when I gave AI the order not when they origionaly entered combat situation. Still its 100 % on what I had, thanks. just had to cover all bases , now it works fine.
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thanks footmunch will give it ago
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Guys and gals helping with testing etc on Hueys check PM's thanx. Have made several changes to model including improved combat flight. Still have a bit to do so no further public release yet.
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In the Texture Library window Dbl left click mouse on texture whislt pressing left ctrl key (this high lights all sections on model using that texture) In the Main Graphic Window Right click anywhere to activate window and then press E (Be careful not to make a Freehand Transform) This brings up a Face Properties window. The path for the texture is at the bottom, just change to new path. ie: ScudMtb\metalrust2.pac change to CSJOxCart\metalrust2.pac click OK
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I made these for Nam style maps but will suit most others The Ox moo's and swings its head and tail. Legs are animated. There are 2 usable carts. Plain and hay plus a broken cart, empty cart and destroyed cart. Download from OFPBase http://www.ofpbase.com/pafiledb/pafiledb.php Images include 'SebNam Villages' (Sebnam Pack) *Sorry Resized pics
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There is a 3 second delay in the init.sqs I am told this is needed for MP, when starting a game? I dont know I dont play MP. I can remove delay if it is not needed. Sh!t I didn't think it was that realistic
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Thanks for comments all. The ox in model is actually a widely used breed in Asia, including nam. It is also very close resemblence to breeds in Africa. This is why I chose it for model. A am working on free range 'ferral' Water Buffalo and cattle. So when they are ready I will add WB to carts. @Wildebeest I will check sounds. I havent been far enough away from carts to notice the problem.
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Heli Flies through structure but person doesn't
csj replied to Sexacutioner's topic in OFP : O2 MODELLING
The joys of making models -
Heli Flies through structure but person doesn't
csj replied to Sexacutioner's topic in OFP : O2 MODELLING
Ok I deleted your old component01 and made a newy. Added fire and view geomtry, Pboed it and it works fine. If you give me an MSN or something I can email changes to you. ---- Well there werent any changes really. The fire and view lods were just duplicates of the geometry lod -
Thanks all for coments @Dynamite_cow Good idea, I will see how many are possible to squeeze inthe hay.
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Heli Flies through structure but person doesn't
csj replied to Sexacutioner's topic in OFP : O2 MODELLING
Don't name the selections in geolod yourself. Safest way to do this in geometry lod, fire geometry and view geometry is to select "structure" (menu bar) select "topology" and then "find components". (use this for regular cubes etc) or "convexity" then "Component convex hull". (for cylinders etc) -
With the object i am working on none of the destruct types suit the vehicle when killed. So when killed I delete the dead vehicle and replace with destroyed version. The problem is when the exchange takes place the replacement 'destroyed version' is always placed about 3 to 4 meters east of the last position of the origional killed vehicle. This happens either if the vehicle was moving or stationary at the time of being destroyed. This section is in loop <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_posX = (getPos _vehicle) select 0; _posY = (getPos _vehicle) select 1; _vehicleDir = direction _vehicle Then when vehicle is destroyed we go to this section <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> deadvehicle = "Deadvehicle" createVehicle [_posX, _posY, 0]; deadvehicle setDir _vehicleDir deleteVehicle _vehicle exit Can someone help with this? Thanks
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Thanks all I will try and let you know how it goes. Â ------- Ok started with the shortest method first and that hit the nail on the head so I will leave it at that. Thanks again all for replies.