csj
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Everything posted by csj
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Just having a stab in the dark here coz I dont know what you have in cpp but whats your camouflage setting.
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Thanks Footmunch Atleast I have idenified the problem location now.
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How can I reduce the size of explosion of a rocket or missle? I have tried explosive=false; but no diff.
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Did you copy and paste from the origional doors. If so you may have to redefine the named selections and osa points in O2.
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I am doing a model that has I plan 4 to 5 variants of the origional model in the same p3d using hidden textures etc. Some of the hidden selection can run up around 300 plus vertices Performance wise for PC running game is it better to construct the models this way or is it less taxing on PC to have say or maybe 2 or 3 pbo files making up the same models. or it don't make diddely squat difference either way? I figure that even though selections are 'hidden' when a player selects a particular model the PC still draws the hidden selections for all the other variants, blank as they are but still has to draw them.
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Speaking of hidden selections I have 39 on model - works good. When I add a couple more I get CTD in game. Is there are limit of 40? Disregard question the problem is something else.
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I have tried Smokedrib's script on aircraft with not much joy. On banking and turning the "cargo" swung out, above or below of the aircraft a couple of meters. Which seems to be the go with all transport scripts I have seen. On the level - it is great. I would imagine that it is good for boats or vehicles to some extent. I haven't had the op to try Devil's script yet, will do so when I can obtain a copy.
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Next problem  Trying to get stuff happening when particular weapon is fired. In the EH I have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fired="[_this select 0,_this select 4,0] exec ""\csjmodel\shot.sqs"""; In the sqs I have this (abbr.) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle = _this select 0 _weapon = _this select 1 ?(_weapon == "CSJM21"):goto "doFlash" exit #doFlash _vehicle setobjecttexture [35,"\csjmodel\flash_side.paa"] _vehicle setobjecttexture [36,"\csjmodel\flash_frnt.paa"] ~0.5 _vehicle setobjecttexture [35,""] _vehicle setobjecttexture [36,""] exit Have tried a number of variations but nothing seems to be working.
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This does not seem to be having an effect ammocfg went from this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hit=50;indirectHit=20;indirectHitRange=.5; to this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hit=15;indirectHit=10;indirectHitRange=.5; about the hit of a bullet still getting small truck size explosion which is what I had from the start.
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OK found answer I was looking for
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Thanks Footmunch, I have solved problem using different method but what you have suggested will be handy for other problem I had.
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hmmm.. this is not good. Checked action list and you are correct. Probably coz you dont see t55gunner inside tank when cactus. So no animation was needed. (scratches head) Oh well, Sh!t happens. I will just have to find a gunner that suits and that dies when he is suppose to.
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I am using t55gunner. Standard.
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I am not using uh60 gunner coz he dont look right for the part It shouldn't make any diff to which animation I am using? I have used diff animation pilots and cargo before which all slump nicely when dead.
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Yeah I had it on that - so he gets dumped when killed. That works ok but I would rather he stayed with the aircraft slumped in the hell hole. Thanks for reply and no I wasn't swearing, I think
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Jemand hilft bitte Alguien ayuda, por favor Quelqu'un aide, s'il vous plaît
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hmmm... maybe that was a bit tough to comprehend Lets try a different approach. If the gunner is killed while flying in the air. Is there a way to  switch the animation to show him as dead? Same as cargo animation changes to show them as dead. Coz at the mo he just sits there nodding his head and grinning.
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Yeah tell me about it. Â So these proxies only work on static objects? (Hey Klink, what you doing up so early?) What I am working on now would really be nice with multi gunners as would alot of planes that OFP is missing out on.
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mmm.. let me guess, the ones that I work with. Â I have a reasonable understanding of 'setobjecttexture' but absolutely SFA about them proxy thingymajigs. Is there a basic english tut on them?
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Face cull from pin highlights those faces that are visible from the pins posi. ie Editing View Pilot Lod: position pin in pilots seat then select face cull. It will show you which faces are visible from the pilot seat. So you should be safe to delete the rest.
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I can't get the MF to work. Never did have any luck with proxies.
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Lawyers that pursue this type of action.. well what can I say but they would make great mine detectors.
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Day time, everything is fine no problems. Â Night time AI will not recognise model as friendly. You can not order AI into vehicle - only target it. Even if player has entered vehicle. If AI are way-pointed in thru missions Editor its Ok. cpp is just standard Anyone had this problem? How do I fix it? I do use a T55Gunner animation in West model but surely that would not be problem nuh
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Problem Solved Was either the accuracy setting (which I removed) or I had lights selected as part of an animation which I altered. Probably the second case, can't figure why though? but because it was only night related I would say that was it. Odd
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I put a Hyper Drive script onto Philcommando's X-Wing. I think I got into the 3's before the thing disintergrated possibly coz I hit the ceiling height - dunno. Handled like a frizbee, not very responsive.