Damage Inc
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Everything posted by Damage Inc
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You can still spam after 800 posts to get higher on the list of total posts (I'm 22nd, yippee). Not that I do it
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Do they pay you to advertise Red Hammer ? I think it's good too.
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This is much faster than the old forum.
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It's just you.
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Take bmp2.pbo from the Flashpoint_Gold\AddOns\ directory on the CD and put it in your OFP addon directory.
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Do you have the Gold Upgrade CD? If yes, just copy it from the CD.
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And this is mission editing stuff anyway.
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And this is mission editing stuff anyway.
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The only thing I miss from the old forums was the rank system.
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The forests are a good hiding place because tanks can't get there. So they don't need much more hiding places.
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I get 916. Celeron 633 GeForce 2 Ti 192 MB RAM
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Well I sure haven't noticed it. That may be because I usually command tanks from the third person view.
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Red light? I don't remember that at all.
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It is possible. But it doesn't work too well...
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Could I get a list of the weapons
Damage Inc replied to Evan110185's topic in OFP : MISSION EDITING & SCRIPTING
But I found this when I searched the forum for "weapon names". (Edited by Damage Inc at 9:18 pm on Jan. 3, 2002) -
Could I get a list of the weapons
Damage Inc replied to Evan110185's topic in OFP : MISSION EDITING & SCRIPTING
You're right! It doesn't work, but that should be considered a feature instead of a bug. -
Could I get a list of the weapons
Damage Inc replied to Evan110185's topic in OFP : MISSION EDITING & SCRIPTING
It isn't there. But you can get it here. -
Could I get a list of the weapons
Damage Inc replied to Evan110185's topic in OFP : MISSION EDITING & SCRIPTING
It's here. -
They should have a seperate forum 4 maniacs
Damage Inc replied to Rob's topic in OFP : MISSION EDITING & SCRIPTING
I started off as a Maniac....oh, you meant on these forums? -
Is that really your kid in the picture?
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It "almost" works: // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class INTmetpolcar { units[] = {INTmetpolcar}; weapons[] = {}; requiredVersion = 1.07; }; class CHorn { units[] = {}; weapons = {CHorn}; requiredVersion = 1.07; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle : Land {}; class Car: LandVehicle {}; class SkodaHelper: Car {}; class SkodaBase: SkodaHelper {}; class Rapid: SkodaBase {}; class INTmetpolcar: Rapid { model="\INT_metpol_car\INTmetpolcar"; displayName="INT UK Police Car"; crew=Civilian3; soundEngine[]={"\INT_metpol_car\carsnd\engine1.ogg",db10,2.4}; maxSpeed=600; weapons[] = {"CHorn"}; }; class CfgWeapons { class Default {}; class CarHorn: Default {}; class CHorn: CarHorn { displayNameMagazine=CHorn; shortNameMagazine=CHorn; scopeWeapon=public; scopeMagazine=public; drySound[]={"INT_metpol_car\carsnd\siren1.ogg",0.100000,1}; soundContinuous=1 }; };
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No, that's the default. In your .cpp it would look something like this: class CfgWeapons { class Default {}; class CarHorn: Default {}; class CHorn: CarHorn { drySound[]={"addondirectory\hornsound",0.100000,1}; soundContinuous=1 }; };
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I mean a new class under cfgWeapons and with the custom sound.