DanAK47
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Everything posted by DanAK47
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Here are the irons, which I just did. The image quality has suffered because of .gif, but it still gives you a pretty good idea of what they look like. This is only three frames, so it doesn't capture the recoil and muzzle rise. I will work on the synthetic stock textures, and more on the mystery man later.
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The synthetic stocks (Scout, DMR) look crappy. I am thinking of giving the Scout a wood stock, but there isn't much I can do about the DMR. The irons will be textured but the rear sight will be much more blurry than other textured iron sights.
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The irons are not done yet. I have done the scopes but they will be changed. This is what they look like now. The blur around the "Ring" will be removed and it will be centered better. Here's another screenshot.
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Yeah, that's the Sage stock/EBR thing.
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Yeah, it's been collecting dust. Didn't think it had been so long. I forgot to mention, the Scout is already done. I'm still screwwing with the scale of them.
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Drive a tank down one of the Nogova mountains, either way. In a Shilka you can almost jump the river if you go down to where the church is.
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Use time condition to check if a game has been loaded, otherwise your texture will disappear. I would recommend having only one script use this condition otherwise with a lot of units your CPU will get bogged down.. In the plane's init script add it to a list, eg PlaneList, and in the player execed (make sure it is only executed once) script have the time condition, then {_x setobjecttexture blahblahblah} forEach PlaneList. In multiplayer the init eventhandler should handle everything, provided you do not exit it with a "local _plane" thing.. SetObjectTexture is local only and every machine must execute the script (or at least that part of it) for the given plane even if it is not local to them..
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Seems simple but is proving impossible. I have tried _unit call {this addmagazine "Dan60mmHE"}, _unit addmagazine "Dan60mmHE"; etc.. Nothing seems to give the non-local unit ammo.
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Adding magazines to non-local unit
DanAK47 replied to DanAK47's topic in OFP : MISSION EDITING & SCRIPTING
Come on guys. Someone has to know how to do this. It's the last hurdle. -
Take your visual quality down from 11 to the 9-10 zone. I have a good system and it was still lagging until I did this.
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You have some vertices that are not in an animated selection and thus go flat to the ground.. Looks like they are from the bottom part of the vest.
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That 119 kb is sent to each player.. Not just to the server. And I heard (NOT SURE!!) that ECP can cause MP problems.
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I saw the solution, I was just explaining more about it because I have screwwed around with this bug a bit.
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There seems to be a bug that causes any addon ammo to be removed in MP if you don't have a weapon that *takes up a slot* for it. It will be there in the briefing but once you start the game, it's gone..
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Yes, but why scroll up when you didn't notice it in the first place? Modified configs need to show up red or with the player ID in #userinfo. They are too easy to miss when lots of people are talking.
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The way I have seen sets off checkfiles with modified config - cfg/ . You would think lots of people would notice this, but in a crowded server with people chatting and joining, the message can get scrolled off screen pretty fast. Or someone could just join an empty server and wait for people to come in. Then there would be no way to know they had a modified file.
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Anyone else having night problems? Not bugs, just a real hard time seeing anything without goggles. Lights from fires don't seem to work as well.
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They are vertexes that are "less selected". In other words ones that have less weight in a selection. Click on one, then right click on the selections window and click weights. You'll see that there are different percentages. These alter how much they are animated. Their shade of blue will also change depending on how much weight they have in the selection.
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No. This just started happening. Same model. Yesterday it worked fine and now it's only "laggy" when using the mouse to move it around.
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When I try and move/rotate my model around in bulldozer it goes real slow and jumps, like I have bad FPS. However when I use the WSAD and numpad keys it works just fine. Haven't screwwed with any settings, but I did install Keg's DXDLL in the main Flashpoint dir. Removing it did nothing. Any way to fix this?
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Everything works great except for nighttime effects. Without NVGs it is virtually impossible to see anything.. Campfires and other lights do not brighten the surrounding area as much as they did before. Any way to fix/tweak this?
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Seems that land textures have to be 512x512 for reflections to work.
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when i save, setface"" is not on people..
DanAK47 replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
I think the easiest way to do it for your mission would be to use a trigger. Make it repeatable, make the condition: time == 0 and in On Activation put: soldier1 setFace "myface1"; soldier2 setFace "myface2"; soldier3 setFace "myface3"; and so forth.. If you know how to script you could just make a loop that setFaces everyone and at the top put condition Time == 0. -
when i save, setface"" is not on people..
DanAK47 replied to global corps's topic in OFP : MISSION EDITING & SCRIPTING
I had a similar topic open that RED replied to.. This should help you out. I did a quick check and it seems to work perfectly.. -
Because setObjectTexture and setFace (and possibly some more commands) are forgotten when a save is loaded I need a script to run to re-apply them. Problem is I can't figure out how. Any ideas..? Thanks.