DanAK47
Member-
Content Count
393 -
Joined
-
Last visited
-
Medals
Everything posted by DanAK47
-
In my experience, ModelSpecial will move the model in the way you describe. Keep messing with it in O2.
-
It would have been better if the bugs were reported via PM.
-
WOLVERINES!!!! Savior was very good, as was Shot through the Heart.
-
I think if Join in Progress truely works it will bring a lot more players in.
-
I have had lots of success doing this. Creating new actions classes and linking them to states is not a problem. If you are trying to change the default "actions" you will need to use StatesExt and point the states to new action classes.
-
That's true, I wasn't thinking when I wrote my post. Rather, what I should of said is that you need to link some of the action fields (such as default) in your actions class to your state or else it will never be used.
-
What trouble do you have adding a new actions class? Are you sure that all of the states referred to inside of it use your given actions class?
-
Duty is how much the state exhausts you.
-
Did you forget to define the moves that the soldier uses?
-
Are you using StatesExt? It could be because you have no connectFrom and connectTo defined.
-
Anyone else think armour values are too weak?
DanAK47 replied to adrenaline red's topic in ADDONS & MODS: DISCUSSION
You could make them slower by giving them a unique animation class (or cfg, whatever you want to call it) using StatesExt and changing the speed values of the running classes and the strength of the duty values. Don't make the soldiers too tough. Doesn't it already take 3 hits to kill soldiers? You should make a "knocked-down" animation (you could use the existing death .rtms) and play it when these soldiers are shot. -
any way to detect when is the player looking
DanAK47 replied to 5133p39's topic in OFP : CONFIGS & SCRIPTING
There is a way to detect when the player presses their optics key by using a ghost camera. However, it easily gets garbled (third person key eliminates optics without script detecting this occurance, etc). -
It's amazing that the AA forum only has 1/10th the replies of The OFP2 forum. AA seems like a "perfect" version of OFP, which I already know will run well on my PC. Join in progress, moving in vehicles, waves, what more could you ask for? I'm really excited about AA, moreso than OFP2 right now.
-
In no particular order: Total Resistance - Maj. H von Dach Maneuver Warfare - William S. Lind Strategy - B.H. Liddell Hart Tiger's Way - H. John Poole (also look into his other books)
-
Try making a new BlendAnims class with less movement in the arms and linking it to the Sprint states (aiming=...) to fix the "bend over too far" problem. edit: Sorry, thought this was something else.
-
Worked for me as an item.
-
You come to a point that you have reduced the weight and size so much that it can no longer be used for its intended purpose.
-
You could remove the secondaryWeapon slot from the unit so that they could not use AT weapons, and make the laser use an item or pistol's slot. Then, using statesExt, alter the animations that the particular soldier uses for AT weapons. However, the problem would still exist for other soldiers (e.g., those who pick up the "laser" after your guy dies) but depending on what you intend to do with this, that might not be a problem.
-
Could be because you gave the plane no weapons, just the magazine? Just a guess, I have no experience with airplanes/proxies.
-
I can't see it being any more buggy than reloading on a server with 10 people on it. Playmove is global. There is no reason for the script to be running on every client.
-
It would work fine in multiplayer, with the exception of the groupchat message. Playmove is global. However, if the script used switchmove it would not work.
-
Here's some more stuff for you to argue about: http://news.yahoo.com/s....VRPUCUl "US satellite recorded checkpoint shooting, shows speed of Italian car: CBS"
-
I had trouble with my mortar soldiers constantly watching a particular direction when an unknown target was detected. Perhaps you could create an invisible unit that is unidentifiable and reveal it to the gunner, then use a simple script to constantly position that unit at a position 90 degrees to the side of the vehicle.
-
You don't have to copy the whole thing. Just use statesExt. Look at how the women's movement is cfged.
-
I think this is what is messing it up: modes[]={"Single"}; As you have no modes defined. Just a guess though.