Drakkhen
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Everything posted by Drakkhen
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No problem then. The problem is you aren't the first and won't be the last. I lately had to make a new parachute from scratch since I was unable to remember who the one I used was from, it got me rid of this credit problem.
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Great addon... ...but it would have been polite to credit everybody. I recognize my: DrKk_Dust.p3d DrKk_Embr.p3d embrums.paa dust.paa dust.sqs You only had to put "Drakkhen" or "OFrP" (the team I work with) in the read_me. Drak... a disappointed 2D/3D/scripter.
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What do you want to respawn as in multiplayer?
Drakkhen replied to SpecOp9's topic in ARMA 2 & OA - GENERAL
Some penguin can. Anyway... why respawn? -
Up to BIS to decide if they want to come to another Clancy/RedStorm redneck stuff or bring their initial idea to its climax.
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It seemed to me the "normal" evolution of OFP would have been the modelisation of Central Europe, with accurate maps to simulate the "so feared" WWIII as it was "expected" to be in the 80's by some. The engine would have allowed managing battalions and supports, with a finer aircraft dynamics and some more specialised troops including NBC features. There would be so much to do with that...
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Looks great but... anything about OFP2?
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Recognition of a vehicle side don't rely on it's crew side... put an east unit in a west plane and put him in front of a normal west plane+crew... the normal west plane won't attack before the other attacks him. Playing with sides is an uncertain behavioral trick.
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RESCO (CSAR) is an Armée de l'Air specialists mission consisting, after a cautious briefing and an air support, in picking ejected pilots behind enemy lines. IMEX is an ALAT (Aviation LégÄre de l'Armée de Terre) mission delonging to PRB (Peloton de Reconnaissance et de Balisage, a recon squad) consisting in picking a full helicopter crew, downed behind enemy lines, in an up to 15mn delay. Thanx to SPQR for initial explanation.
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There is no difference between two jags, it's even the very same P3D for the 9 versions... but the gyro bars of the HUD display are submitted to an OFP engine bug making the gyro rotated after some reloads, crashes, etc... On a small two colors sphere, it's barely noticeable, on these bars, it's an evidence. Couldn't correct it for more than a year now I started making this HUD. About the compass... simply the fact that the Jag has one on his HUD and one on the dash, so why have three compasses in the same view?
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In objects...
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There's some. Maybe for a later pack. We're short on time on this one.
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Hi again, Â I've been said on another forum that Apache turret rotation speed was different from others. Was this player fooled by his own deffective senses or is it some cpp trick hidden in the binarized part?
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Hi, just wondered if there was any way to change the angular speed of armored vehicle turrets, and if there is one, how? Thanx.
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How to make verical angle?
Drakkhen replied to Colossus's topic in OFP : MISSION EDITING & SCRIPTING
Why not simply (in the class) set the gunner view to possible angles like Ymax 80, Ymin 10 and Ymed 30 (which would be used as default angle) instead of using scripting? -
Hi, I was just wondering how to turn an edge joining two non co-planar triangles (3DS edge turn style)? The only way I found was to move a vertex to make both triangles co-planar, squarize them (menu), split them on the other vertices pair ([\]or[/]), then move the vertex back... quite complicated.
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Same problem on Malden while Everon seems to work fine.
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I will be able in a while  Just to get the idea: you have two triangles (direct way turn for angles): ABC and CBD obviously, the edge is BC the tool should allow us to clic on BC so it becomes AD the resulting triangles would then be ABD and ADC. Edit:(information complement) The UV conservation is only possible for two faces using the same texture and whose common vertices shares the very same UVs on both faces.
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<removed. off subject>
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Hi. In vehicles, we commonly know the type="rotation" for every animation class, but is there another functionnal* type? Is there other types to translate/scale a selection group? *(I tried "translation" without success...) Sorry if subject already exists, I didn't find any with search engines. Links welcome if any.
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...if I get the picture, it means that to scale a quad on one axis (simplest scale example) I'll need to make two rotations (one for each vertices pair) assuming the angle will be an atan ratio on the distance to rotation center. Funny to see that rotation (which seems to be the hardest of the three transforms) is the only one to be implemented Anyway... it's still a pleasure to find McGyver-like solutions to problems of this kind
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You mean like the Rangers in Black Hawk Down, when they arrive completely exhausted to the stadium? Injuring is not really "game-play" (OFP remains a game, I guess) but have longer and deeper force consuption effects can be interesting (that's already something great in the current game-play). Jumping is a real forces leech and overstresses the body in combat situation. Interesting game-play... since we keep far from Quake-kangaroos.
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I only see one complaining here!
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Nobody used this term, first... next, if you played an MP mission (no DM or CTF), you'll notice that camping DOES HAPPEN, it's part of the game, just like it's part of real military tactics. That's what scouts and snipers do to survive. This hate for camping just fits to Quake-like players... otherwise, why propose sniper units? Wasn't it about jumping here?