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Everything posted by D.murphy man
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Unified zombie pack release imminent
D.murphy man replied to tracy_t's topic in ADDONS & MODS: COMPLETE
allso i downloaded the beta and Yes it dose crash my machine allso so its not just your machine. secondly the zzombies only die in 1 or 2 shots, is this because its a beta? and allso i could not get Dr.toung zombie wokring. came up with sum error -
Unified zombie pack release imminent
D.murphy man replied to tracy_t's topic in ADDONS & MODS: COMPLETE
Ill host it for u Tracy, If it dont exceed my freewebs account limit thingy. Cant wait for the release! I shall get stright on a new Skye Virus mission once upon release -
man looks so sweet. Maybe you could take the citys from your nogova and place it on a custom island? then bis wouldnt have a proplem with it and we can all play with ur lovely citys p.s. said this in the Imporved police car thread but thought id post it in here too
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man looks so sweet. Maybe you could take the citys from your nogova and place it on a custom island? then bis wouldnt have a proplem with it and we can all play with ur lovely citys
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Do ya mind slipping me a version? just PM me or somthing and isalnd like this is what iv all ways wanted. But spose it be pretty useless for making missions on intill you can get BIS to grant permission. still wouldnt mind taking a look though
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amazing! just the sort thing i been looking for,for my zombie missiosn n stuff. Hope the BIS guys grant ya permission!
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good car nice job!! What island is that in the back ground looks amazing!
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I downloaded it and when i went to extract it, it said nothing had been found?
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yea sure ill host some missions! how long till the next zombie pack? cant wait
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Problem with this trigger?
D.murphy man replied to Pipski's topic in OFP : MISSION EDITING & SCRIPTING
Try chaning the "Countdown" to "Time out"? in the trigger menu there is "Countdown" and "Timeout" and countdown has a black box around it. Just click Timeout and black box will appear around that showing it as been selected. That should work hopefully. -
Very nice island! Place a few starship trooper Bugs down in the tall grass early in the morning and go hunting! lots of fun Makes me want a dinosaur addon so i can recreate to scene from Trassic Park 2 where the poor hunting guys get chased throw the long grass by raptors
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Australia - world's largest island
D.murphy man replied to Lt_Damage's topic in ADDONS & MODS: DISCUSSION
Very nice idea! Dont think any one would want to make a UK island? I love to Invade my town of Barry (south wales) with a M1A1 and turn my single sex Comp. School into rubble. Singe sex school!? what where they thinking?! -
Hey! Skye Virus is my map! lol karillon made the Nogova virus maps. And maybe you could have Zombie(noscript),zombie2(noscript) etc.... and then Zombie(Script) ,Zombie2(Script) ect... So if some one wants to put them on way points and do there own scripting and for lazy people whp just want to place them dwn n play they got the Zombies with script. Then every bodys happy
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damn that looks sweet! i cnt dwn load of the site thou must be too busy! mirriors ne one?
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Ooh err missus *cough* j/k Anyway: sorry Silent, but for me to do that work, you'll have to wait until next year, I'm suspending zombie work for Xmas (Only fair. Even zombies need beer lol) LOL!!
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Cheers tracy_T that neva really crossed my mind but ill give it a shot now. Its for that Multiplayer RTS thing i was talking to you about. Hopefully it should all work.
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Ok i have this radio trigger in the editor: activation:Radio Alpha Condition:This On avtivation: [] exec "Alpha.sqs" Now i was wounder if there is any way of detecting what side the person who activated it was on? So i could do somthing like this: On activation: If guy who activated it == West,then [] exec "Alpha.sqs";If guy who activated it == East,then [] exec "Alpha 2.sqs" You get what i mean. Eevery thing iv tried dosent work so can any one shine light on this proplem? Cheers, Murphy
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edit: Woops thought it was my topic. Im such an idiot! *orginal post removed*
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Well add some blood to where the bones stick out the bodie and sum guts n stuff and i think it look quite scary. and be good for some sort of "end of level boss" for people who are making missions and cant think of a climax to there mission?
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Dunno if that includes this But its the Erba grass mod get it here http://www.syscom.bz.it/ofp/3D/grass/index.htm place it by hand. The island in the pics is nogova If you look a couple of pages back you would find this post and the link to the grass addon  EDIT: damn you supah,you beat me to it.
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erm... what dose this addon pack/thingy do?? what dose it add? Or is it the addon pack that comes with that GAIA island?? the one with all that realistic soldier modles and configs. and realistic vehicles and guns ect...
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Cheers tracy. I just tested them and... The zombies no longer had that bloody face effect and i now have to put setdammage .8 pack on. The commands this setface "DrTongue" and this setface "Tarman" did not work. but the animations (i think) are slightly faster and less glitchy witch is a good thing . Any chance of putting the bloody face and boddy zombies back in?
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Nice guys, Im pretty Ill at the moment and i got my old PC set back up. Its  piece of shit but hey better then nothing. any way ill get on making a decent example mission since ill be home recovering insted of getting drunk and waking up next to tesco trollys . Is there any updates on the animations? the ones i got are too slow.
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Ok guys i have updated my site and now have the zombie pack. It has the latest animation,zombie addon you guys have sent me and allso 2 really simple and quick example missions. (one with animations,one without) So go check out my site for the download. Shell Sh0cks workshop
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Flack script by capt ryans,edited by me!
D.murphy man posted a topic in OFP : MISSION EDITING & SCRIPTING
hey all, For the last hour or so i have been editing this flack script and i have added some nice touches on it. It is now more user friendly,most of the set up is done in the editor in the init line,instead of in the .sqs. And now when the flack is activated bullets fly in random directions to simulate flack more realisticly. here it is! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Capt Ryans realistic WWII Adventures WWII Flakscript (Edited by Murphy,AKA shell_shock) ; ; place in init line of your vehicle/object: ;[ex-num,spread-num,delay-num,object-name] exec "flack.sqs" ;ex-num is the number of explsions you want before it stops ;spread-num is the area (in meters) you want the flack to cover ;delay-num is the ammount of time you want inbetween each explosion ;Object-name is the name of the object you want the flack to be around. ;number of explosions _num = _this select 0 ;spreading area _spread = _this select 1 ;random delay between explosions _delay = _this select 2 _gamelogic = _this select 3 ;counter to keep track of how many explosions so far _count = 0 ;beginning of loop #beg ;setting everything to zero _nx = 0 _ny = 0 _nz = 0 _x = 0 _y = 0 _xB = random 500 _yB = random 500 ;generates plus or minus 1 _plusminus = (random 10) ?(_plusminus <= 5) : _plusminus = -1 ?(_plusminus > 5) : _plusminus = 1 ;determines how far off center the explosion will happen _nx = (random _spread) * _plusminus _plusminus = (random 10) ?(_plusminus <= 5) : _plusminus = -1 ?(_plusminus > 5) : _plusminus = 1 _ny = (random _spread) * _plusminus ;determining floor and ceiling of explosions _height = random (200) ?(_height < 50):_height = _height + 50 ;new coordinates of explosion ;you can easily add air bursts . _nx = _nx + _x _ny = _ny + _y _nz = _nz + _height ;add random delay up to delay specified by user (if you want constant rate, just take out the random ~(random _delay) ;creating explosion _mine="shell120" CamCreate [(getpos _gamelogic select 0)+_nx,(getpos _gamelogic select 1)+_ny,_nz] _mine="shell120" CamCreate [(getpos _gamelogic select 0)+_nx,(getpos _gamelogic select 1)+_ny,_nz] _bullet = "bullet30" createvehicle getpos _mine _bullet setvelocity [_xB,_yB,500] drop ["cl_basic", "", "Billboard", 30, 30, [0,0,0], [0,0,0], 0, 1.2, 1, 0, [10,20,0], [[0,0,0,1], [0,0,0,0], [1,1,1,.2], [1,1,1,0]], [0,0], 0, 0, "", "",_mine] ;increment counter _count = _count + 1 ;check if done ?(_count == _num):exit ;if not done, do another explosion goto "beg" Cheers, Murphy