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DRa1N

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Everything posted by DRa1N

  1. DRa1N

    Ofp easter eggs

    Just wondering if people can list all the 'easter eggs' that they know for ofp as im willing to have some fun. cheers
  2. We at the Falklands Mod require a couple of extra helping hands to assist in the texturing and scripting sections of work. You will be working with the best, dedicated team. Our two main textures are currently extremely busy and we have a back log of models that require texturing. We are unfortunately in a bit of a tight situation at the moment. A few people are quite busy with real life, university, school, work etc. However at the moment there are many complete models that require texturing. You are guaranteed to enjoy your work and as a bonus you get to see and play with some of the goodies that are not shown in public! Please contact me, Nick – nicknewman@hotmail.com (I do use MSN) if you’re interested in any of the positions mentioned earlier. Thank you Nick NJN – Falklands Modeller
  3. DRa1N

    Falklands mod recruitment

    Havoc: Your intrest has been noted. Expect contact soon Jamesia: Instead of saying you'd like to join perhaps you could tell us what fields you might be intrested in.
  4. DRa1N

    Falklands mod recruitment

    For starters, check out our progress report here. This gives a fair idea of what needs doing, however it is a month old and there is quite a bit thats been done since then. There are quite a few units that need doing, some aircraft such as the Aermacchi and Alouette III some land based artillary and a few weapons. Personally I'd say finish the weapons. Then it's one complete set out of the way, then probably work on units. But essentialy you can do a wide variety at different times.
  5. I have started this addon and simply do not have the time to finish it. To make it complete it requires - some basic texturing - a cockpit - small model modifications Real life comparison Operation Flashpoint does not have any top dressing planes and it may be cool for some missions. It uses Kegeteys smoke generator to improvise fertaliser. I would really like somebody to finish what I have started and not let it go to waste. If you want to talk to me about it I use msn: nicknewman@hotmail.com and also ICQ sometimes: 20163154 Cheers Nick
  6. DRa1N

    Pacific aerospace cresco 750

    NZXShadows isn't a kiwi. He's actually American. Essentialty the Cresco is only slightly (I'm talking one meter) bigger in length and wingspan than the fletcher but it has a larger engine (750 horse power gas turbine compared to the 400 piston engine fletcher.) The Fletcher was way ahead of it's time when it was designed and built. Anyway back on topic. Somebody, please take this project over. I really don't have the time and really don't want it scrapped.
  7. DRa1N

    Pacific aerospace cresco 750

    I can't guess. Please enlighten me.
  8. DRa1N

    Pacific aerospace cresco 750

    Hey mate a fellow Kiwi? Nah this is the Fletchers bigger brother the Cresco, it can carry twice the payload. I worked at the company for a while and really enjoyed working with both the fixed wing and helicopter pilots. Surely someone out there wants to finish this?
  9. DRa1N

    Cannot memory map file res/addons/o.pbo

    I found that removing a specific addon actually let me run FP Res without the memory map error. I am using a Geforce2mx card as well.
  10. DRa1N

    Memory-map error with radeon 9700

    I found that removing a specific addon actually let me run FP Res without the memory map error. I am using a Geforce2mx card as well.
  11. DRa1N

    Red hammer ending... i don't get it

    /me slaps himself Silly me what was I thinking. The end cutscene... they looked like resistance fighters the spetz natz were killing.
  12. Theres the two endings, the one where you get the officers and the other one where you don't The one where you have the officers is weird, everyone knows your a traitor yet your taking the boat back to your fellow country men and then going back to russia. The the cutscene with the music and credits. Who the hell are you fighting... resistance? But you were fighting with them. Someone please fill me in!
  13. For steam I suggest using cloudlets and just making them really small. placing only a few at the end of the catapault. Very good script tho.
  14. I've already searched and found only info on respawning and nothing on what I'm actually after my mate is new to ofp. loves the game but sucks at it, we like to LAN and play co op missions. only problem is he dies alot and hasn't got used to the non rambo style gameplay as such yet. anyway, i've created a simple mission where we are snipers and go round executing squads of enemies. we follow waypoints and at certain places there is a supply of ammo. so what i want to know is how to make it so we respawn at the last waypoint we crossed. that way we dont have to go all the way back to our insertion point.
  15. yeah i've tried that and it doesnt want to work
  16. hmm nope it didnt work, i just respawn a short distance from my body.
  17. heh sorry mate i'm in new zealand and have just woken up as such I haven't had a chance yet, in another 4 hours or so ill have a go at it. just to clarify i need to create a marker at each waypoint i want to respawn at and give it a name, make respawning true in that sqs file. and then add your code to the onactivation field on every way point that i want to respawn at?
  18. thank you, but could you go into a bit more detail please? because I'm really new to the mission editing scene. If we have two players e.g one being called player and the other player1 would i have to add both names in the init field?
  19. hey fellas i'm trying to get a custom towing script working and it doesn't want to.... the plane is the item to be towed and a tractor is towing it #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 #define private 0 #define protected 1 #define public 2 // CfgPatches ////////////////////////// class CfgPatches { class firstplane { units[] = {firstplane}; weapons[] = {}; requiredVersion = 1.90; }; }; // CfgModels ///////////////////////////// class CfgModels { class Default {}; class vehicle: default {}; class firstplane: vehicle { sectionsInherit="Vehicle"; sections[]={"vrtule staticka","vrtule blur"}; }; }; // CfgVehicles ////////////////////////////// class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class A10: Plane {}; class firstplane: A10 { scope=public; side=TWest; displayName="My first plane"; model="\firstplane\firstplane"; accuracy=0.30; gearRetracting = true; nameSound="plane"; soundEngine[]={"Vehicles\plane",db-10,1}; // Cessna sound soundEnviron[]={"Objects\noise",db-60,1.0}; // Cessna sound soundServo[]={"Vehicles\gun_elevate",db-40,0.4}; // Cessna sound maneuvrability=50.0; maxSpeed=450; armor=100; aileronSensitivity = .8; // relative aileron sensitivity elevatorSensitivity = .8; // relative elevator sensitivity noseDownCoef = .3; // how much goes nose down during turns landingAoa = 10*3.1415/180; brakeDistance=300; // vehicle movement precision steerAheadSimul=1.0; steerAheadPlan=2.0; transportSoldier=1; crew = "SoldierWPilot"; driverAction = ManActUH60Pilot; extCameraPosition[]={0,3,-15}; // 0,5,-30 is standard Air class // Radar stuff irTarget=true; irScanRange = 2000; irScanGround = true; // Weapon and ammo weapons[]={}; // none magazines[]={}; // none }; class animations { class gun_rec { type=rotation; animperiod=0.15; selection=gunrec; axis=osa_gunrec; angle0=0; angle1=-0.05; angle2=0; }; class hitch { type=rotation; animperiod=.00001; selection=hitchh; axis=osa hitch; angle0=0; angle1=-1; angle2=0; }; class wheels { type=rotation; animperiod=0.0000001; selection=wheels; axis=osa wheels; angle0=0; angle1=-6.4; }; class useractions { class pakhook { displayName="Hook Pak"; position="hitch"; radius=4; condition="(nearestobject [this, ""GST_Pro""]) distance this < 10 and this animationphase ""hitch"" == 0"; statement="[nearestobject [this, ""GST_Pro""],this,1.9,.19] exec ""\firstplane\towing.sqs"""; }; class pakhookb { displayName="Hook Pak"; position="hitch"; radius=4 condition="(nearestobject [this, ""BMP""]) distance this < 10 and this animationphase ""hitch"" == 0"; statement="[nearestobject [this, ""BMP""],this,2.3,.24] exec ""\firstplane\towing.sqs"""; }; class pakuhook { displayName="UnHook Pak"; position="hitch"; radius=4 condition="this animationphase ""hitch"" != 0"; statement="this animate [""hitch"", 0];this setObjectTexture [1,""\GST_Pak36\pak1.pac""];this setObjectTexture [2,""""]"; }; }; class eventhandlers { init="[_this select 0] exec ""\firstplane\manager.sqs"""; }; }; what am i doing wrong?
  20. AFAIK... all altimiters work in feet.
  21. DRa1N

    Texture error

    Make sure your dlls are in the right folder failing that... copy your flashpoint.cfg from your flashpoint dir to your buldozer dir failing that... go into any folder > view > folder options click the view tab and click all files then click ok worked for me
  22. this is one thing that pissed me off about ofp, the lack of this sort of 'thinking' if a soldier is out of ammo he goes to the nearest corps and picks up another gun, preferabbly the same as he was using, maybe his enemies equivilent. or just any gun thats similar.
  23. DRa1N

    Sea harrier missions

    I'm sure all of you love this addon as much as I do, can we please have some missions made for this?
  24. DRa1N

    Duck shooting pics

    Right fellas heres a link to the descriptions of the pics and links to the pics in this thread. Just follow the link and it will give you the links to the pics (saves me typing it out again) DRa1N's opening weekend pics These were taken on saturday and sunday. And I am a New Zealander so remember that I am a day in front of most of you! Cheers
  25. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ExtracTioN @ April 25 2003,21:39)</td></tr><tr><td id="QUOTE">It is just fantastic but at least you could released a US version of it hope you guys make a update on it and make it a US version <span id='postcolor'> can you please tell me the point of making a US version of the harrier? apart from the fact that you will see a US logo on the tail? do you have any idea how long this harrier would have taken to texture, build and fine tune? i don't think so.
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