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DRa1N

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Posts posted by DRa1N


  1. 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.

    Quote[/b] ]If someone did join, what type of things would they be texturing to start off with? -you mention a backlog of models, what would these be?

    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.


  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. NZXShadows isn't a kiwi. He's actually American. smile_o.gif

    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.


  4. cresco1.jpg

    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

    cresco2.jpg

    Real life comparison

    cresco4.jpg

    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


  5. Didnt u listen to any of the cutscenes mate? Ur fighting RUssian forces controlled by Colonel Guba, who is NOT a colonel in the Red Army he has taken troops without authorization from Moscow.

    THe only weird this is that in CWC Colonel Blake says "Hes embarressed us here and Moscows gotta be happy about that, publically they'll flay him alive, but privatly hes looking at a nice like pension and a private dacha in the Crimea."

    In Red Hammer Lukin says "The Red Armies finest are coming to bring Guba to justice."

    I think CWC is probably more accuracte, but thing is I dont see how Guba EMBARRESED NATO, wow he took half the Red Army to a small island chain and attacked an island attacked by a NATO contingent of maybe 80 men. Yet with a few reinforcements Guba's men were massacred. I'd say NATO has embarresed the Soviets.

    /me slaps himself

    Silly me what was I thinking.

    The end cutscene... they looked like resistance fighters the spetz natz were killing.


  6. 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!


  7. heh sorry mate i'm in new zealand and have just woken up smile_o.gif

    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?


  8. 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.


  9. 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?


  10. 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 biggrin_o.gif


  11. 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


  12. </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 wink.gif<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.


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ExtracTioN @ April 25 2003,22:29)</td></tr><tr><td id="QUOTE">this is beta right can you post bugs or ...... tounge.gif

    Well anyway when the plane is on the ground and you start the engine and dont takeoff just hit in the menu the eject seat and than return to plane and you can eject with the seat so how many seats has this plane I say this only if you guys dont know this bug and if it is possible to fix you guys maybe can fix it or mayne it is a engine limitation dont know confused.gif

    when you use VTOL and press increase alltidude after some height there is a sound wat is that I dont say this is a bug but I want to know what it is confused.gif

    And when you takeoff and you are at 200 speed how can you slow down and land with the VTOL  confused.gif

    Really nice textures I love it I saw the burn script but it does not dammage you I know the final version would be nice  wink.gif

    Ash Kevbaz the next suprise maybe a Aircraft Carrier please wink.gif  tounge.gif<span id='postcolor'>

    can you PLEASE talk some sense when you reply? try punctuation. thank you.

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