Dschulle
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I distance myself from that position, since it was discussed with Snake Man and sniping-jack before and it's therefore not to be seen as a leak. I request to lock or even better delete this thread.
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The point about attacking is due to the reason, that the train is allways "on the player side". This will be changed in next release.
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What kind of objects do you try to move? Currently only class "car" is supported.
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In the init line of the stakes waggon call: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "\AEF_Train\script\transport.sqs" As K@voven stated, every stakes waggon needs to start this script, if it's planned to transport vehicles on them. btw. If several stakes waggons are attached to each other, you can driver over them till you reach the last waggon.
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Placing them inside editor is very hard, since they have to match well to look good and to keep the script functional. We do have an old script, which lets you place tracks on the island along WP's, but I have to check if it's still functional. We'll keep you informed, maybe it's allready included in the next tutorial ;)
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There will be another small train lesson in the next few days including info about how to build a track system and how to create new trains.
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Before someone asks, this is NOT the MP version yet. ;) .. MP-version will be included with Phoenix Island.
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Ohh, yes. Will it be MP-useable? And what about this nice "vehicle transport" option. Will it be possible to "attach" any kind of vehicle (like Combat! Bradleys/M113 etc) or "only" the BIS stuff? MfG MEDICUS Â We haven't tested the MP capability yet, but we'll tell you when we know ourself. About the vehicle transport: Atm only a few predefined vehicles can be transported, we do think about other solutions, but I'm not sure if they are included in the first release.
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Munich, Germany ... and Oktoberfest comes in sight
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Another solution there could be to define animations for walls, like this you can "fold down" a complete wall. Animating only vertexes also gives interesting results, which might look quite good for destruction.
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Does this happens too, if you don't have alpha channels in your textures?
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High res islands via square size 50m -> 25m ?
Dschulle replied to jackson42's topic in OFP : MAP EDITING (VISITOR)
had anybody success in changing landgrid? Because I failed... -
What do others think of this idea? How do you think, would a useful GUI approach look like? I have a drag'n drop interface in mind, which lets you position smaller textures in one big one. Any other idea's?
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Yes thought about it, but after having a short look into PS-SDK, I dropped it again
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The news was allready on german sites and in one thread here, but it didn't had an english readme at this time. Sorry that the name PaNTool is quite similar to feersum's paatool (great tool!), but it existed for too long to change it  Ok a short description: PaNTool is designed to be a texture browser in first place. It should help people to "recycle" textures, which are allready in the game. Great examples were shown by the mapfact team (esp. JoergF). While the program can also convert textures Paa <-> tga, jpg, gif, it doesn't contain the improved texture converter provided by feersum yet. (Might be included in next version). By building up your own favorites "texture" tree, you can access often used textures fast and can easily copy their name to O2. Screen: -> DL Link <- Greets, Dschulle