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Doppe

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About Doppe

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    Lance Corporal
  1. Doppe

    Doors in OFP

    So, my problem is that soldiers can walk THROUGH the doors. Yes, the doors are animated, but other non-animated doors have the same problem. I have tried to add 17000 Kilo's mass to them but it seems not to be working... How can I fix this annoying problem?
  2. Doppe

    Operation Farmland Mod

    I always try to test google, but there are many suspicious pages. But thanks anyway
  3. Doppe

    Operation Farmland Mod

    Can someone link it?
  4. Doppe

    Operation Farmland Mod

    It seems to be working now, but when i put Dracula in some of my mission's OFP shut's down. Also when i try mission "demovamp" i got error message: Cannot load mission, missing addons: GENB_Vamps
  5. Doppe

    Operation Farmland Mod

    Ok, i found some of the packs, how ever i would want to start the Farmland mod AND the FDF mod same time. So i can use both addons from FDF and from Farmland. Possible?
  6. Doppe

    Operation Farmland Mod

    It was bit confusing.. Someone.. pls? I have not download nothing yet.
  7. Doppe

    Operation Farmland Mod

    Could someone link alternative links for ALL OF THE ADDONS AND MISSIONS of FML. -Thanks
  8. Doppe

    Gun model prob

    I got it working. Thanks Mascer.
  9. Doppe

    Gun model prob

    Unfortantely, the gun is still in my arm. You want the addon? Maybe you'll solve the problem. Whit credits of course.
  10. Doppe

    Gun model prob

    Where should i put autocenter 0?
  11. Doppe

    Gun model prob

    Let's first see the config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> { modelSpecial="\blabla\Deagle.p3d"; model="\blabla\Deagle_empty.p3d"; modelOptics="\O\guns\optika_cz75"; modelMagazine="\bla bla\44_mag.p3d"; Â Â picture="\blabla\GearPics\Deaglegear.paa"; optics=1; opticsZoommin=0.350000; opticsZoomMax=0.350000; distanceZoomMin=300; distanceZoomMax=300; displayName="Desert Eagle"; displayNameMagazine=".50 Magazine"; shortNameMagazine=".50 Magazine"; count=7; initspeed=600; Â Â Â Â Â Â Â Â weaponType=2; magazineType=32; Â Â Â Â Â Â Â Â reloadTime=0.14; magazineReloadTime=1; drySound[]={"weapons\M16dry",0.003162,1}; magazines[]={"deaglemag" modes[]={"Single"}; The problem is, that if gun has bullets in it, it is not at my hand. It's in my ARM. So if I shoot the magazine empty, the empty Deagle will appear to my hand. But the full one is still in my arm. Can someone help?
  12. Doppe

    Moving mouth

    I found a program: OFP Sound Lab 1.1, and whit that i can get lip files. It's great program.
  13. Doppe

    Moving mouth

    I did that, nothign happend
  14. Doppe

    Moving mouth

    Well, not just only one radio command, many. And what should i do whit that WavToLip then? :P
  15. Doppe

    Texture problems

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class shotgun { units[]={"shotgunCivilian6"}; weapons[]={"shotgunBase","shotgun","shotgunMag"}; requiredVersion=1.750000; }; }; class CfgModels { class default {}; class Weapon: default {}; class shotgun: Weapon {}; }; class CfgRecoils { Shotgun3Recoil[]={0.090000,0.090000,0.01600,0.12500,0,0}; }; class CfgAmmo { class default {}; class BulletSingle: default {} class shotgunAmmo: BulletSingle { hit=7; indirectHit=0; indirectHitRange=0.000000; minRange=0 minRangeProbab=0.00000; midRange=1 midRangeProbab=0.700000; maxRange=3.5 maxRangeProbab=0.0350000; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class HandGunBase: Riffle {}; class shotgunBase: HandGunBase { access=2; scopeWeapon=2; scopeMagazine=0; aiRateOfFire=0.900000; aiRateOfFireDistance=50 model="\so-shotgun\SWI_shotgun"; modelOptics="\mossberg\optika_kozlice"; displayName="Sawed-off Shotgun"; displayNameMagazine="Sawed-off Shotgun Buckshot"; shortNameMagazine="Shotgun Buckshot"; count=20; weaponType=2; magazineType=32; reloadTime=0.0000000000000000000000000000000000000000000000000000000000000000000000000000000000000001 ; magazineReloadTime=8.000; autoReload=0; drySound[]={"\finmod\Sounds\Guns\m16_dry.wss",0.000316,1}; reloadSound[]={"\finmod\Sounds\Guns\shotgun_reload_pump.wss",0.000316,1}; reloadMagazineSound[]={"\finmod\Sounds\Guns\shotgun_reload.wss",0.000316,1}; sound[]={"\finmod\Sounds\Guns\shotgun_pump_action.wss",1.000000,0.98}; magazines[]={"shotgunMag"}; recoil="Shotgun3Recoil"; backgroundReload=0; ammo="shotgunAmmo"; burst=10; multiplier=1; autoFire=0; initSpeed=490; dispersion=0.270000; flash="" flashSize=0 }; class shotgun: shotgunBase { picture="\so-shotgun\w_shot.paa"; scopeWeapon=2; scopeMagazine=0; }; class shotgunMag: shotgunBase { scopeWeapon=0; scopeMagazine=2; displayNameMagazine="Sawed-off Shotgun Buckshot"; shortNameMagazine="Shotgun Buckshot"; picture="\so-shotgun\w_shot.paa"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Civilian: Man {}; class Civilian6: Civilian {} class shotgunCivilian6: Civilian6 { access=2 displayName="Man 6 (Sawed-off Shotgun)"; weapons[]={"Throw","Put","shotgun"}; magazines[]={"shotgunMag","shotgunMag","shotgunMag","shotgunMag"}; }; } That's config. I don't use any program called "TXTpathswap". I put textures to my gun whit o2 program.
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