Doppe
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Everything posted by Doppe
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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?
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I always try to test google, but there are many suspicious pages. But thanks anyway
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Can someone link it?
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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
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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?
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It was bit confusing.. Someone.. pls? I have not download nothing yet.
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Could someone link alternative links for ALL OF THE ADDONS AND MISSIONS of FML. -Thanks
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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?
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I got it working. Thanks Mascer.
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Unfortantely, the gun is still in my arm. You want the addon? Maybe you'll solve the problem. Whit credits of course.
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Where should i put autocenter 0?
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How to get unit's mouth's moving? I mean, when comes a TitleText "Bla bla bla" then unit's mouth move's too.
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I found a program: OFP Sound Lab 1.1, and whit that i can get lip files. It's great program.
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I did that, nothign happend
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Yea, i send one of my addons (Sawed off shotgun) to my bro, and it has no textures. It's working fine on my computer, and has textures but on the other computer it doesn't have any. Help pls?
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Well, not just only one radio command, many. And what should i do whit that WavToLip then? :P
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<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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Yes I have. So it is not possible to make radio message's to many player's?
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group (F2 key + drag and drop) the trigger with the player That work's, but i would want that let's say unit1 has Radio Commands like ONLY unit1 can call artillery whit radio. See, ingame all other players can see the "Artillery" radio command. Is this possible? Oh, and Wave2Lip.tool doesn't work, when i try to open Wave2Lip.exe nothing happens.
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Can unit's drop gun's by some command in init-line? Because i want that one unit would drop he's Primary Gun at the start. Is this possible? I would think that it's like this (in init-line): this action "Drop (gun name)"; am I rigth?
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Yea thanks dude, i forgot action
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _solider = _this select 0 _solider ["DROP WEAPON", "", 0, 0, (secondaryweapon _solider)] _solider addweapon "Revolver" _solider addmagazine "RevolverMag" _solider addmagazine "RevolverMag" _solider addmagazine "RevolverMag" _solider addmagazine "RevolverMag" Now, the problem is, that _solider wont drop he's secondary weapon.
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I got another gun problem. I mean that how can I remove unit's secondary gun. So, like in script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit removeweapon _secondary I mean that i don't want to name the secondary weapon, just remove it. I'm trying to make myself clear: Unit has a S&W, he goes in a trigger, script activates and unit's secondary weapon (S&W) will be removed. I dont want this into script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit removeweapon "Revolver" I need something like : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unit removeweapon _secondaryweaponry
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How to make OnMapSingleClick marker? I tried : onMapSingleClick {arty setmarkerpos _pos;true} arty setmarkertype "destroy" But it wont work..
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Need alternative link to Vektorboson's dialoge tut
Doppe replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
I would want this tutorial too, but unfortunately OFPEC is down. I can't find the tutorial!! Please someone send me private message and i'll give him my e-mail, and hopefully he sent's me the tutorial.