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Doppe

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Everything posted by Doppe

  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

    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?
  9. Doppe

    Gun model prob

    I got it working. Thanks Mascer.
  10. 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.
  11. Doppe

    Gun model prob

    Where should i put autocenter 0?
  12. How to get unit's mouth's moving? I mean, when comes a TitleText "Bla bla bla" then unit's mouth move's too.
  13. Doppe

    Moving mouth

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

    Moving mouth

    I did that, nothign happend
  15. Doppe

    Texture problems

    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?
  16. Doppe

    Moving mouth

    Well, not just only one radio command, many. And what should i do whit that WavToLip then? :P
  17. 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.
  18. Doppe

    Moving mouth

    Yes I have. So it is not possible to make radio message's to many player's?
  19. Doppe

    Moving mouth

    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.
  20. 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?
  21. Yea thanks dude, i forgot action
  22. <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.
  23. 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
  24. How to make OnMapSingleClick marker? I tried : onMapSingleClick {arty setmarkerpos _pos;true} arty setmarkertype "destroy" But it wont work..
  25. 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.
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