Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Fishu

Member
  • Content Count

    60
  • Joined

  • Last visited

    Never
  • Medals

Everything posted by Fishu

  1. Fishu

    AI Behavior Complaints Discussion(ABCD)

    Call me when you guys have coded all that stuff!
  2. Fishu

    .50 cal sniping

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NZ_Keeper @ Jan. 19 2002,04:24)</td></tr><tr><td id="QUOTE">Mike - 'Oh no here comes a Hind, hit the dirt' Bob - 'Hehe' Mike - 'You crazy fucka get down now!' Bob - 'Watching this mike' *BOOM* Mike - 'Shit Bob you just put a bullet right through the chopper kiling the pilot and ripping the engine out on the way' Bob - 'Hehe' But of coarse the US doesn't have enough firepower now do they  Well if they gonna add it might as well add the 0.5m muzzle flash when it fires <span id='postcolor'> They say that windows in Hind are made to withstand .50 cal hit and fuselage even 37mm.
  3. Fishu

    WII offline

    WWII Online is something unique in its class. OFP and WWIIOL are not comparable with each others. First of all, WWII OL is massive multiplayer game with hundreds of square kilometers as play ground. OFP is for single play and 'small' multiplaying with just about 10 square kilometer islands. Indeed, OFP will have better graphics in this case, however, what WWII OL looses in graphics, it gains in the unique gameplay. There really isn't any comparable game to WWII OL; which would model air, ground and "navy" (fairmile? wheres my schnell boot) Whats more fun than grabbing BF110 and strafing some helpless ground units All of them real players! Also one big difference between OFP and WWIIOL is persistant world.
  4. Fishu

    Ever wanted to see the rocket of the Carl Gustav?

    Sandman, There is no backblast in front of shooter, it's the rockets backblast in OFP rocket launchers doesn't have any kind of backblast, not in front or back, just the rockets.
  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (King Nothing @ Jan. 09 2002,14:23)</td></tr><tr><td id="QUOTE">Hey where did you find that, Fishu? I really, really need that apache camo. pleeeeeaaaaaaase tell me. Â <span id='postcolor'> It is by me.. practice job thinking about releasing it sometime with apache weapon addon, which has different weapon configurations for apache (including stingers )
  6. Animalica, you must copy .pbo to \addons\ and all rest of the files to \users\<yourplayername>\missions\arty.Intro
  7. I didn't know about the dummygun before I noticed this thread.. Lately I've been working to improve my old artillery script alot, for days, to include spotter capability for it also. I got half dozen different versions of the spotter script So I took the dummygun to a treatment, gave it another name and added new ammo, to fake the shot. Then included it in the artillery script along with the spotter script, so far having 1 battery working with or without the spotter (battery = 1 to 6 guns) So I have real battery improvising firing the shot. Shells are still dropped at the point of impact and doesnt have trajectory. sounds quite nice when has the artillery firing from the distance and hearing the impacts. If you want to take a look, heres the url (the .pbo goes to addons): http://koti.mbnet.fi/fishu/ofp/nlm_artillery.zip It still isn't ready, but works, with less features than planned to have someday. To get some help with the arquments, you should look at the jpg files at (and everything else should be learned from the example mission): http://koti.mbnet.fi/fishu/ofp/
  8. Fishu

    What is the power u got?

    3571 AMD XP 1600+ (@1410mhz) Soltek SL75DRV2 512mb DDR Radeon 64mb VIVO SB Live! Win98 ..and less than a month ago it was mid 1400's, with celeron 566@850mhz. Neenies Martin
  9. Fishu

    Now we have it- Unlimited ammo MP cheat

    Lynch them quaker rats!
  10. Fishu

    P3D Converter to OBJ released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">there is a .p3d export utility already out. its not problem saving them as .p3d<span id='postcolor'> uh.. .where?
  11. Fishu

    OpFlash Marine Corps Interview

    Duh.. I want to be USMC! OFP USMC! I wonder where they've hid the recruiment office at the islands.... Malden? Everon? sweet texturing.... doesn't seem to be that JPG compression look-a-like mess, seems much more accurate texture.
  12. An SDK (Edited by Fishu at 1:22 pm on Jan. 3, 2002)
  13. Fishu

    camera help

    According to command reference you can control streetlamps.
  14. Before I've seen fire places lit up ground around them, but after 1.40 I have not. before with HW T&L it was same as now, but without HW T&L, I saw ground around fire place lit, not anymore.
  15. Fishu

    Timer Script

    you could simply do that with triggers. using countdown and global variables of true/false
  16. Fishu

    Camera-Scripting

    Destroy, You've defined target for the wrong camera. if your camera name is _cam, you should order it to target the flagpole Just erase that _camera camsetrelpos and change targeting command for _cam instead of _camera. (And leave that one _cam camsetrelpos there) should work as far as i know.
  17. Fishu

    Doofus with Binoculars

    Last time when I saw credits, the soviet group leader during opening seconds, who dies to sniper bullet, took binoculars out at middle of street and died there "I want to see them better when they shoot me"
  18. Fishu

    Camera-Scripting

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from DestroyerX on 9:41 am on Jan. 2, 2002 Thanks, but before that. Actually I wanted to have this script to target an Object. A flag for example.... How to do that? And also that you see the whole flag not only the flagpole. (I saved the previous script on my harddrive) Â Thx <span id='postcolor'> _camera camsettarget nameofobject _camera camsetrelpos [0,10,8] you just got to name the flagpole and target it. then specify location for the camera, like that cam set relative position command. X,Y,Z (-W/E, -S/N,Height)
  19. Fishu

    Uhm, I want VBS!!

    blahblah blah.. stop crying. Everyone would like to have it, but its done in secret for an army, you'll never get such product yourself. but like BIS as said, some addons and features will be given to players also.
  20. Since I got drifted away so much.. I also made timing these things easier - no questimating or calculating, just give commit time in seconds Of course modifiable to many purposes.. like rotate 270 degrees in # seconds. _followthis = _this select 0 _into = 300 _distance = 500 _timer = 5 _camera = "camera" camCreate (getpos _followthis) _camera cameraEffect ["internal","back"] _camera camSetFOV 0.850 _camera camsettarget _followthis _camera camsetrelpos [_distance,0,2] _camera camcommit 0 _distance = _distance- _into _reducedistance = (_distance / _timer) * 0.01 #loop ~0.01 _distance = _distance - _reducedistance ?(_into >= _distance + _into) : exit _camera camsettarget _followthis _camera camsetrelpos [_distance + _into,0,2] _camera camcommit 0 goto "loop" ..very badly drifted away.. oh well, perhaps someone finds use
  21. I got drifted away with this and made rotational, zoom out/in and up/down loop script Perhaps not any useful as it is, but modified for some purpose it might be _followthis = _this select 0 _camera = "camera" camCreate [6333,9672,14] _camera cameraEffect ["internal","back"] _camera camSetFOV 0.850 _roundgo = 0 _distance = 5 _pZ = ((getpos _followthis) select 2) + 2 _godir = 1 _godist = 1 goto "roundwego" #loop _camera camsettarget _followthis goto "zoomwego" #continue _camera camsetpos [_pX,_pY,_pZ] _camera camcommit 0 @camcommitted _camera ~0.01 goto "loop" #zoomwego _distance = _distance ?(_distance >= 30) : _godist = 0 ?(_distance <= 5) : _godist = 1 ?(_godist == 1) : _distance = _distance + 0.02 ?(_godist == 0) : _distance = _distance - 0.02 #roundwego _pX = ((getpos _followthis) select 0) + cos _roundgo * _distance _pY = ((getpos _followthis) select 1) + sin _roundgo * _distance ?(_roundgo == 360) : _roundgo = 0 _roundgo = _roundgo + 0.5 #vertwego _pZ = _pZ ?(_pZ >= ((getpos _followthis) select 2) + 5) : _godir = 0 ?(_pZ <= ((getpos _followthis) select 2) + -5) : _godir = 1 ?(_godir == 1) : _pZ = _pZ + 0.05 ?(_godir == 0) : _pZ = _pZ - 0.05 goto "continue"
  22. In OFP you can't really land on any objects other than the physical ground. If you land on the roof of a building, chopper will be quite unsteady on it and walking on the roof is hard at times. Same thing with units, like LST. ...and since even 5.56mm can make tank bounce like ####, you can figure what chopper does
  23. Theres dot but its hardly visible at most times. I were once wondering whats that small dot when I had laser designator pointing towards ground. Seems like that red marker also gets smaller when distance increases (and that reticule isn't helping the matter with seeing it)
  24. We aren't dealing with WWII tanks anymore.. Armour material and construction has changed alot. I think our satchel charges are a 'bit' stronger than in real life also You just couldn't rely on killing heavy tank in WWII with 3kg satchel, how could you do that now with being sure it'll blow up?
×