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Everything posted by franze
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Normally what I do is find some technical 3 or 4 view drawings of whatever I want to make, and work up from there. You put the drawings into each window, and start placing vertices on the outlines of the model. Then when you're ready, you make faces by selecting 3 or 4 vertices at a time and hitting F6. How's that? Example two-view image:
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You'd only get to shoot one pistol at a time though.
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Oooh... dirty nasty words! Real army add-ons huh? Okies... (Whoops! how did that ugly thing get in there?!! )
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Two words: Not yet!
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It probably just uses the strela memory point in conjuction with the barrel and kulas points. I'll mess around with it and find out...
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Ok, I was recently inspired by a certain mission to do a little something here; lets say you wanted to create a rating system for your players in a multiplayer game. Like if they destroy 5 enemy tanks, then they go from "combat priority C9 to C8". How would I go about doing this? Also, how would I check to make sure the player is at C8 before he can get his own tank? Lastly, how are those special graphical tabs done in certain missions? For example, the BIS credits.
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Probably going to end up finding it out on my own...
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And I thought nobody would manage to get ahold of the link to that uncompleted site!
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Next question: How do I take valueA and present it to the player? If valueA changes, what code would I use to present the current value of valueA to the player?
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The Caiman, light APC. Now how did you get ahold of that? Hmm... About the minigears, it's a promising concept but I don't think the current stuff will work out for it. I'll have to make fresh meshes made to fit the BIS animations for them to work out.
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No, look very closely at the BIS M2A2. The machine gun barrel to the left of the 25mm cannon barrel is where the Machine Gun shots come out of. If you shoot the 25mm cannon, the main barrel is where the shots come out of. If you shoot the TOW, the missiles come out of the TOW launcher. Now, unless APCs can use the strela and raketa memory points, the TOW takes up the konec hlavne and the usti hlavne memory points. This means you only have one memory point left for the machine gun and 25mm cannon. But both weapons come out of different points.
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Ai bombing, taking off runway?
franze replied to BBSmith's topic in OFP : MISSION EDITING & SCRIPTING
land - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">HeliNameHere Land "land" dofire - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Chopper1 dofire target1 dotarget - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soldier1 dotarget enemy1 That a bit clearer? -
Thats what I was looking for! Many thanks. So, another question... ("AHHHG!!!") How would you make a menu that activates when a action is activated? Example would be MF's Capture The Island, since you can use a action to activate a menu. And what would the code be in the init.sqs to define the value of valueA? Would I write <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">set valueA to "0" or would it be more like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">valueA = "0"? Having a lot of problems with a lot of this coding stuff! EDIT: Just figured out the "valueA" thing. You write <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">valueA = 0 to define the value. EDIT2: about the removeaction thing... it returns "Error Removeaction: Expected object, number". What am I doing wrong with removeaction?
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So how would I go about doing that? If I want the game to track value A, and I want the game to add to value A as well as check value A to make sure the player has a certain value before he/she can get a tank - how would I do that? Would it be like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_valueA = this select 0 if (_valueA >500) then {hint "You can't afford a tank yet!" and goto "exit"} if (_valueA <500) then {hint "New tank has been built!" and _tank = "M1Abrams" createvehicle getmarkerpos "tankdepot"} exit So there we can use valueA, right? BUT, how do I define what valueA is? Do I make a script that will assign valueA a actual value? Also, another thing... How do I remove actions in a dynamic fashion? I've tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_crew removeaction _actionID but that doesn't seem to work.
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I just whipped them up as a funny thing to do. I've got other things to do before I mess around with these things, but if you people like them so much...
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What kind of scripting needs to be done?
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Any ideas on how the AT-ST walking was pulled off? Also... Will/do some of the Star Wars units have repulsor lifts, or is that a no go?
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If you want them to move any differently, you'd have to do custom animations. I'm not up for doing that right now; besides, like I said, they're for laughs.
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Don't see why not. They're good for laughs... Get the Minigears!
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Oh yes, they certainly will. Both classes have several arrays of cannon turrets, missile turrets, defensive laser cannons, as well as smaller lighter defensive weapons. But they won't be around for a bit - there are some other things that must be done first, and the interior for the Draco is unfinished as of yet.
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Additional question... when I use createvehicle, the vehicle is sort of "not seen" to everything in the game. Can't order get in, can't take weapons from it, etc. What causes this? What is the workaround? (BTW, to clarify, the proper code for createvehicle runs along: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tank = "M1Abrams" createVehicle getpos unit1 "_tank" is the unit name, and the game doesn't like it unless you have that in there. But then again most of you already know this...)
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Bit hard for the Quetzal pilots. The small foldable runways tend to cause landing trouble... Can't wait to get a Vortex done, to actually have a good place to land Redjackets on!
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There were several friendly fire incidents between the USA and USSR in WW2; I can only think of one at this time but I think there were several others as well. But that'd be easy to do with a few scripts and triggers here and there in the mission.
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There have been a LOT of quality WW2 armor addons, IMHO some of the best tank addons around. We just need a little bit more than the Sturmovik that was released and we ought to be set to go. P-47s, Tempest/Typhoons, Ju-87s, and a Fw-190 would be the ones I'd want. I'll probably never finish my P-38... On a sidenote, has anyone made a USA WW2 truck addon yet? Thought there was one, but maybe I'm thinking of a jeep. Erm, just checked WWIIEC, theres already a truck out.
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The Draco (Khan class): And the Vigilance (Vortex class) are what you're thinking of. There was also the Stilleto, a corvette, the Raptor, which I believe was a sort of light cruiser or a destroyer and the Aries, a destroyer. There are also hovertanks, but those are only featured in HG2.