-
Content Count
2832 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by franze
-
Hmm, new problem now; fixed the old one (removed the bottom most "};" on cfgmodels), now when the game starts itll load for a couple secs then kick me back to the desktop. I've had this before but I can't remember how I fixed it/what was wrong with it.
-
So you're installing OFP before red hammer and resistance? (Yeah, I know, dumb question). I must admit, this has me boggled.
-
You have the original OFP installed? Try uninstalling it if you do... I'm thinking that GOTY isnt tolerant of older versions of OFP.
-
Trying to figure this out; it seems to be some sort of installation problem. Have you tried installing to the default directory? A different one? Restarting then installing? Shutting down and then installing? Guess those of us who got OFP, then Resistance lucked out... :EDIT:My friend just got back to me, and it installed successfully. He says all he had to do was uninstall the demos. So IF you have the demos, try uninstalling them and installing GOTY. :EDIT:
-
Hmm, a friend of mine, ironically enough, had this same error just as he installed tonight. Maybe if he can get it to work, he can help you with it.
-
Roadway LOD doesn't work in 1.46 - only in Resistance. You can walk around on it with soldiers, but with 1.46 it either won't work very well or it won't work at all.
-
One thing you can do is depbo a exsisting tank addon and look at it. It's pretty simple to make a tank, but here are some key things: "Kol" are the top set of sub-wheels. Whenever the tank moves, these wheels will move. However they do not work like the shock absorbing lower wheels. Example: "KolL1" "KolP4" "kolo" is the lower set of wheels. When you drive over rough terrain, these wheels will follow the ground and bounce up and down. Example: "koloL1" "koloP2" "pasanim" is the track animation. Whatever texture you have set for your treads will move around the treads. Example: "pasanimP" "pasanimL" "pas" simply means tread. Forget the function of it other than to define the tread. Example: "pasL" "pasP" "pasoffset" another tread name thingie. Forget what it does as well, aside from defining the tread. Example: "pasoffsetL" "pasoffsetP" "podkolo" IMPORTANT! This part goes under the kolo set of wheels. Its part of the treads; what you do is select the tread vertices under the kolo wheel, and name it "podkoloL1" (if the wheel is "koloL1"). Failure to use this will result in funny looking treads or infuctional tread shocks. Example: "podkoloP4" "podkoloL2" "poklop" hatches for driver, commander, and/or gunner. Example: "poklop_driver" "poklop_commander" "otocvez" the entire turret. No examples needed - just select your entire turret and call it this. "otochlaven" the part of the turret that elevates up and down (the gun in most cases). "OtocVelitele" commander turret. No examples needed again. All of the above names go in your main LOD; should be enough to get you started. If thats not enough, you can email me (franzebots@mechmodels.com).
-
Have you tried adding: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Turret { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={,db-40,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-45; maxElev=+10; minTurn=-15; maxTurn=+2; body = "OtocVez"; gun = "OtocHlaven"; }; <span id='postcolor'> Place this in cfg vehicles and modify "minTurn" and "maxTurn" into 360. Don't know if it'll work, but it should. Assuming you haven't tried it, of course.
-
New model, and make it a Longbow...
-
Fixed it, new question: How to move landing gear left or right during/after retracting?
-
Ah, ok. I figured out what was wrong though - I was using "animate" in my config file rather than executing a script. Now the gear and gear doors function properly (although sometimes hitting "lower gear" and "retract gear" quickly will make the doors function improperly).
-
So this line of code: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @_chopper animationphase "turn_gearL" == 1 <span id='postcolor'> Would mean that the animation(s) below it would initialize after a second the "turn_gearL" animation is activated?
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> can anything more useless be done to flashpoint? <span id='postcolor'> Yes.
-
So how does this function: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #Retract_gear _chopper vehicleradio "dkmm_emotor" _chopper animate ["gear_ind",1] _chopper animate ["turn_gearL",1] _chopper animate ["turn_gearR",1] _chopper animate ["retract_rearwheel",1] @_chopper animationphase "turn_gearR" == 1 _chopper animate ["close_maingearlidR",1] @_chopper animationphase "turn_gearL" == 1 _chopper animate ["close_maingearlidL",1] exit #Extract_gear _chopper vehicleradio "dkmm_emotor" _chopper animate ["close_maingearlidL",0] _chopper animate ["close_maingearlidR",0] ~1.5 _chopper animate ["turn_gearL",0] _chopper animate ["turn_gearR",0] _chopper animate ["retract_rearwheel",0] _chopper animate ["gear_ind",0] exit <span id='postcolor'> I've tried the "animationphase" with little success. Do I need a extra animation to trigger the doors so that they will close at a certain point?
-
Ok, great, I'll check it out.
-
Ok then, heres another one: how do you get gear doors to function right? Ie, landing gear goes down, door opens and then closes when gear is down.
-
Well I fixed it, but I don't have any clue what was wrong with it. I started from scratch and strangely enough, it works now. So, new question: after the gear has retracted, is there any possible way to make the gear move left or right during/after retraction?
-
On second thought, nevermind that question, just remembered Col. Klinks tutorial on helicopter landing gear...
-
Presumably, this code will work with helicopters too?
-
Actually, the AS-350 Ecureuil (the one everyone is arguing about right?) is pretty popular in the US to my knowledge. I've seen a lot of police forces using one or two of these. Common helicopter in the movie business, too. I think the Jetranger is a OK helicopter, and probably a must-have because of how common it is in North America. The Jetranger is a affordable helicopter for those agencies that can't afford some fancy twin engined helicopter like a Twin Huey or a Dauphin. If the setting of whatever you're doing is outside of the US, then some other helicopter would probably be a better call (light piston engine helicopters, etc.).
-
A reworked AH-64A and a AH-64D to go along with it. Improved Mi-24 Hind and a Mi-28N Havoc. A Schweizer Model 300 would also be great for the civilian/resistance side.
-
Well if its a huge dropship, then itll be sluggish at manuvering, but its possible to make it go fast. Do you need a complete config script or are you already using one?
-
What kind of a dropship are we talking about here? And what's the config problem?
-
You're welcome, hope you enjoy them! Yes, they still roll. Â Â Mass produced to fit the game's limitations...
-
Simple question: How to add a laser designator to a APC/Tank/Car ? I have added a laser designator to a tank, but it doesn't seem to be functional like the laser designator on the OH-58 or the shoulder held designator on the black op.