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Footmunch

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Everything posted by Footmunch

  1. Footmunch

    error: cfgnonaivehicles.scope

    Something like this: http://notepad-plus.sourceforge.net/uk/site.htm If you open the cpp file with this, it'll highlight the sections, and make it much clearer which bits go with which.
  2. Footmunch

    error: cfgnonaivehicles.scope

    If it's a .scope error, it means there's a mismatch between the number of '{' and '}'. You need one more '};' before the CfgNonAIVehicles line. PS - If you get hold of a text editor that does C++ indentation, these errors are a lot more obvious.
  3. Footmunch

    New Su-22 by TomiD

    Get yourself over to FLK - there's a scripting task for ya
  4. Footmunch

    Updated Falcon

    Chops - Thanks. The bomblet explosion times _can't_ be modified - like standard OFP grenades they blow up when they hit. I could implement some of the delayed grenade scripting done by other addons, but there are so many bomblets released, the lag might be a problem. You can space-out the explosions a bit by adjusting the speed and direction of the munitions. I'll take a look and see if more 'time spread' can be introduced. Havoc - I think some of the improvements did get implemented, but I can't remember which ones. You do get a mention in the readme , but I'll update the home page as well.
  5. Footmunch

    New Su-22 by TomiD

    Su-7 - Original version. Fixed wing geometry. Su-17 - Upgraded version with swing-wing tips. Su-20 - Export version (of Su-17) with avionics changes. Su-22 - Export version (of Su-17) with engine changes. All have the same NATO codename: 'Fitter'
  6. Footmunch

    New Su-22 by TomiD

    Nice upgrade, TomiD
  7. Footmunch

    Sometimes..

    Does it work in VBS?
  8. Footmunch

    Geometry Lod?

    Best advice is to get hold of the example models at: http://www.flashpoint1985.com/breathe Then open up the BISMi24 and take a look at how the GeoLOD is done by BIS. You could even copy that GeoLOD and paste it into your p3d - then just move vertices around to match the 'shape' of the NH90.
  9. Footmunch

    Geometry Lod?

    Best advice is to get hold of the example models at: http://www.flashpoint1985.com/breathe Then open up the BISMi24 and take a look at how the GeoLOD is done by BIS. You could even copy that GeoLOD and paste it into your p3d - then just move vertices around to match the 'shape' of the NH90.
  10. Footmunch

    Convert tga to paa with texview

    There is supposed to be a reduction in file size. Like jpeg, paa/pac is a (lossy) compressed file format. What size is your tga, in terms of number of pixels?
  11. Footmunch

    Red Hammer Studios

    I was asked (by Soul Assassin, IIRC) to provide a new Su-25 model. This has been partially completed, but it was a one-off, not- joining-RHS type contract job. For any more info, please contact RHS Â
  12. Footmunch

    Red Hammer Studios

    I wasn't the last time I checked
  13. Footmunch

    M577 APC IS DRIVING ME NUTS!!!!

    Roadway lods can sometimes be a bit strange - try removing that LOD altogether and seeing if there's any difference. terrainCoef= 0.2 seems a bit low compared to the values in the commented configs. Try 2, 5 or 10, maybe? Do you have any points in the memory LOD that are a long way away from the (0,0,0) origin? For example, rotation axes? I remember Trenchfeet had a very odd problem with this on his P-51...
  14. Footmunch

    M577 APC IS DRIVING ME NUTS!!!!

    The CfgModels is a bit wrong. Try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Default {}; class Vehicle: Default {}; class Car: Vehicle{}; class M577_A1: Car{ sectionsInherit = "Car"; sections[]={"a1","a2"}; }; }; If that fixes it, I'll be surprisedÂ
  15. Footmunch

    Usmc uh-1n

    Did you add the new p3d file names to CfgModels as well?
  16. Footmunch

    M577 APC IS DRIVING ME NUTS!!!!

    Can you post the CfgVehicles section of the config.cpp?
  17. Footmunch

    Counting using eventhander fired

    The _count is the number of rounds in the gun. What bits to draw in and out are up to you, based on the count. You can use variables in setobjecttexture, so you could do something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit setobjecttexture[_count - 7, ""] If the player re-arms, the fired EH won't 'fire' until the first round of the new 'drum' is fired. You can get round this by having a 'monitor' script started by the init EH: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = this select 0 _newcount = _unit ammo "GunNameHere" #SlowLoop ?(!alive _unit) : exit _count = _newcount ~3 _newcount = _unit ammo "GunNameHere" ?(_newcount > _count) : goto "ReArmed" goto "SlowLoop" #ReArmed ;Stuff here goto "SlowLoop" So, every 3 seconds, the script checks to see if the ammo has increased - you don't need to worry about numbers, as the _only_ way for ammo to increase is if you re-arm. If it has, then you go to the ReArmed section and do your stuff.
  18. Footmunch

    M577 APC IS DRIVING ME NUTS!!!!

    Sounds like GeoLOD problems. Try re-starting the geometry from scratch. Delete the LOD itself, then create a new blank LOD and use only 'boxes'. Select all and assign a mass of 30000. Do the component convex hull command.
  19. Footmunch

    Counting using eventhander fired

    You don't need the Count variables at all. In the config, use something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fired="[_this] exec {\UKF_HMG\scr\fired.sqs}"; Then in fired.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Init our local vars _array = _this select 0 _weapon = _array select 1 _unit = _array select 0 ; Count how much ammo we've got left _count = _unit ammo _weapon The variable _count will have the rounds _left_. Subtract this from 50 to get the rounds fired.
  20. Footmunch

    Problem with positioning

    What's the destroyed version defined as in CfgVehicles? If it's a static, they sometimes get 'moved around' by createvehicle. Two ways to fix it: 1) Adjust the x,y you use in createvehicle, taking into account the direction. 2) Move the model in O2 so that it's positioned 'correctly' away from the (0,0,0) origin.
  21. Footmunch

    Usmc uh-1n

    Thanks! I thought about using "spoofmissile.sqs" script but, in my tests, I noticed 100% missiles missed the target. Did you have tested the script extensively? Perhaps such a percentage could be a simple coincidence! Â Maybe I could try to increase the success probability factor... I am 'familiar' with spoofmissiles.sqs . You can set how often it happens by adjusting the value of 30 in the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(random 100 < 30): goto "Exit"line. Set it to 70, for example, and the missile will only get deflected 3 times out of 10. Note that the missiles can miss even when the script doesn't activate. You may want to test it against the SA-13 and the Tunguska as well, as the Strela isn't the most 'accurate' of missiles.
  22. Footmunch

    Ammo woes

    http://www.flashpoint1985.com/breathe/download/Commented_Config_191.zip Probably a better learning tool than the JAM configs, to be honest Â
  23. Footmunch

    Ammo woes

    I don't think this is the problem, but the sniper soldiers you use should have 'UKF_L96A1Mag' in their magazines, rather than 'JAM_W762_5mag', non? The hit sounds are defined at the same place as the drySound IIRC. Check the commented configs.
  24. Footmunch

    Usmc uh-1n

    PrepH - If you use the 'spoofmissile.sqs' from the NH90 as well as the 'autoflares.sqs', it should make some of the missiles veer away and miss. Nice work, btw.
  25. Footmunch

    Updated Falcon

    I guess I was being too subtle - I won't be making one because Fischkopp's is plenty good enough.
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