FatWombat
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Everything posted by FatWombat
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Yes, looks great...copy and paste I hope that the objects won't use the same display image like they are in the screenshots when this is released?
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From my experience whenever an AI has NVgoggles in their inventory and its dark enough for it to make a difference to the AI they will automatically use them. What time does your mission take place?
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Custom runways for custom island
FatWombat replied to vasf_jeffs's topic in ADDONS & MODS: DISCUSSION
My custom textures start with fwom_ and are working fine. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class fwomRunwayRes: default { access=2 files="fwom_run*"; rough=0.005000; dust=0.006000; soundEnviron="gravel"; }; class fwomRollwayRes: default { access=2 files="fwom_roll*"; rough=0.005000; dust=0.009000; soundEnviron="gravel"; }; SelectThis, you were right, my classnames did interfere with the BIS ones, the runway on Nogova got slighty bumpy if my island.pbo was in the addons folder. I added fwom to the start of all the classnames and everything is fine again -
Oh, didnt read the post properly, didnt realise the chopper was trailing so far behind You could probably get the direction of the lead chopper and use some maths equation and tell the following chopper to move a certain distance in front of the lead chopper...but like I said that would require maths, something which I am pitifully bad at Maybe some ofp scripting/maths whiz will come along and make a script which does this for you.
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Please for the love of god someone tell me where this briefcase is! I have just spent almost an entire hour looking through BIS website, and I feel compelled to keep looking. Much more of this and my sanity will go straight out the window!
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Custom runways for custom island
FatWombat replied to vasf_jeffs's topic in ADDONS & MODS: DISCUSSION
Um...ok, I changed<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RunwayRes: default { access=2 files="fwom_run*"; rough=0.001000; dust=0.006000; soundEnviron="gravel"; }; to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RunwayRes: default { access=2 files="fwom_run*"; rough=0.390000; dust=0.006000; soundEnviron="gravel"; }; and it made the runway on my island a LOT bumpier...it's definitely working. I didn't try setting roughness to 99 though, I havn't seen anything defined with a roughness over 0.19 so I doubt a figure like 99 would work... -
Custom runways for custom island
FatWombat replied to vasf_jeffs's topic in ADDONS & MODS: DISCUSSION
The way I'm doing it will effect BIS values SelectThis? I didnt think it would seeing as only 1 island is loaded into ofp memory (I think)? Ia Drang is a great island btw, well done -
Custom runways for custom island
FatWombat replied to vasf_jeffs's topic in ADDONS & MODS: DISCUSSION
I am working on an island that uses resistance textures and some custom runway textures. Here's the class cfgSurfaces from my config.cpp which is copied from the Nogova config.cpp- (I made the lines I've changed bold, my textures are named fwom_runpi_d.pac, fwom_runpi_o.pac etc..The runway works fine. :) ) -
You could try using distance and setspeedmode commands to do this.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop cobra1 domove (getpos chopper1) ?(cobra1 distance chopper >= 200) : cobra1 setSpeedMode "FULL" ?(cobra1 distance chopper <= 200) && (cobra1 distance chopper > 40) : cobra1 setSpeedMode "NORMAL" ?(cobra1 distance chopper <= 40) : cobra1 setSpeedMode "LIMITED" ~1 goto "loop" Should work but I havn't tested it, hope this helps.
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Wow, looking very nice. Can't wait
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What I posted here was incorrect...from the littlebird raid readme-
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Not sure about the 1st question but to start a new line in dialogues and stuff its \n I think.
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I'm having the same problem, the mission is the Littebird demo mission (Littlebird Raid I think) & BAS already has its own mod folder on my hd. Tried playing with only my BAS addon folder and original BIS stuff with no luck.
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Great stuff, I been waiting for a new wrp editor for ages. WrpEdits UI is just too clunky and time consuming. Hope this one has a better UI, Copy & paste is a must have for starters You guys got an ETA on release? If you need an extra beta tester I'm willing... hehe Enjoying your ranger campaign by the way
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Ok, just found this topic and I been searching for this briefcase for the last half hour or so...can someone please PM me and let me know where the briefcase is? I know what the password and name is but I can't find that damn briefcase
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Akm74 released beta of bmd3,btr80,bmp3
FatWombat replied to Viriato's topic in ADDONS & MODS: COMPLETE
Very nice, textures are amazing. Can't wait for final version -
Good old Kegetys, still releasing top notch addons for OFP. Thanks for all the high quality addons you've made Keg, made my OFP experience that much better Keep up the good work!
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I've noticed a bug with the installer: If you already have one addon installed with the AAE installer you can't install another one. In Add/Remove programs an addon seems to show up as "OFP Addon TAGAddonName" no matter what the addon was actually called. Great idea this AAE initiative, hopefully this will give the OFP addon community the boost it needs. Good luck with it BIS
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I've noticed a bug with the installer: If you already have one addon installed with the AAE installer you can't install another one. In Add/Remove programs an addon seems to show up as "OFP Addon TAGAddonName" no matter what the addon was actually called. Great idea this AAE initiative, hopefully this will give the OFP addon community the boost it needs. Good luck with it BIS