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GFX707

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Everything posted by GFX707

  1. GFX707

    The 4400

    Please delete this post.
  2. GFX707

    OFP Addon request thread

    I sure did. Then there was a big uproar and lots of threats and I got away with it by reminding the DoD team of the sounds from "Saving Private Ryan" that were stolen without permission and included in their official maps released with the mod! I got a lot of hits out of that. Ah, good times.
  3. GFX707

    Fortress-ofp.com

    Im not sure if this is the right forum for this As you probably noticed, http://fortress-ofp.com has died. I have stopped making addons for OFP for the time being, and so I no longer needed the site. However, the site fortress-ofp is still available at http://ofpbunkers.tk/ although the forums no longer work....Ill see if I can find my old ezboard forum for you. I read a few people complaining that my site had died and I thought Id let you all know that you can still get all the fortress-ofp addons from there
  4. GFX707

    Fortress-ofp.com

    I made all the things I really wanted to make for OFP. Now there are people with much more talent than me who can make these things instead I liked being the first to make stuff too Who knows, I will definitely be back for OFP2 but as for making more addons for OFP, we will have to see, all it takes is inspiration
  5. In Aliens they were the united states colonial marines. In alien: resurrection they changed it to United Systems for some reason
  6. GFX707

    Great discovery!

    yes but 1m in OFP isn't really 1m in real life. Check it out for yourself in the game
  7. GFX707

    Control tower pic

    one thing that most people new to o2 are missing, in o2 select all (Ctrl-A) and press F5 as the last thing you do before you test your addon in OFP. This recalculates the normals so that the lighting is calculated properly. That is why in buldozer it will look like it is two dimensional sometimes....it is important and I have been seeing a lot of people missing it so I thought I should let you know
  8. GFX707

    Vit's new tank

    thanks animalica! That has been annoying me for a while
  9. Even just being able to transport an empty vehicle, in the same way as you would use a proxy to represent a soldier in a vehicle you could represent a vehicle in a vehicle
  10. I assume this is the correct place to post this.... Since BIS is adding these new things to OFP:R, how about this simple suggestion : a new class in CfgVehicles in the config.cpp of an addon called something like onDisembark or CfgCargoExit or something similar that specifies an animation much like the existing door animations, but must complete before the troops inside the vehicle can disembark. It doesn't need to be complicated, just for example the game will check whether an addon contains the class and if so, when the AI/Squad leader gives the order to disembark, the ramp/hatch will have to drop before they can do so, for example the ramp on the front of a higgins boat or the door at the back of an M113 I think this would add a lot more atmosphere to the game and also some realism, more so than men suddenly appearing from behind a truck or APC. ModMakers should include this class to their own discretion much like the doors/animations that were introduced in resistance, and most of the coding seems to be done (basically it could be based off of the doors class, just only happening when the order to disembark is given [doors open] and when the last soldier in cargo has disembarked [doors close]) so I doubt that it would be that time consuming to implement should there be another patch/upgrade/addon for OFP It would be interesting to see what others think of this idea....
  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Duke_of_Ray @ Oct. 18 2002,14:21)</td></tr><tr><td id="QUOTE">It would be very cool to be able drop the ramp on the Higgins boat. Why did they not do this orginally, BIs that is?<span id='postcolor'> I don't think they originally planned to make the door animations with the original OFP....I am sure they would rather have done something like that if they had the time than have the guys suddenly appearing at the back of the vehicle
  12. GFX707

    Vit's new tank

    Did it originally mean 'Panther'....? That is something I have wanted to know for a long time
  13. GFX707

    Vit's new tank

    Did it originally mean 'Panther'....? That is something I have wanted to know for a long time
  14. GFX707

    Vit's new tank

    The model and skin (apart from the tracks) is a warrior model from 3dcafe.com....I don't know where he got the tracks
  15. GFX707

    Vit's new tank

    The model and skin (apart from the tracks) is a warrior model from 3dcafe.com....I don't know where he got the tracks
  16. GFX707

    Flash bug present with config.bin

    in cfgModels you put the name of the p3d file, as opposed to the class name of the weapon, so say the model is called shotgun.p3d you would put 'shotgun' where you put class CAF_Mcmillan: Weapon{}; so it would look like class shotgun: Weapon{};
  17. No....you see if you read the original post again you will see I mean something else
  18. GFX707

    General about 1.85 patch

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Nyles @ Oct. 16 2002,17:56)</td></tr><tr><td id="QUOTE">Oh, and for those two specialists (GFX707 and Nikolai) who felt the urge to lecture me about who does what in game development: Someone still has to implement the models into the game surrounding, right? What I meant was that the work spent for this, would have most likely been better issued to tweaking pistols magazine capacities or other similar important things...<span id='postcolor'> Doesn't take a programmer to do that. There was some new animations but that was it, I mean come on, how many of us have made addons ourselves....?
  19. GFX707

    A new bike?

    I am making a mountain bike, although there is a long way to go, the textures here are only test ones and I will need to find out how to do the config for a bike as I have never tried something like this anyway if someone knows how to do the config for a bike or has the decrypted config for the BIS bike and wants to help me out just let me know
  20. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Oct. 16 2002,05:55)</td></tr><tr><td id="QUOTE">They have to edit all of the models, replace them and make the new exe in the patch and all sorts of stuff. It's really a hassle to do such a thing...<span id='postcolor'> next time read my post, I didn't mention updating all the game vehicles, just giving the facility for future addons to use this
  21. GFX707

    General about 1.85 patch

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Nyles @ Oct. 15 2002,17:59)</td></tr><tr><td id="QUOTE">With all the "nice" new models the patch included, I have to say that even though I like all of them, I would have prefered to have NO additional models but the same amount of work worth of bugfixes instead. I am a little disappointed, to say the least...sorry.<span id='postcolor'> Modellers make models. Programmers make game fixes. Modellers don't make game fixes and that is why they have the time to sit around and make models and not make game fixes
  22. I assume this is the correct place to post this.... Since BIS is adding these new things to OFP:R, how about this simple suggestion : a new class in CfgVehicles in the config.cpp of an addon called something like onDisembark or CfgCargoExit or something similar that specifies an animation much like the existing door animations, but must complete before the troops inside the vehicle can disembark. It doesn't need to be complicated, just for example the game will check whether an addon contains the class and if so, when the AI/Squad leader gives the order to disembark, the ramp/hatch will have to drop before they can do so, for example the ramp on the front of a higgins boat or the door at the back of an M113 I think this would add a lot more atmosphere to the game and also some realism, more so than men suddenly appearing from behind a truck or APC. ModMakers can include this class to their own discretion much like the doors/animations that were introduced in resistance, and most of the coding seems to be done (basically it could be based off of the doors class, just only happening when the order to disembark is given [doors open] and when the last soldier in cargo has disembarked [doors close]) so I doubt that it would be that time consuming to implement should there be another patch/upgrade/addon for OFP It would be interesting to see what others think of this idea....
  23. GFX707

    Hunting rifle question

    I thought it was an m24, or whatever the civilian version of that would be, it looks sorta similar but I am no gun freak so I am probably wrong as usual
  24. GFX707

    Hunting rifle question

    I thought it was an m24, or whatever the civilian version of that would be, it looks sorta similar but I am no gun freak so I am probably wrong as usual
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