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Everything posted by granQ
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think the "join in progress" should be controlled like in the description.ext were you set it to true or something and then they spawn just like you do on mission with respawn.
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"allowradio" or something. This would make it impossible to use the radio, or see sidechannel chatting if "false". Could be very nice for missions and make (distant radio) < 200 : allowradio myguy false or something like that. Maybe not the ofp team wants, or the public but since i will soon do my conscript service and probaly doing something with radio/communications, i been thinking about it alot EDIT: Not sure if this is the right place. But would be great if you could set the "respawn weapon" of the soldier. Working on a swedish forces addon and boring that i have to choose ak74, m16 or ak47 for respawn weapon and can't put the AK5 (FN FNC)..
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nope that will just remove the "press v and get diffrent sight" function. I want that, but not the zoom.
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looking on the screens it looks like the thing behind it won't actually "move" but rather teleport very quick behind it. I want so the wheels actually move (use setvelocity) okey, don't say their work suck, or that I could do better, but more a question if i am right? trying to help darkstar with his Bv206 but then we need a velocity if we want it too look real good
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Shar have made a custom animation for one of our heavy machine guns, (not the one showed at picture but i use it for code test). Problem is that when the gets in the machine gun they get into the custom animation (prone one) but when i do it my guy keep standing up. Ai in machine gun and me. the code is: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleActions { SFPTKSPlgunner = "SFPTKSPlgunner"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class States { class Driver: Default {}; #define VEH_DIE_CONN(Name,anim,time) \ class Name##Dying: DefaultDie \ { \ actions = NoActions; \ file=anim##smrt.rtm; \ speed=-time; \ looped=false; \ soundEnabled=false; \ connectFrom[]={Name,1}; \ }; \ class Name##Dead: Name##Dying \ { \ actions = DeadActions; \ file=anim##smrt2.rtm; \ speed=SPEED_STATIC; \ terminal = true; \ connectFrom[]={Name##Dying,1}; \ connectTo[]={DeadState,1}; \ } #define VEHIN_MOVES_VAR(Name,anim,vartime) \ class Name: Driver \ { \ file=anim##stat.rtm; \ speed=SPEED_STATIC; \ looped=true; \ variantsAI[]= {Name##V1,0.7,Name};\ interpolateWith[]={Name##V1,0.5};\ equivalentTo=Name; \ interpolationSpeed=1; \ connectTo[]={Name##Dying,1}; \ } \ class Name##V1: Name \ { \ file=anim.rtm; \ speed=-vartime; \ looped=true; \ } #define VEH_MOVES_VAR(Name,anim,time,vartime) \ VEHIN_MOVES_VAR(Name,anim,vartime); \ VEH_DIE_CONN(Name,anim,time) VEH_MOVES_VAR(SFPTKSPlgunner, \sfp_tksp\SFPTKSPlgunner, 1, 4); }; }; <span id='postcolor'>
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Inventory item picture causing ctd! help
granQ replied to JahBit's topic in OFP : CONFIGS & SCRIPTING
256x126 you say?? try 128 instead... and sometimes i also managed to open files in texview with incorrect sieze.. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ April 21 2003,21:17)</td></tr><tr><td id="QUOTE">I wonder if any of this would stop the commander from being able to show the yellow target box in multiplayer games?<span id='postcolor'> guys don't show on radar but you can get a yellow box on them..
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ahh thanks..didn't know that, did a test with hintformat to see what it had, but didn't see anything usefull and yes you can with some scripting. You pick up the tripod. The script addweapon "dummytripod" and delete the vehicle. Then when you fire the dummtripod it remove the weapon and create a tripod. Then you have moved a vehicle..
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I got a vehicle that have a user action. But for the script i need to know triggerd it, and what the vehicle is. This for you gonna be able to trigger it "outside" the vehicle. basicly, i am trying to make so you can pick up the vehicle (machine gun), so maybe a "nearestobject" should work.. any suggestions?
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had a new idea, not been thinking thru it so closely but.. what if in the bv206 init. (addon init not mission maker since i want to make it workable without extra editing from the user).. anyway, the init starts a script, or some eventhandlers.. brainstorm code now, not working or anthing </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop _mydir = getdir _this // get he current dir of the bv206 ~0.1 ?( _mydir != (getdir _this) : goto "turn" // check if the bv206 have turned since last 0.1 sec goto "loop" #turn ?(_mydir < getdir _this) : _this animate [""rear"",1] ?(_mydir > getdir _this) : _this animate [""rear"",0] goto "loop" <span id='postcolor'> Okey it needs to be a little bit more advancde then this but it gives the picture of how i thought. would like some feedback on this one.
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thats easy to code. I didn't think it looked so good. but what do i know.
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i am not 100% sure, but think it is when you are in prone postion..
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I want to make a p3d addon thingy for a radio. Like the "spotter" have in VBS. Seen in screens. But when i tested my addon i got a crash to desktop. So i thought it would be best to have some guide to look in, how to make it correct, get ingame. and maybe get the buttoms to work.
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Can someone say how to make for like a weapon recoil?.. How to put the axies, good "angle" value, distance with axies and such? Been working all day and tested so much but always spinns and stuff.. (ended up making a gattling gun ) but i want to make a recoil.
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wow, check my magic skills? on my screen i already answered jacobaby before he posted
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yes, you mean dig- up-the-demo-and-find-out-on-yourself-and-write-a-tutorial-before-you-ask-anything )
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Hello there SFG, why don't you and shar make one together, we need one for our mod, just making a suit with some diffrent camo, jungel, woodland, artic?! and stuff then you can use it and merge with your uints? You are still working on some mod i hope? EDIT: i read your sig.. don't tell me..
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Anyone checked this out and can tell me some more about it. Haven't had the time to check it, but will tomorrow but hopefully someone knows the secrets behind it all ready from bis 1.91 config..
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I searched on both flashpoint1985 and ofpec. Nobody had any working exempel, just "it should work like this". So does the command work? and can somone give a working exempel?
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well thanks everyone for helping out. But i gave up faith and removed all the work with the sound briefing, was 98% it was some sort of bug, read suma so i tested, had to rewrite everything, and guess what, now it did work.. =)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ April 17 2003,13:46)</td></tr><tr><td id="QUOTE">Did you check Command Reference? The name of the sound is the name of the sound class in the CfgSounds section of description.ext.<span id='postcolor'> nope since it doesn't work on my computer.. ;/ but asked a friend so he gave me it. And i tested it, tested with putting the command in the description.ext and in the init.sqs negativ results. Got version 1.91. But since you haven't said it doesn't work i guess i did some stupid misstake, spellingerror or something (even if i double checked and tested) will try some more..
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Sorry but i didn't feel for read thru the whole thread so not sure it been up, but the guy on the picture they use for the "box of ofp2".. wanna know the history about it? well just check this page: http://www.vietnampix.com/faces2a.htm and i used it my OFP mission (with SEB NAM), and just spread it to a few friends, guess BIS founded it and thought i was on the right track.. so bis, i expect some credits. Also i did a mission called "first strike" perhaps the best i ever did, and played with some OFPEC people, then in the res campaign you find a mission called first strike, not close to mine but anyway.. Before you flame me, i am not taking this seriosly
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Sorry but i didn't feel for read thru the whole thread so not sure it been up, but the guy on the picture they use for the "box of ofp2".. wanna know the history about it? well just check this page: http://www.vietnampix.com/faces2a.htm and i used it my OFP mission (with SEB NAM), and just spread it to a few friends, guess BIS founded it and thought i was on the right track.. so bis, i expect some credits. Also i did a mission called "first strike" perhaps the best i ever did, and played with some OFPEC people, then in the res campaign you find a mission called first strike, not close to mine but anyway.. Before you flame me, i am not taking this seriosly
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (freddern @ April 12 2003,21:21)</td></tr><tr><td id="QUOTE">Yes, I tryed adding new ones and sat half an hour constantly dying, but they never came up. <span id='postcolor'> lol. What a waste of time