

Grokk
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Lance Corporal
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Ah, that's been a while ago since I last posted something on these boards.. I missed this place.. Yeah, it's a bit of a pity they picked Armed Assault, but I guess they can't change it anymore now eh? At least they should have a nice second title.. Armed Assault: men with candles.. or something like it?
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Well, that's lots of different ways, I'll try to write down all I remember (they all didnt work so i didnt keep the changes afterward) dammageHalf[]= { "\NML_fokkerE3\fuse.paa","\NML_fokkerE3\fusd.paa" }; dammageHalf[]= { \NML_fokkerE3\fuse.paa,\NML_fokkerE3\fusd.paa }; dammageHalf[]= { "fuse.paa","fusd.paa" }; dammageHalf[]= { "NML_fokkerE3\fuse.paa","NML_fokkerE3\fusd.paa" }; dammageHalf[]= { NML_fokkerE3\fuse.paa,NML_fokkerE3\fusd.paa }; dammageHalf[]= { fuse.paa,fusd.paa }; dammageHalf[]= { "\nml_fokkere3\fuse.paa","\nml_fokkere3\fusd.paa" }; dammageHalf[]= { \nml_fokkere3\fuse.paa,\nml_fokkere3\fusd.paa }; dammageHalf[]= { ""\nml_fokkere3\fuse.paa"",""\nml_fokkere3\fusd.paa"" }; dammageHalf[]= { ""fuse.paa"",""fusd.paa"" }; dammageHalf[]= { "\nml_fokkere3\fuse.paa","\nml_fokkere3\fuseB.paa" }; dammageHalf[]= { \nml_fokkere3\fuse.paa,\nml_fokkere3\fuseB.paa }; dammageHalf[]= { \nml_fokkere3\fuse.paa,\nml_fokkere3\fuseB.paa }; dammageHalf[]= { fuse.paa,fuseB.paa }; I guess these are most options I tried out, maybe there were a few more. I changed fusd into fuseB, hoping that it might work then, but changed it back later for it had no effect. Grokk
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Hmm.. Just have tested it with the script. It works, but for some reason it shows up in it's lowest resolution, i mean it looks like total garbage, while the .paa texture looks much better in textview and o2. Any idea why? Grokk p.s. I read that the init field doesnt work in mp, is there a way to get around that?
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alas.. Just got the message ofp wanted , instead of \. Thanks though. Grokk
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I've really tried everything now, and it doesnt work.. all capitals removed, tried with and without the "", with and without the / before the path (nml_fokkere3 instead of /nmlfokkere3). Nothing works. Just in case i put the whole cfgvehicles section, in case anyone can discover something wrong. Anyway, I've been thinking of a new solution. What about using changetexture in a script? Never used it, but I guess I'll find out how to make it work on the plane. Do you think it's a good solution? Anyway, here's the cfgvehicles section. (as a note, the plane itself works, it's just the textures that won't change) class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class A10: Plane {}; class Cessna: A10 {}; Â Â Â Â class NMLFokkerE3: Cessna { scope=2; crew = "officerE"; Â Â Â Â Â Â Â Â side = 0; displayName="NML Fokker E.III"; driverAction = ManActA10Pilot; accuracy=0.50; armor=12; Â Â Â Â Â Â Â maxSpeed = 141; model="\nml_fokkere3\nml_fokkere3.p3d"; picture="\nml_fokkere3\ifoke3"; icon="\nml_fokkere3\mfoke3"; Â Â Â Â Â Â Â type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.5, 0.2, 1.0}; aileronSensitivity = 0.3; elevatorSensitivity = 1; gearRetracting = false; ejectSpeed[]={0,0,0}; fov=0.5; noseDownCoef = 1; precision=60; brakeDistance=50; weapons[]={"NMLSpandau","NMLPlaneGrenade"}; magazines[]={"NMLSpandau","NMLPlaneGrenade"}; transportsoldier=0; transportAmmo=0; soundEngine[]={\nml_fokkere3\engine.wav,db,1}; landingSpeed = 60; driverCanSee = CanSeeEye+CanSeeEar; dammageHalf[]= { \nml_fokkere3\fuse.paa,\nml_fokkere3\fusd.paa }; class ViewPilot { initFov=0.700000; minFov=0.400000; maxFov=0.850000; initAngleX=0; minAngleX=-35; maxAngleX=25; initAngleY=0; minAngleY=-150; maxAngleY=150; }; class IndicatorAltBaro { selection="air"; axis="osa_air"; angle=155; min=0; max=150; };
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I'm working on a plane, and I want the fuselage look totally messed up when shot at. I made the textures, put them in the pbo and put this in the config under cfgvehicles. Â Â Â Â Â Â dammagehalf[]= Â Â Â { Â Â Â Â "\NML_fokkerE3\fuse.paa","\NML_fokkerE3\fusd.paa" Â Â Â Â Â Â Â }; Well, it doesn't work. Tried changing capital letters, removed "", tried it without extensions, tried it without the path, even changed dammagehalf in damagehalf (all tested seperately of course), and still it doesn't change when damaged. Now I'm wondering, does ofp even allow planes to have damagetextures? And if so, what am I doing wrong? Should I change something in the model? I tried giving the sides in the hitpoints lod the texture, but it didnt help. Regards, Grokk
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I think you need landingspeed = For it changes the speed at wich you can lift off too. Grokk
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Tried it, but it still doesnt work It keeps quitting. Gonna test if it still works if I remove weapons stuff from the config. Ok, I've traced the problem. It is somewhere in the weapons stuff, for I've removed it all from the config, and it worked again. Hmm.. Tried some more.. Because it still is based on a10 (gonna change that in cessna), and I removed weapons and magazines from the cfgvehicles part, I got the original a10 loadout. Good news, and also, the m-gun fires from the right place. (Not sure because of wich memory point it is, for I've inserted some from a tank m-gun, hoping the plane would work then). If it's not kulomet, then it's one of the othere memory-lod points. Anyway, this means the problem is in the cfgweapons part or cfgammo or cfgpatches, and cfgvehicles is ruled out. Anyone knows what could be wrong? Grokk
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Tried it, but it still doesnt work It keeps quitting. Gonna test if it still works if I remove weapons stuff from the config. Ok, I've traced the problem. It is somewhere in the weapons stuff, for I've removed it all from the config, and it worked again. Hmm.. Tried some more.. Because it still is based on a10 (gonna change that in cessna), and I removed weapons and magazines from the cfgvehicles part, I got the original a10 loadout. Good news, and also, the m-gun fires from the right place. (Not sure because of wich memory point it is, for I've inserted some from a tank m-gun, hoping the plane would work then). If it's not kulomet, then it's one of the othere memory-lod points. Anyway, this means the problem is in the cfgweapons part or cfgammo or cfgpatches, and cfgvehicles is ruled out. Anyone knows what could be wrong? Grokk
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Hi, I'm working on a Fokker E.III for No Man's Land mod, but I can't get it working. Got it in air allright, it isnt a flight problem, but I cant get the machine gun on front working. When I run ofp, nothing goes wrong, but as soon as I put the plane in the editor, and press preview, the game crashes. I put the cpp I'm using below, hope that's the problem, but I guess it isnt, for normally ofp wont startup if the cpp file isnt correct. Are there special selection names you should use when using a machine-gun on a plane? Or aren't they important at all and is everything defined in the cpp file? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class NMLFokE3 { units[] = { NMLFokkerE3}; weapons[] = {}; requiredVersion = 1.46; }; Â Â Â Â }; class CfgAmmo { class Default {}; class BulletSingle: Default {}; class Bullet7_6: BulletSingle {}; class nmlbullet7_9: Bullet7_6 { }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class MachineGun7_6: MGun {}; class nmlMg7_9: MachineGun7_6 { displayName="7.9mm machinegun"; displayNameMagazine="7.9mm machinegun"; shortNameMagazine="7.9mm Mgun"; ammo="nmlbullet7_9"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; Â Â Â Â class NMLFokkerE3: Plane { scope=public; crew = "civilian2"; Â Â Â Â Â Â Â Â side = 0; displayName="NML Fokker E.III"; driverAction = ManActA10Pilot; accuracy=0.50; weapons[]={nmlmgun7_9}; magazines[]={nmlbullet7_9}; Â Â Â Â Â Â Â Â armor=20; Â Â Â Â Â Â Â Â maxSpeed = 141; model="\NML_fokkerE3\NML_fokkerE3.p3d"; Â Â Â Â Â Â Â Â type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.2, 0.2, 1.0}; aileronSensitivity = 0.5; elevatorSensitivity = 1; gearRetracting = false; ejectSpeed[]={0,0,0}; fov=0.5; noseDownCoef = 1; // how much goes nose down during turns brakeDistance=300; }; };<span id='postcolor'> Grokk
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Hi, I'm working on a Fokker E.III for No Man's Land mod, but I can't get it working. Got it in air allright, it isnt a flight problem, but I cant get the machine gun on front working. When I run ofp, nothing goes wrong, but as soon as I put the plane in the editor, and press preview, the game crashes. I put the cpp I'm using below, hope that's the problem, but I guess it isnt, for normally ofp wont startup if the cpp file isnt correct. Are there special selection names you should use when using a machine-gun on a plane? Or aren't they important at all and is everything defined in the cpp file? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">#define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class NMLFokE3 { units[] = { NMLFokkerE3}; weapons[] = {}; requiredVersion = 1.46; }; Â Â Â Â }; class CfgAmmo { class Default {}; class BulletSingle: Default {}; class Bullet7_6: BulletSingle {}; class nmlbullet7_9: Bullet7_6 { }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class MachineGun7_6: MGun {}; class nmlMg7_9: MachineGun7_6 { displayName="7.9mm machinegun"; displayNameMagazine="7.9mm machinegun"; shortNameMagazine="7.9mm Mgun"; ammo="nmlbullet7_9"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; Â Â Â Â class NMLFokkerE3: Plane { scope=public; crew = "civilian2"; Â Â Â Â Â Â Â Â side = 0; displayName="NML Fokker E.III"; driverAction = ManActA10Pilot; accuracy=0.50; weapons[]={nmlmgun7_9}; magazines[]={nmlbullet7_9}; Â Â Â Â Â Â Â Â armor=20; Â Â Â Â Â Â Â Â maxSpeed = 141; model="\NML_fokkerE3\NML_fokkerE3.p3d"; Â Â Â Â Â Â Â Â type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.2, 0.2, 1.0}; aileronSensitivity = 0.5; elevatorSensitivity = 1; gearRetracting = false; ejectSpeed[]={0,0,0}; fov=0.5; noseDownCoef = 1; // how much goes nose down during turns brakeDistance=300; }; };<span id='postcolor'> Grokk
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Could this anim stuff mean that cavalry will be possible? Would be the last thing I need for my ww1 mod (except for close combat). Could be quite cool. Grokk p.s. What's motion capture?
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Wow.. It looks wonderful.. You said it was your first addon for ofp? You are amazing How much damage does it take to sink it Can't wait to play.. Grokk
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In fact I did search them.. But only found that somebody said there wasnt any extrude function, though I was quite sure there was.. But now I understand where the pic came from.. Thanks, Grokk
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In fact I did search them.. But only found that somebody said there wasnt any extrude function, though I was quite sure there was.. But now I understand where the pic came from.. Thanks, Grokk