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Grokk

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Everything posted by Grokk

  1. Grokk

    Armed Assault - should the name be changed?

    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?
  2. 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
  3. Grokk

    Dammagehalf[]=

    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
  4. Grokk

    Dammagehalf[]=

    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?
  5. Grokk

    Dammagehalf[]=

    alas.. Just got the message ofp wanted , instead of \. Thanks though. Grokk
  6. Grokk

    Dammagehalf[]=

    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; };
  7. Grokk

    Take-off distance

    I think you need landingspeed = For it changes the speed at wich you can lift off too. Grokk
  8. 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
  9. Grokk

    Weapons on vehicles

    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
  10. Grokk

    Weapons on vehicles

    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
  11. Grokk

    Weapons on vehicles

    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
  12. Grokk

    Breakdancing dude

    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?
  13. Grokk

    New ingame ship screenshots

    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
  14. Grokk

    Extrude..

    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
  15. Grokk

    Extrude..

    There's written in one of the tuts, (I think the how create cube one), that there's an extrude function in o2.. They even got a pic with it, wich shows extrude and a number.. But when you press G, you get the gizmo stuff (wich i reaaally dont understand, think it has something to do with textures, but i'm not that far yet ) Grokk
  16. Grokk

    Extrude..

    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
  17. Grokk

    Extrude..

    There's written in one of the tuts, (I think the how create cube one), that there's an extrude function in o2.. They even got a pic with it, wich shows extrude and a number.. But when you press G, you get the gizmo stuff (wich i reaaally dont understand, think it has something to do with textures, but i'm not that far yet ) Grokk
  18. Grokk

    Can normal humans create mods?

    So that's why i couldn find extrude.. lol.. It isn't there at all.. Alas.. I havent got the funding to get 3d Studio Max.. And also not for Maya or whatever..
  19. Grokk

    Can normal humans create mods?

    WOOOOw.. You never modeled before that heli selectThis?? Cool.. Anyway.. I'm just going to try, for I accidently became 3d modeler in a mod team I joined when I started playing around with milkshape.. Only before I got any real 3d editing experience I messed up my pc, lost my keycodes etc. (and all of my ofp-maps ) So now I'm just trying again.. But then with o2.
  20. Hey, whats that drop and particle stuff and what about that fire? Can anyone explain? I guess about that onbriefingplan and onbriefingnotes is that if you put it in an activation field something happens while viewing the notes or the plan.. just a guess.. Thanks for the setrain command.. i'll check ho effective it is right now..
  21. Grokk

    Resistance does resist!

    You're wrong minion.. I've got a non-cracked original game.. Nothing bad about that.. And also at my computer resistance crashes while starting up.. Now f*cked up my graphics and it still crashes sometimes, but the game runs (except when i want to play in the campaign) fluently again... I also noted by the way that loads of addons suddenly start doing weird, like muzzle flash bug without hardware t&l enabled, custom glasses are visible while sitting in a truck (you can look through the sides of the truck while sitting inside, like a sort of x-ray glasses), i can see my ears, and my mouth when i sit in a truck with an addon soldier... It gets weird.. very weird..
  22. Grokk

    Ssllooww--llooaadd+++sshhuutt--ddoowwnn

    hehe, there are some family members i'd like to rip off , only they know far too much about computers Thanks.. well.. i'll just ask around a bit what i should do.. (why do i know such a g*dd*mned little about hardware  )
  23. Grokk

    Ssllooww--llooaadd+++sshhuutt--ddoowwnn

    I've got quite a trashy computer compared to yours, but i've got quite enough money to do a few upgrades.. i've got a 700 mhz processor, 128mb ram pc133 or something, geforce 2mx ak33 motherbord windows ME and windows 2000 (yes, i've got 2 horrible operating systems) 20gb harddisk (with much suffering i freed another 3 gb wich makes a total of 4 gb free) What should i upgrade first (thinking of the horrible stuff that happens when i try to play resistance, i've been waiting twice as much as i've been watching films or fighting)? BTW, it's that horrible that my resistance even crashes when starting up (sometimes)...
  24. Grokk

    Planes...

    Ok, you're right about the resistance.. Sorry.. It's just that I love ww1 planes. I guess it's better to have a whole new mod or something for ofp if you want ww1 planes, like invasion1944, but then for ww1.
  25. Grokk

    Equality!

    Why don't you ask Bis what model-types oxygen supports? Then you could start making your models, and you can sleep calm, cuz you know da modles will boom korrektly! (sort of, anyway) Â Â
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