Glare
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Soul_Assassin Posted on Dec. 20 2002,16:11 -------------------------------------------------------------------------------- Quote (Skaircro @ Dec. 20 2002,15:31) But since trying to get information from ppl around here is like trying to get blood from a stone.. I dont think I'll be suprised if no one helps. And I'm not just talking about this thread, I've seen it all through these forums where other ppl have asked for help and have been shot down in flames as a result. How are we supposed to learn if no one will teach, you can only learn so much from looking through the commented configs or other such items, and even then for ppl who are new to this, such as myself, half the stuff there doesnt make sense. Sorry for not being an expert mod maker or config editor. noone here like that either   noone here came in ofp and straight away was an expert but u must understand the best way to get answers is to experiment. <span id='postcolor'> Fair enough. Experimentation is a good way to learn. But why try reinvent the wheel? That is a bit pointless. If someone knows just say "It aint possible" or "well I did it this way...maybe there is another method". That way the information gets disemminated and we can all learn and spend more time trying things which people don't know and not bash our heads against a brick wall trying something that persons x, y, and z know but people a, b and c don't. That's just stupid. PS: Merry Xmas all
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Should it be successful and production begins it would be likely only US has such troops. It would be interesting to see how thin skinned soldiers battle with such exoframed troops.;-)<span id='postcolor'> Easy same way they fight tanks, ATGM's
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Thinking about those numbers, I may have an idea of what they mean. Maybe the game engine checks the full armour value divided the armourstructural number (eg 4.0 for light vehicles) and see's whether the damage done by the weapon exceeds this number. If it does then the damage is applied to the model. If not it gets ignored. Does this sound right? Sigma can you check the figures of your modding with this theory and see if it's close?
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So what's the scale then Sigma? 4.0 = bullets 2.0 = shells 1.0 = missiles or what? Is it a sliding scale or do these represent the ratio of damage done to the item (4 being 4 x normal damage?or the divisor) Sorry but I'm not a coder and that ratio has me a bit confused.
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You guy's really wanna check this out!!! Right click and "Save As" this link!! It's about 159megs so sorry to all you 56kers out there. It's mission video footage taken from the control camera of a C130 Spectre as it shoots up an area in Afghanistan. Seriously scary, especially as they were firing from about 2-3 miles out
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Oh bollocks!! Well thanks for the infoe. Just have to make the box launcher a solid object then. Bummer
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(Hope this is in the right forum) I've made a Rapier - Mobile Launcher and used 8 proxies of the rapier missile I made in the launch cells. Now my problem is this: I've defined the proxies as part of the turret and gun but when the turret rotates in game - the proxies don't. They stayed fixed, facing forward. They do dissappear when launched though, launching in the direction the turret is facing - which looks slightly wierd if firing to the sides. Is this a config problem or do I have to define them as something else? I know that when missiles are used on planes, they change heading relative to their launch rails - but those are usually fixed facing forward. I want mine to rotate. Help please.
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Not sure Sigma. However I have another question to add to this one: Where is the armor(x) defined? Is it in the exe file or what? What I mean is can you add armor defines in the cpp file for say turretsides, back, etc eg: armorTurretTop=1.2; armorHullBack=0.8; armorHullLeft=0.6; Is it possible or is it hardcoded. The reason I'm asking is that traditionally AFV's have thinner armour on the sides, back and top/bottom of the vehicle. The strongest armour always being at the front of the vehicle (glacis plate and turret mantlet)
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okay, I'll try that. The only problem I can see is that I'll lose one of my main headlights (only have a single beam instead of 2 for my main headlight.) Is it possible to add something like "konec RR svetla"?
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Hi guys, I've added a turret light to my tank (disabled nightvision) and am trying to get the light to rotate with the turret. What I mean is, my Crusader tank (WW" - hence no NVG) has an attached light on the right of the turret. Now the texture and actually light fixture move with the turret, what I want to add is a movable beam to it, without losing my headlight beams. Can I do this? Or do I have to make a seperate named selection and use an eventhandler? If so, any coding help would be appreciated as I'm not a coder cheers Glare