Jimboh
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Everything posted by Jimboh
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Dances with Samuari? I think you mean Dances with Wolves... And the movie was awsome
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Might I add that if the model has been binarized, it cannot be converted or exported. Models that are not binarized include the old (0.36) demo version of OFP and some early addons made using O2. @Deke: the only 3ds to p3d tool I use is Oxygen...
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Uhmm...the problem is you can't export the animations from the .ukx file package which contains them. There is no such option in UnrealED.
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Models, yes animations, no (as far as I know)
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Hrmm...a better way might be to go to Points > Transform 3D > Rotate... Then type in 90 for the axis you want to rotate... But then I'm not clear if its the weapon optics that you are having trouble with or the gunner 1st person view...
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Hi, Well, my problem is that I have an apc that has 2 barrels, one that shoots MG rounds and the other which shoots HE rounds (from an MK-19), but when I shoot the HE round, it shoots like a SABOT round in that it a) dosen't automatically reload, and b) has a shock after shooting the round. Is there any way I can remove the shock and have the round automatically reload? Thanks -Jimboh
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So what steps are needed to make the tank turn darker depending upon where it is hit and such. I know there was a tutorial on this a while ago, but I can't seem to find it -Jimboh
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http://web.quick.cz/fholesinsky/OF/index.html
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In the M1A1 tank, there are two firing points: one for the Large turret, and another for the machine gun. So my question is what are the names of those memory points?
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thanks...I'll go try it right now... EDIT: Nice it works
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Yes. By releasing more addons we are slowing down our progress. And we'd also like to be that 10% As for the pictures I released, its just like BAS or any other MOD out there who release pictures of some of their addons before theyre done.
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For the moment, we will stand by our decision to not release anything until our MOD is completed.
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Hmm..."ugly CodeBlue soldiers" eh?  Well, just to inform you, Dave and I have spent countless hours perfecting it, and we are currently trying to improve those soldiers so that people like you can be happy.  Reasons to release as a MOD: - Most of our addons currently require each other's resources to function. I.E. Some skins of our AAV7 are ripped off textures made for our so-called "ugly CodeBlue soldiers" - Packaging and deploying would be easier; when we released 1.1/1.2, it took me half my spring break to package the whole thing  - Its a MOD. Therefore we can change certain aspects of the gameplay which we believe will improve gameplay. And once our MOD, is completed, we will consider whether we want to release certain addons as a standalone or not. Haha I'll take that as a compliment to our (but mainly Dave's) hard work Â
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Oops, my explanation is a bit flawed... Once the rotation is completed, it rotates backwards, then once thats complete, it rotates forewards again (it goes so fast you can't tell the difference), and goes on and on...
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angle is 300000, so that means it rotates 300000 radians per second. The script checks if the rotation is complete, then if it is, it rotates it again. BTW, has anyone actually tried out this script? Because I haven't, but I'm just curious
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well, to use them, first you need to add this bit of code within the class of your boat: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class eventhandlers { engine="[_this select 0] exec ""\youraddonfolder\propeller.sqs"";" }; Then you need to edit your model: - select your propeller and make a new selection called "propeller" - go into memory, and create two vertices for its axis and create a selection called "prop_axis" (for more info on this go to HERE) - save and close Oxygen then go back to your config.cpp and add this bit of code above the eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Animations { class propeller { type="rotation"; animPeriod=1; selection="propeller"; axis ="prop_axis"; angle0=0; angle1=300000; }; }; youre done with the config file. - now, in the same folder as your addon, create a (text) file called propeller.sqs - then copy and paste this code into the file: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; Based off [SZ]Vladimir's dragonwarrior rotor animation script _boat1 = this select 0 #main If ( not alive _boat1 ) then {exit} @(isengineon _boat1) #loop If ( (_boat1 animationPhase "propeller") == 0) then {_boat1 animate["propeller",1]} If ( (_boat1 animationPhase "propeller") == 1) then {_boat1 animate["propeller",0]} ~0.001 If ( (alive _boat1) && (isengineon _boat1) ) then {goto "loop"} goto "main" save and compile your addon, and your propeller should work If I'm missing anything, please correct me
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Can someone tell where can i find a realistic m249
Jimboh replied to rbeni12's topic in ADDONS & MODS: DISCUSSION
Not us! I've been working on our M249 since last summer perfecting it -
Yes, you are right. Oxygen Viewer in now compatible with all OFP editions. does it fix the problems with the radeon 9000-9700 class of graphics card?
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unPBO version 1.3! can I make it any clearer!
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unPBO 1.3 works...I tried it myself...
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USE THE SEARCH FUNCTION...It helps! http://www.flashpoint1985.com/cgi-bin....+to+cpp
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How do you make damaged/destroyed lods?
Jimboh replied to Bullz_eye_on_my_back's topic in OFP : O2 MODELLING
As far as I know, its impossible. Those other addons are seperate models -
.rtm files are used ONLY for soldier animations, and in rare ocassions in vehicles, in which the animation is hard-coded into the game itself. So its nearly impossible unless someone can correct me...
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First off, when do you get your message, after starting up, or beginning of a mission? Secondly does it show an error message and if so, what does it say?