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KaRRiLLioN

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Everything posted by KaRRiLLioN

  1. Here's my old 1.4x respawn script that doesn't have an auto-respawn for when it's abandoned, if this is what you're looking for. Â If you are just using 1.46 vehicles then this should have them all listed already. Â If you're using any addons, then you'll need to add their type to one of the arrays. To use this, in the init field of each vehicle put: [this] exec "vrs.sqs" And copy this into a file named vrs.sqs. BTW, I left in the Custom arming part in case you wanted to fiddle with that. Â If you don't want it, then the code would be like this: BTW, the formatting is a bit messed up now that I look at the post, so make sure that each array list has its own line.
  2. KaRRiLLioN

    Mapfact's Respawn v2.0

    Here's Doolittle's original, although he made several revisions. http://www.flashpoint1985.com/cgi-bin....olittle I rewrote his scripts a bit back then so that you could have different types of soldiers respawn each other. It's also fun using this kind of script as a "freeze tag" game, where each team tries to eliminate the other team, but you can revive your fallen teammates. First team to have no living players within the zone loses the round. The only aggravating part about revive respawn is when you have some n00b on your team who doesn't understand it and runs right by your body bag without reviving you. I'll def check yours out. Improvements are always good to have!
  3. KaRRiLLioN

    Mapfact's Respawn v2.0

    Is this based off Doolittle's "almost dead" respawn? We've been using that in some coop missions for about a couple of years and it's definitely much better than standard instant respawn.
  4. KaRRiLLioN

    Star Wars mod

    No, this is how it looks in-game with our new space effects! j/k
  5. KaRRiLLioN

    Xwing

    Those colors look sweet!
  6. KaRRiLLioN

    Star Wars X-34 Landspeeder

    BTW ebns72, there are already excellent fighters out. Cell7 released an X-Wing a while back and acacyn released all of the main TIE fighter ships a few weeks ago. What we need now are some buildings and some ground units. I've been wanting to put together a Sci-Fi RTS based on my RTS-3 code, but there aren't enough soldiers or ground units for it. Landspeeders and the speederbikes are a good start, but the only "tank" equivalents that I have are some mechs. Martin's robot and the GIG Wanzers which are excellent. I'd love some AT-AT's and AT-ST's.
  7. KaRRiLLioN

    Star Wars X-34 Landspeeder

    If you guys check out the Star Wars thread in the A&M:D forum you can see what else has been done for SW and maybe invigorate you to release some more stuff. ) http://www.flashpoint1985.com/cgi-bin....t=45715
  8. KaRRiLLioN

    Star Wars X-34 Landspeeder

    I'm not sure to be honest, whether in the Star Wars universe they can, but I'm assuming that it's similar repulsor technology that the starfighters use so it wouldn't matter if it's liquid or solid underneath it. Of course Tatooine isn't exactly a wet planet.
  9. KaRRiLLioN

    StarWars Addons by Acacyn

    If you check out the A-Wing and Y-Wings in the Star Wars mod discussion thread, I have given them the ability to change colors. You can use those scripts if you want to have some texture changing on your clones.
  10. KaRRiLLioN

    Star Wars X-34 Landspeeder

    Looks sweet! Well we've got the TIE fighters, we've got the Rebel Fighters (I'm still working on that B-Wing) and now we have the potential to have some Rebel and Imperial buildings, so it's getting close to being possible to make at least 1 "planet". I really think the AT-ST and AT-AT could be hacked into walking by using some hidden selections and animations. BTW, Onix, I can get it to hover over water by using the same scripting that I have on the Speeder Bike that I reconfigged. If it's ok with Horus, I can fix it up.
  11. KaRRiLLioN

    Star Wars mod

    Thanks, I'll check into some of those suggestions. You know how there's the L and R raketa vertices in Memory LOD? What are the L and R Strela ones for? Is it possible to have Lasers fire from the raketa and the Ions from the Strela, since the "lasers" are essentially configured as Zuni rockets? I'll just mess around with it. I wish there were a way to change the model for bullets, though. I'd rather config the lasers as bullets with a diff model because I think OFP gets overloaded with so many "rockets" being shot.
  12. KaRRiLLioN

    Star Wars mod

    Sweet! Â The Radar dish needs to be on the opposite side as well. Where do I set it to glowing? Is it a texture thing or config thing?
  13. KaRRiLLioN

    Star Wars mod

    The rotation came originally from I think cell7's X-wing. I've had a lot of scripting experience in VTOL scripts and stuff so I fixed it up a bit. I do have a VTOL script that can be used on the keyboard, but it requires some triggers to be placed in a mission and uses the Prosphere scripts, so I didn't put that functionality in there and instead improved (I hope) upon the auto-repulsor systems. The Aux idea is simply an adaptation of the WEP (war emergency power) that has been on some of the WW2 planes for a while..I think Trenchfoot or Footmunch came up with the ideas back then after the setVelocity command became available. Also I do have the "flame" stuff coming from the engine now, but the texture for it might need to be fixed to look a tad more blue or red, depending upon which vcl is putting it out. BTW, I think when the other Falcon comes out you might as well put the one I fixed up into the trash bin. I have a feeling the other one will be much better. Also, these fighters are simply a temporary measure til someone (hopefully) comes out with some better ones.
  14. KaRRiLLioN

    Star Wars mod

    I've got a question regarding the B-Wing. Â Technically the B-Wing starts off on its side with the wings closed and the cockpit level. Â When you take off and open S-foils, then the body rotates under the cockpit and the side wings open level. I can animate the wings easily and I can make the cockpit rotate, but the driver proxy and view don't rotate with the animation. Â Also, I'm starting the B-Wing upright. Â What do you think, since I think I'm stuck with an OFP limitation, should I just make the B-Wing take off upright, or should I rotate it to be flat on the ground? Â I'm beginning to wonder if I should bugger with it given OFP's limitations and the fact that I can't control laser convergence so a 4x laser would be useless on it. Â Right now I'm just using the lasers on the wings and not on the bottom tail. Â I guess Ions would have to come from the same vertices in the memory LOD. Here's some pics to show what I'm talking about: With the wings closed like above, the B-Wing should be flat on the ground.
  15. KaRRiLLioN

    Star Wars mod

    The A-Wing won't load for you? Â What's happening? Â We've been playing missions with these on my server for the past week. Â BTW, I know the Falcon is backwards, but I'm not going to worry about it since there's a far better one in the works, and this is just a stop-gap for us to enjoy until it's done. I've been thinking of animating the exhausts, but I'm not sure what would look good. Â Most of the SW ships have glowing engines, but not really flames or anything, so I might just give them a glow like Cell7's Xwing. Also, the Y-Wing stalling is just OFP physics. Â I intentionally made it slower and hard to control than the A-Wing and X-Wing because it's a bomber and heavy attack ship. Â It also has a lot more armor than either of those ships. Â It's counterpart would be the TIE-bomber. Â I'm also considering a B-Wing, but I'm not sure how best to animate it yet. Â BTW, if you use the Aux Power then you can regain some speed. Â Just don't try to climb completely vertical. Â I did have the max speeds on some of these ships up pretty high to keep them from stalling, but then in coops I would find that the AI ships would have flown all the way across the island before I even got into my ship, so I dropped the max speeds back down. Â It also helps with MP lag. As for mirrors, I'm not too worried. Â I have a 45mbps FTP that these are on, and I also have a Dual T-1 FTP on a different network I could also use. Â Plus, these are meant for fun for those who enjoy this and they can now be used to dogfight Aca's TIE's. Â BTW if you want a completely balanced set, you can get this file: ftp://addons:[email protected]/@SciFi.zip This has balanced versions of all the TIE's plus some other stuff. Â All of this is configured to be in balance with all the Sci-Fi addons on my server so missions are actually fun and balanced. Anyway....there you have it. Â Cell7 made me some better icons for the fighters so I'll be putting up new versions with that, and I'll look into the animations for the exhaust if you can tell me what you think would look best. EDIT: Here's some pics with the engine anims. Lemme know what you think.
  16. KaRRiLLioN

    Star Wars mod

    Did u ever manage to get the file? Â I've posted another file that has the Millenium Falcon, A-Wing and Y-Wing. Â The A-Wing and Y-Wing both have changeable color schemes, either by the user changing them in-game, or by presetting them at the start and using a variable to keep the user from changing them. Â The color choices are Red, Blue, Gold and Green. Here's some pics: And here's the download link: FYI, I'm updating these a lot, so the final will be different. @SciFiPatch.zip BTW, the zip file is set to be extracted to your root OFP directory and it crates a mod folder named @SciFi, so you might need to move them after unzipping them. Â These ships are mainly meant to give the TIE Fighters more competition in conjunction with cell7's excellent X-Wing. Â Hopefully someone will come along and create something much better.
  17. I think the hardest part of making a mod/addons, is that the mod makers get excited about the work they're doing and want to share that excitement, so they send in some screenies, etc. This in turn excites the people waiting on the mod. The problem is that it normally takes a lot longer to progress to the end than the mod makers anticipate. It's extremely hard to keep a lid on things, especially when you want everyone to see your vision, but some of the best mods/addons are those that come out of nowhere without a lot of hype. I think of the WW2 addon maker, John, for example. I was looking for some good WW2 tanks and just out of the blue he comes out with an entire line of amazing looking tanks. I remember ocassional pics from him, but he almost always released soon thereafter. There are others like him, of course; I'm just citing one example. Anyway, those who have never made an addon/mod or mission won't have a concept of the time involved. I think they should visit OFPEC.com and get started in the creative process so they can gain that perspective.
  18. KaRRiLLioN

    Star Wars mod

    Hmm, that's odd. I've confirmed the link works from 2 different connections. Try this link: ftp://addons:[email protected]/mfalcon.zip
  19. KaRRiLLioN

    Rts-3 1.4 released

    I replied to your PM Rainbow. I haven't updated all of the RTS's to 1.44, which has actually been around for quite a while now. All the buildings are different starting in 1.43, so older versions won't work with the new RTS3 core addon. There's also mining in 1.44 but not in 1.43 and there's also build preview where you can create a "ghost" of the building you want to build, and see where it will be placed when you confirm the build in 1.44 among other things.
  20. KaRRiLLioN

    Star Wars mod

    A Galaxy at War mod BTW, heres the link to the Millenium Falcon and Speeder bike with fixed scripts, etc. As stated in a previous post, the Speeder can go over water and has a laser now. ftp://addons:[email protected]/mfalcon.zip
  21. KaRRiLLioN

    Star Wars mod

    Actually you can go above 13k if you setPos above that mark. Â I've messed around with it before when trying to simulate space and OFP doesn't seem to care. Â There might be a false "barrier" at 13k that would prevent you from climbing higher, but I've not tested it. Spec, another thing you'll definitely want to do is in the NamedProperties of the building, set them to DestructNo and you can also set that in the Config, but for them to not destruct on the island, you'll need to set it in the named properties. Â If those buildings are destroyed, it'll probably lag to hell because of the horrible destruction simulation that OFP does on buildings. For Geo LOD, Jakerod and Korax's idea is the correct one. For Res LOD's I would set a far LOD like 100 or 200, I can't remember which, and remove the model from it completely so the buildings aren't even drawn out that far. Â You might have some pop-up but it should also decrease lag quite a bit. One idea to simulate a "planet" is to put triggers in your missions (obviously you can't do this in the wrp) at the edges of the island areas and then have them setpos anything that enters them to the polar opposite of the island to simulate going around the planet. GL!
  22. KaRRiLLioN

    Rts-3 1.4 released

    You don't really need that to play the current version of RTS3 which is 1.44. The buildings are all new and plus Zig and Korax came out with CNC-RTS. I don't have a mission pack for the RTS's atm, but you can get on my server and load them up and get them. See my sig for that info.
  23. KaRRiLLioN

    Star Wars mod

    For some odd reason it's already configged for a passenger, but there's no proxy for it. I guess they could sit to the back of the seat since I don't want to try to modify the model to add a longer seat. Right now when someone gets in, they're invisible so I'll see if I can add a passenger proxy to it that won't look odd.
  24. KaRRiLLioN

    Star Wars mod

    Well I upped the mass to 200K and now it works fine. I could probably lower it to 100K and it'd work as well. After several dogfighting sessions, it took a beating but didn't get batted around. The problem with the ship, of course, is that it presents such a huge target. Several people seem to love to fly it though. On another note I've been messing with the Speeder Bikes from Sebastian Muller that came out in 2002. I've reconfigged them so now they have lasers and can drive over water (due to their repulsors). We've been playing some CTF's with them and they work pretty well in MP. I just need to tweak a couple more things. ATM the lasers are on a 360 turret which isn't really within keeping of the ones from the movie that had just straight-facing lasers, but I figured it might make up for the fact that you can't draw a blaster and fire it at people. One problem also is that the speeders kick up dust even when over water. Anyway, I'll drop a link here sometime once I've compiled it.
  25. KaRRiLLioN

    StarWars Addons by Acacyn

    I think you can run a script to see which weapon the player is using, whether primary or secondary, etc. and then use hidden selections to hide the pistol when drawn. I.e. make the holster with a visible pistol already in it, and define it as a hidden selection in the cfg, then setobjecttexture to an invisible texture when it's in use.
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