

KaRRiLLioN
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Everything posted by KaRRiLLioN
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OK, I'll mess with that. Mainly this has happend during a dogfighting DM that I made. When you spawn, you get a menu to choose which fighter you want. A couple of us were flying the falcon and got knocked about pretty good. The odd thing is that when I updated the F-15E, I gave it more mass to keep it from getting tossed around by adats, and I put it at 3500 or something and now it doesn't have any issues, so I was surprised at the Falcon with a 10k mass getting batted around.
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I'm surprised I didn't notice the cockpit was on the wrong side, lol. I have a model that I built many moons ago sitting on a shelf behind me that I should have looked at. I'm not that great with the 3D modeling, however. I do a ton of mission making and scripting but I don't have much time for making a really nice and detailed model. I've been wanting something to play with in my Sci-Fi missions for the rebels, so that's why I went ahead and started putting this bird together. If Cell7's X-Wing is anything to judge by, his Falcon will be excellent. BTW, you said that you got some missing script errors? I might have accidentally changed the path in one of the scripts so it was looking in the wrong place. Also, does anyone know how to keep this thing from getting swatted around like a rag doll when it's hit? I had a TIE Defender knock me to about -900kph from concussion missiles hitting, and the Falcon has a 10,000 mass!
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Yep DBR_ONIX, I found that util. Â I have a functioning Millenium Falcon now, added landing gear and some other stuff to it and scaled it for OFP. Â It works pretty well, although for some reason it gets batted around like a fly when it gets hit, and that's with a 10000 mass. Â I'm not sure if adding more will help, or if that's just OFP physics. Even importing a model there's a ton of work to be done on cfg and other O2 OFP stuff. If anyone wants to give the falcon a try, you can download it at: ftp://addons:[email protected]/mfalcon.zip I might whip up some rebel fighters. Â At least this'll do until someone with real skills can create a better one. Â I think cell7 was working on the Falcon and his looks really promising.
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I'm just looking for a way to give the production of some rebel fighters a kick in the rear. I have a sci-fi pack on my server with Acacyn's TIE's and cell7's X-Wing, but we need some more rebel fighters to even it a tad. It's still fun dogfighting. Since we don't have AT-AT's or AT-ST's I'm using the Wanzers and Martin's robot mech. It's fun for the whole family!
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Soooo, is my idea unworkable? Can .opt files not be imported into O2?
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The RAD F18's are perfectly to scale from what I can tell, especially compared to other jets. Maybe you just need to change the 3rd person camera distance in the cfg. Also, their weapons loadouts, etc. are very nicely detailed and the scripting on them is excellent.
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Why don't you rename this one to something else so we can still have the "old" skye. I've got WW2 RTS-3 and Modern RTS-3 running well on v1.2 Skye without too many lag issues, but a lot of new objects might cause issues. I hope it works out, though, cause it looks great! Just don't overcrowd it with obstructions, though. Normandy, for example looks great, but there's almost too many obstructions to get clear shots from far off.
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I've posted this idea in Acacyn's TIE thread, but I guess I'll post it here since nobody's paid it any attention. Is it possible to extract models and textures from X-Wing Alliance? There's a site named http://www.xwaupgrade.com and they have posted replacements for all of the original models/textures and those things look GREAT. I've been playing through the campaign again, and it's like a new game with all of those player-made upgrades. The upgrades come as .opt files which, I believe are 3Dmax or some sort of modelling prog. Also, http://www.darksaber.gaylenol.com/ has a lot of new and updated models. I think this guy is responsible for a lot of the stuff on xwaupgrade.com. He's already made a lot of the new episode 1-3 stuff. Look here: http://www.darksaber.gaylenol.com/craftprequel.htm If there's any way to export this stuff and import it to OFP, it'd be great. I love XWA, but unfortunately it's unplayable in MP now because it can't negotioate firewalls, and I've been dying for some good MP dogfights. OFP isn't the best when it comes to dogfighting, but with the DM and CTF and coop I've made with aca's fighters it's been a load of fun. We DO need some more rebel ships, and some ground units.
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Beautiful TIE pack! Â I've made some dogfighting missions which use the TIE-pack, the Naboo N1, Cell 7's X-Wing and Martin's giant robot mech. Basically since there aren't enough addons to do only Star Wars or any other Sci-Fi show, I made a Sci-Fi addons pack for my server to which I'm adding anything good. Â So far, good Sci-Fi addons have been few and far between. In order to make everything somewhat proportionate, however, I've had to adjust the configs since some of the weapons are preposterously overpowered. BTW, is it possible to extract models and textures from X-Wing Alliance? Â There's a site named http://www.xwaupgrade.com and they have posted replacements for all of the original models/textures and those things look GREAT. Â I've been playing through the campaign again, and it's like a new game with all of those player-made upgrades. Â The upgrades come as .opt files which, I believe are 3Dmax or some sort of modelling prog. Also, http://www.darksaber.gaylenol.com/ has a lot of new and updated models. Â I think this guy is responsible for a lot of the stuff on xwaupgrade.com. Â He's already made a lot of the new episode 1-3 stuff. Â Look here: http://www.darksaber.gaylenol.com/craftprequel.htm If there's any way to export this stuff and import it to OFP, it'd be great. Â I love XWA, but unfortunately it's unplayable in MP now because it can't negotioate firewalls, and I've been dying for some good MP dogfights. OFP isn't the best when it comes to dogfighting, but with the DM and CTF and coop I've made with aca's fighters it's been a load of fun. Â We DO need some more rebel ships, and some ground units. Thanks, and keep up the good work!
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Armed Assault - should the name be changed?
KaRRiLLioN replied to theavonlady's topic in ARMA - GENERAL
Hotflash: Cold Biyatch PMS Crisis -
I am curious as to whether JIP can support games like RTS3. First, there are a lot of scripts that are running and looping in the background, and the mission state, variables, etc. would all need to be transferred to whoever joined. Some vars are: Money Research/Upgrades (in RTS3 there are 4-5 per side) Eventhandlers on vehicles/players Plus numerous other vars floating around. Then you have all of the players with their AI to synch up with, all in all just a lot going on. I hope they can do it, but I'm a bit skeptical of it working with heavily scripted missions.
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Looking for zombie maps for co-op LAN party
KaRRiLLioN replied to Stylez's topic in OFP : MISSION EDITING & SCRIPTING
BTW, I forgot that on Nogova Virus chapter 5 you need MiG's farm animal pack. I can't find a link ATM, but I'm sure it's here somewhere on the forums or at ofp.cz. -
Looking for zombie maps for co-op LAN party
KaRRiLLioN replied to Stylez's topic in OFP : MISSION EDITING & SCRIPTING
RTS-3 is at version 1.44 now. I haven't done anymore public releases of it for a while since I added mining and some other stuff to it. Maybe I'll get around to it eventually. I haven't finished the storyline to Nogova Virus yet. I just recently made the 5th one. I sort of get on these kicks and start working on something. Anyway, have fun at your lan party! -
Looking for zombie maps for co-op LAN party
KaRRiLLioN replied to Stylez's topic in OFP : MISSION EDITING & SCRIPTING
Here's some OFP zombie history-- The Skye Virus by D.MurphyMan came out first, where you have to find components of a radio and fight off zombies while you do it. Sometime after this the Nogova Virus by HomerJohnston came out. Similar premise to Skye Virus, except it was more linear, you had to get to the airport and escape while fighting off zombies. The only problem was that it was hardcoded to 4 players. I took it and re-wrote the zombie scripts to make it dynamic and patched up a few other things. A lot of people like the zombie style maps, so I started making sequels, and so far I'm on Chapter 5 which is probably the next to the last one in the series. During this time the unified zombie mod was worked on in order to make more missions like this feasible. -
Looking for zombie maps for co-op LAN party
KaRRiLLioN replied to Stylez's topic in OFP : MISSION EDITING & SCRIPTING
I have 5 of them, but they don't use the zombie mod stuff. I made them before the zombie mod came out. Basically I originally took the original Nogova Virus and edited it to fixe some stuff, then ended up making 4 more missions, although I haven't finished the story line yet. You do need the BAS Rangers because it uses some of their weapons. Otherwise, I think it's addons-free. Get it here: ftp://addons:[email protected]/NogovaVirus.zip -
Just create a large trigger that detects the East units you wish to affect. Â If you want this condition to be automatically true, then put TRUE in the condition. In onActivation put: "_x switchmove {Move}" foreach thislist I'd put a 2 second delay in the trigger if this is something that happens at the start of a mission. Â For the move you'll insert whatever action it is you want. Â You'll also need to use {} to enclose it instead of "" since that confuses OFP.
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Who ever killed man1 gets a reward!
KaRRiLLioN replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
Put that into the init of the unit, or exec it from init.sqs or something so all players have the eventhandler added properly to whichever unit is supposed to have it. Â Then have this script: The Killed eventhandler is local to the shooter and the shootee, i.e. they're the only two who automatically get the info when it happens. -
I never realized how many more responses this thread got after I solved my issue, but I just happened across it today while searching for a way to make the "Lower Flaps" option go away on aircraft that don't have them. Lowering the LandingSpeed value definitely made the aircraft take off much easier. Â I don't know why, but it did. Â I finished editing the F15E a while back and that really made a difference. havocsquad, Â I'm not doing too much to the model, but I did raise the mass quite a bit, fix up the weapons proxies, and I also put in an afterburner plus some flame effects from the engines. Â I also gave the textures a "shine" and fixed up all the weapons configs to balance them out against the Mig29 that I customized a while back. Here are some pics: Â http://ofp.gamezone.cz/_hosted/karr/f15e.html It and the mig29 can be downloaded from my website http://ofp.info/karrillion They're in the Bootcamp modern pack.
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I've gotten permission from USMarine to make some modifications to the F15E. I'm trying to make it takeoff a little easier and make it a bit more maneuverable as well. I've been changing some stuff in the config and also the model trying to get this thing to even take off now. I tried copying some of the values in H&P's F18 but that hasn't helped either. It'll hit about 250ish but never take off no matter what I do unless I hit a hill or something and it launches me like a ramp, but even so it's extremely sluggish until it hits about 300kmh. Here's some of the values: wheelSteeringSensitivity = 1.2; aileronSensitivity = 3.25; elevatorSensitivity = 3.1; flapsFrictionCoef = 1.0; turnCoef=2.8; noseDownCoef = 0.1; maneuvrability=60; maxspeed=2000; I've also tried playing around with the mass and putting a bit more mass on the rear end. I also increased max speed to 5000 and while it accellerates faster, it still won't lift off at all. Any ideas?
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OFP2 and "armed assault" - what's up?
KaRRiLLioN replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
Well I'd certainly say that most of us have gotten far more than the original purchase price out of OFP, especially considering the long support that BIS has given this. I'd pay for an update (if it really were that). Otherwise, this entire thread reads like a new season of the X-Files. -
OFP2 and "armed assault" - what's up?
KaRRiLLioN replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
Here's some new names: Theatres of War Theatres of Conflict Crisis and Conflict Oprah Winfrey's Armed Conflict Resolution - with Dr. Phil there's gotta be something better than Armed Assault. I hope that's just a working title. It sounds so limited. -
OFP2 and "armed assault" - what's up?
KaRRiLLioN replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
Well maybe someone should start a new thread to help BIS come up with a better name than Armed Assault. That sounds like some kind of a crime game where you play as a bank robber or something, not a war simulator on as grand a scale as OFP. Since OFP2 is probably going to be centered on the kind of regional conflict that is widespread today, maybe something along those lines. -
It should still work. Go into the init.sqs file and remove the line that execs it. I don't know why that's in there, it probably got left when I copied and pasted some stuff from another mission. Either way the mission will still work.
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All of mine are pretty big. Â The C&H's cover large areas of Malden and Everon. Â The CTF's are fairly large too. Â Nothing CQB. Oh, and I almost forgot, the oldest and probably first 3-way CTF is Conflict of Interest by PRiME. Â At least I think that's the name of it. Â It has some issues, but I think it came out during OFP 1.2.
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OK, here's a zip with some 3-way CTF's and 3-way C&H's that I made quite some time ago. They shouldn't require any addons. ftp://addons:[email protected]/CTFandCH3Ways.zip I'm sure the scripting could be refined since I made these in the days of OFP 1.3. I might have updated some of them since then, but I don't remember.