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Everything posted by king homer
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Yes, woodland and desert camo. For the planned update in january we'll hopefully include a unique green and winter camo.
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Nice to see a real enemy for tiger and kingtigers. But the turrekt looks a bit weird....
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Nice shots!!!! The first pics looks sooooo realistic Jood job on that.
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Wrong thread mate...
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Ok mates, we're starting betatesting tomorrow, and if everythings alright and all bugs are fixed, we'll release at 24.12. We have already planned an update for end of january 2005 with 2 new camo shemes, new scripts and maybe some reworked scripts.
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As I said, we're still in testing phase. The script generates for testing a LGB to see if it works. So just wait for release and everything will be ok.
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Thx for the Pics, it was really hard to find anyone, now we can make the STAFF explosion as realistic as possible.
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This eventhandler is for the exhaust script for the rocket launchers and the new smoke grenades.
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JOHN's Winter island! (ardennes pack)
king homer replied to Cpt. FrostBite's topic in ADDONS & MODS: COMPLETE
Wohoooooo! Downloading! -
If I get permission, I may also include the new ORCS effect script.
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What is that? The SAM site got hit by a 120mm XM943 STAFF round.
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We're still workin on details and on both scripts are reworked at the moment.
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Yeah, we'll change the track texxture with Silesians ones!
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The commander MG and loader MG won't be usable at the first release. Maybe we'll update it later with some script. The smokelauncher can be fired manually or in combat automatically.
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Testing the STAFF effect we're working on.
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Maybe STAFF and MPAT are held back..but this is OFP and we can do what we want Our MPAT and STAFF script is already working...so no new suggestions about that
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Yeah! New Target for my M1A2 Looks very good Sea Demon!
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First combat test of the new M1A2 SEP 15 Russian Tanks against 2 M1A2 SEP Addons: King Homers and Inquisitors M1A2 Abrams SEP
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They're already working.
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We'll not include the turret MG script, it's to complicated and complex to include this script because there are 2 MGs on the top and we haven't got that much time Maybe we'll update it with the script from RHS if anything from RHS will be released with this script within OFP2 . Currently I'm working on an XM1028 APAM script for Anti Personel use and hopefully we got some support by raedor with the air burst fuse script for the MPAT shell.
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You got PM FerretFangs
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You don't need to use theirs. Give a look at this thread: Anybody working on this ? Maybe you can use something. Or you can make two abrams, one with a working MG and the other a normal one. Since you have two MGs on top, you can make the 7.62 one usable. That's great, but you can give me a working download link for the script? @FerretFangs Just wait for the release and then you'll see.
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To get the script from RHS will be impossible. They even don't released it, so if we use their own script and release an addon earlier as they do....
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For the first point: Maybe we'll add some different markings and signs. for 2 - 4: not possible due engine limitations We're using a drop effect as you can see on the pic. No you can't us the MG's on the turret top due engine limitations
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I've included a 4 : 1 round tracer script, so every 5th round of the MG is a tracer