Lansen
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Everything posted by Lansen
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Adammo! I have made new and realistic sounds for the engines of the AH/MH-6 choppers. I have also made new M134 (minigun) sounds for AH-6 plus a new good looking dashboard. I want you to contact me at icq#76475927 so you can say what you think. The sounds are realistic recordings and they are great in OFPr. I wont release the edited versions, its up to you mate. Please get in contact with me. You can also drop me a mail if you want; lansen@telia.com
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I would recommend you to use BIS TexView utility to convert a .tga picture (supports alpha channels) to paaa or pac format. My guess is that Oxygen doesnt support other formats than .pac, .paa and maybe .jpg Use Photoshop or any other paint program that supports tga format to do your .tga picture with or without alpha channels. Note: I think Texview can handle .bmp images too but they dont support alpha layers. The alpha layers are used to define opacity, black means that you can see straight thru it (glass) and white to have it as a normal color. If you paint broken glass for instance you can use almost black for the glass itself and grey / light grey for the cracks.
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the only problem though is that the second runway (north-east) isnt defined as airstrip in the game. AI cant start or land there with airplanes.
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Thanks but no thanks. Its a waste of time and energy making these things since there are people working on the harrier aircraft with the proper tools.
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Press F2 in the editor and draw a line between the trigger and a soldier in the desired group. Choose "Whole group" in the list where it says unit. Click "Not present" to have the trigger activated when the group isnt present. You should be able to use this in scripts; //call for script [groupname] exec "check.sqs" //script _group = _this select 0 _aunits = count units _group #count ?(_aunits <1) : goto "no_one_left" #no_one_left //have your desired action here ;exit Something like that should work anyway.
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but when both magazines are empty it will take a bit longer to reload. That makes it every second reload should be fast and the others slow
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What I wrote is actually true. I guess you got my point a bit wrong with the aiming. When I wrote point I dont mean just to actually point it in a direction, I mean that you do not aim as when you use a regular sight. You do not look at the dot in a red dot sight ,you look at your target. Thats why it can be used on a shotgun. When you shoot with shotguns you wont hit a thing if you aim, you must point. Anyway... I guess that you dont understand what I mean and believe I´m wrong so never mind. btw. I have ben shooting quite much in my life actually, I´ve ben in competitions and shooting both rifles and pistols. I was doing that for a couple of years until I lost interest. I also have hunter certificate, that means I´m a educated hunter. I have ben shooting with shotguns with and without aimpoint sights and I have also tested some different aimpont sights on regular rifles but mostly its a regular scope for me with 4 to 12x.
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There must be a posibility because of on the helicopters both the main rotor and the tail rotor spins around their own axis. I suggest you open the UH-60 from the old demo and see how its made there.
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If you look at the reflex sight on this image you see how it looks like. Its not a scope. Its used to be able to aim quickly at short ranges, like when a SWAT enters a house many of them use reflex sights because they are very good to aim with at short distances fast. I believe you dont actually aim with neither the aimpoint or the reflex sights, you "point" your weapon in the right direction ... You look at the target instead of the dot in the sight.In normal sights you look at the cross in a scope and so on.
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Fliper, thats not a reflex sight you have made on the M4A1 with M68 reflex scope! Thats a red-dot sight, probably aimpoint. That one shows a little red laser dot in the sight, its not like a lasersight. A reflex sight is something very different. I´m sorry I dont have a link to any pictures right now with reflex sights but I´ll post some when I find them.
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Then what about animating the canopy?
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I would like to know how you animate the soldiers/human models in OFP. I wonder if its some kind of morph technique where you have two models that you morph in a certain time with a certain amount of % or if its regular animation with bones as a skeletton in the models. Do I need to animate every model that excist in OFP to be able to have them all to do this animation or is it just one "template" for them all. I know there isnt that many different models but its worth to know how it is. I would really like to know some moore about this since I want to add new and different Pilots and maybe some ground troops with my aircraft addons. One more question. Is there a possibility to have the canopy of the plane open when someone jump in? Is it possible to do those animations? I want to expand the reality for a bit in OFP and make it look a bit nicer by adding some small but maybe important touches
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I´m in for this idea, it sounds great. Just one think, let me see If i got this right. We are supposed to share our models, finnished or not finnished if we want to. Anyone who have access to the page or this forum will be able to download the model and use it in his/hers addon? If that is how it is there are a certain risk that someone may "steal" someone elses addon. Not cause its better than borrow it but some people just are that way that they put their name on it and not yours. We need to make something up to protect ourselves to people like this cause atleast I am usually proud of the models I create and want credits for that model. It also seems a great Idea that we can share our unfinnished models and let people help with them, if there is a problem I support this "thing" fully and want to help anyway I can.
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Hey fliper. A C-mag is a hundred rounds magazine, it got two round drum magazines that come together in the middle. It must be possible to add a way that the soldiers hold the weapons, I guess I have to make one for every soldier model but anyway... I´ll post some news when I figure something out
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Very nice Fliper, I was thinking of adding a SOPMOD version with the 4x ACOG sight, it would be nice to have the rail system too with the front grip but I´m not sure if we can add a way for the soldiers to hold the weapon. Anyway.. Good work
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I think you put out dummy objects general and Angelina. I guess you have done that because there are some editor addons that have dummy persons too. just a thought
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How to turn on the street light?
Lansen replied to Alpha1's topic in OFP : MISSION EDITING & SCRIPTING
streetlampname inflame true -
Get a joystick, then you can loop, roll, hell.. you can do anything as long as you have some speed I have a MS Sidewinder Precision2 - I can "twist" the joystick so I can control the rudder on the airplanes and the rear rotor on the helicopters too. Its great, especially whenn you want to taxi to runway without using that damn thing called mouse. BUY A JOYSTICK and have a fun life
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Its an area guarded by the selected side. If you have a trigger with 50 in dia, guarded by west and a group of soldiers with a waypoint of guard. Then they will go to that guard area and guard the area of 50 meters when something is happening there, like if East attack that area. i think you can have more than one Guard trigger and have the unit of soldiers move between these if somthing is happening at them all. If you have a helicopter or plane with guard waypoint it will go there right away and guard that area. All units will allways choose the nearest Guard trigger to go to. Example, you want a tank to guard a base, set a guarded by west trigger around your base, dia 300 or something like that. Give the Tank a guardwaypont to where it shall go when its not guarding, ie. when nothing happens. The Tank, helicopter, airplane, soldier will move back to that waypoint when its safe and quiet.
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Engine on command doesnt work! and a little tip
Lansen posted a topic in OFP : MISSION EDITING & SCRIPTING
I have this problem that is very annoying, I cant get an helicopter to start its engine wtih engineon command. I have tried writing heli1 action ["engineon"] in the "on activation" field of a trigger and I have also tried it in a little script with different ways to select the pilot etc... I have tried both action ["engineon"] and ["str_action_engineon"] but with no result. the latest test I did was writing a script like this; _grp = _this select 0 _aunits = units _grp _i = 0 (_aunits select _i) action ["STR_ACTION_EngineOn"] (_aunits select _i) sidechat "engine on" exit; (_aunits select _i) sidechat "engine on" is because I want to see that the script is activated correctly. btw, here is a little thing I came up with last night when playing around with my old SAR script. When you want a helicopter to land and keep its engine running, write: heliname land "getin" and heliname flyinheight 0. land "getin makes the helicopter to choose a good spot to land on and the flyinheight 0 makes it actually land sometimes its better to have flyinheight 1. That also works with helicopters when you want them too spool up before they lift off when they start. write: heliname flyinheight 0 in the init field and then have a trigger with countdown on the time you want the helicopter to spool up, then on activation field of trigger, write heliname flyinheight 25 r something to have it flying to its next waypoint -
Well, its allways a good start but there are certain things you must learn before you can think of modeling for a game. First off; When you make a new object, like a tube or a cylinder you have options like "cap segments" and "heightsegments". Those define how many steps your object should have in height and in radius. The less segments the less faces, less is better Second; There is a modifier thats called "edit mesh". With that you can edit, add and delete the faces on the object. You can also attach different objects to eachother and so on. You can find Edit Mesh under "Modifiers\Mesh editing\Edit mesh. When you create a model, start thinking of if its to be used in a game or not. I recommend you not to trye model things for games until you have a bit moore experience. Im not saying that you need to be a pro but trye some things and play around in gMAX to learn how you actually USE the program to its full potential. I hope I have given you some small advices and post ANY question if you want to learn more. I´ll put up a site later on with tutorials for 3Ds MAX and gMAX with both video step-to-step tutorials and HTML based. I cant say when it will happen but I´m working on it Stay tuned for more rock´n roll PS. Here is a link to gMAX support and MAX forums.org for tutorials and so on.
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LoL go Sweden... It would be nice o have "kustjägarna", thats our equal to seal team and also "fallskärmsjägarna", those are the airborn paratroopers. What I can say about Denmark is that I met a beutiful girl ones upon a time (last spring) at the most romantic place in the whole world (in the back of a jeep on Gran Canaria). Unfortunatly we never heard of eachother again when the day was over
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I can allways test it for you. I´m a modeler for Operation Vietnam and I have quite much experience so I might know some things to change and how to do it, send me mail. lansen@telia.com btw. My internet connection is cable (1 mbit) and I have msn.
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Talk with Marfy, he is a great texture artist that make images that look like photos. He has made several addons for OFP. Here is the website