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lonesoldier

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Posts posted by lonesoldier


  1. Ok.

    I have a question or two, heres the go:

    I'm making a 'nam mission, and it includes a village that has been burned down by the VC, but i wanna know:

    1. How do i make buildings on fire?

    2. How do i make smoke fill the village, so that you can barely see very far?

    I need it to be atmospheric as fuck, so help is essential, ASAP.

    Thanks fella's.

    Oh, one more thing:

    1. How do i make a Med-evac Huey pick up my wounded men from wherever they are?

    For Example:

    Teammate 2 gets shot up really bad, so i call radio... 0-0-3 for Medi-vac, but im way out whoop-whoop somewhere, but i only want teammate2 to be picked up.

    Also, say 3 teammates are wounded how would i make it pick up multiple dudes?

    AAAANNNDD - Say 2 guys were shot, how would i make a chopper drop off 2 more dudes for me?

    THAT QUESTION DOESNT HAVE TO BE ANSWERED THOUGH, BUT IT WOULD BE COOL IF SOMEONE DID.


  2. OFP runs as smooth as smooth can be on these settings:

    Terrain Detail: Medium

    OBject Detail: Max

    Texture Resolution: All textures are set to 2048x2048

    Objects and shadows LOD: Max

    Resolution: 1600x1200

    Everything is on as high as it can go, apart from terrain detail which is medium.

    Computer Specs:

    AMD Athlon 1800+ (1533Mhz)

    Graphics: Ennyah GeForce4 MX440 128, or 64mb, not quite sure. It says 128mb Texture memory, but in Control panel> system it says 64mb

    MotherBoard: MSI K7T266 Pro2

    Sound Card: SB Live 5.1 DE Special Edition

    Monitor: 19" 0.25mm with max res of 1600x1200

    Hard Drive: 40gb Seagate Brracuda Ultra ATA/100 IV

    CD/DVD: LG 40x24x10 CD-RW. 16x samsung DVD

    Memory: 512mb DDR RAM, 266mhz FSB.

    and... yeah...


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">its lighter than a car means it can go faster<span id='postcolor'>

    Tell me exactly what road/trail bike can go faster than a car.

    I honestly cant imagine a 250cc engine going faster than a cars engine.


  4. Cliiping needs to be fixed. You can walk through walls, and i fell through 3 decks. When i got to a stair case i kept falling into the water when trying to get up the stairs.

    But apart from those bugs.....

    THIS IS FUCKING EXCELLENT!!! Excuse the language.


  5. Neither of the runways on nogova work for me. I chucken an A10 on the runway in the desert and it moves at about 2km/ph and just turnes and crashes into the hangar. It happens at either end of the runway. The one on the island is fucked too, also Autopilot wont work on nogova the plane just flyes around in circles, AND the AI wont land planes on nogova.

    BIS had better fix the runway problems. mad.gif


  6. class CfgRadio

    {

         sounds[] =

         {

                affirmative, casualty, demo1, demo, detect, enemycontact, enemysighted, friendlies1, goodbye, gotcargo, gotem, gotit, heavyfire, heshistory, holdpos, inpos, killconfirmed, lockandload, mandown, manlost, movingout, murphy1, murphy2, naildem, objcomp, objcomp1, objreached, onourway, pinned, prissec, rocknroll, roger, surrender, takinglead, tank1, tank2, tankdead, theyrecivs, underfire, wegotwound, weregone, werehere, beenmade, needmedic, werespotted, scenicroute, mandown1, manlost1, casualty1, gotem1, naildem1, heshistory1, goodbye1, killconfirmed1

         };

         class affirmative

         {

                 name = "";

                 sound[] = {"affirmative.ogg", db, 1.0};

                 title = $STRM_affirmative;

         };

         class casualty

         {

                 name = "";

                 sound[] = {"casualty.ogg", db, 1.0};

                 title = $STRM_casualty;

         };

         class demo1

         {

                 name = "";

                 sound[] = {"demo1.ogg", db, 1.0};

                 title = $STRM_demo1;

         };

    class demo

    {

    name = "";

    sound[] = {"demo.ogg",db-0,1.0};

    title = $STRM_demo;

    };

    class detect

    {

    name = "";

    sound[] = {"detect.ogg",db-0,1.0};

    title = $STRM_detect;

    };

         class enemycontact

         {

                 name = "";

                 sound[] = {"enemycontact.ogg", db, 1.0};

                 title = $STRM_enemycontact;

         };

         class enemysighted

         {

                 name = "";

                 sound[] = {"enemysighted.ogg", db, 1.0};

                 title = $STRM_enemysighted;

         };

         class friendlies1

         {

                 name = "";

                 sound[] = {"friendlies1.ogg", db, 1.0};

                 title = $STRM_friendlies1;

         };

         class goodbye

         {

                 name = "";

                 sound[] = {"goodbye.ogg", db, 1.0};

                 title = $STRM_goodbye;

         };

         class gotcargo

         {

                 name = "";

                 sound[] = {"gotcargo.ogg", db, 1.0};

                 title = $STRM_gotcargo;

         };

         class gotem

         {

                 name = "";

                 sound[] = {"gotem.ogg", db, 1.0};

                 title = $STRM_gotem;

         };

         class gotit

         {

                 name = "";

                 sound[] = {"gotit.ogg", db, 1.0};

                 title = $STRM_gotit;

         };

         class heavyfire

         {

                 name = "";

                 sound[] = {"heavyfire.ogg", db, 1.0};

                 title = $STRM_heavyfire;

         };

         class heshistory

         {

                 name = "";

                 sound[] = {"heshistory.ogg", db, 1.0};

                 title = $STRM_heshistory;

         };

         class holdpos

         {

                 name = "";

                 sound[] = {"holdpos.ogg", db, 1.0};

                 title = $STRM_holdpos;

         };

         class inpos

         {

                 name = "";

                 sound[] = {"inpos.ogg", db, 1.0};

                 title = $STRM_inpos;

         };    

         class killconfirmed

         {

                 name = "";

                 sound[] = {"killconfirmed.ogg", db, 1.0};

                 title = $STRM_killconfirmed;

         };

         class lockandload

         {

                 name = "";

                 sound[] = {"lockandload.ogg", db, 1.0};

                 title = $STRM_lockandload;

         };

         class mandown

         {

                 name = "";

                 sound[] = {"mandown.ogg", db, 1.0};

                 title = $STRM_mandown;

         };

         class manlost

         {

                 name = "";

                 sound[] = {"manlost.ogg", db, 1.0};

                 title = $STRM_manlost;

         };

         class movingout

         {

                 name = "";

                 sound[] = {"movingout.ogg", db, 1.0};

                 title = $STRM_movingout;

         };

         class murphy1

         {

                 name = "";

                 sound[] = {"murphy1.ogg", db, 1.0};

                 title = $STRM_murphy1;

         };

         class murphy2

         {

                 name = "";

                 sound[] = {"murphy2.ogg", db, 1.0};

                 title = $STRM_murphy2;

         };

         class naildem

         {

                 name = "";

                 sound[] = {"naildem.ogg", db, 1.0};

                 title = $STRM_naildem;

         };

         class objcomp

         {

                 name = "";

                 sound[] = {"objcomp.ogg", db, 1.0};

                 title = $STRM_objcomp;

         };

         class objcomp1

         {

                 name = "";

                 sound[] = {"objcomp1.ogg", db, 1.0};

                 title = $STRM_objcomp1;

         };

         class objreached

         {

                 name = "";

                 sound[] = {"objreached.ogg", db, 1.0};

                 title = $STRM_objreached;

         };

         class onourway

         {

                 name = "";

                 sound[] = {"onourway.ogg", db, 1.0};

                 title = $STRM_onourway;

         };

         class pinned

         {

                 name = "";

                 sound[] = {"pinned.ogg", db, 1.0};

                 title = $STRM_pinned;

         };

         class prissec

         {

                 name = "";

                 sound[] = {"prissec.ogg", db, 1.0};

                 title = $STRM_prissec;

         };

         class rocknroll

         {

                 name = "";

                 sound[] = {"rocknroll.ogg", db, 1.0};

                 title = $STRM_rocknroll;

         };

         class roger

         {

                 name = "";

                 sound[] = {"roger.ogg", db, 1.0};

                 title = $STRM_roger;

         };

         class surrender

         {

                 name = "";

                 sound[] = {"surrender.ogg", db, 1.0};

                 title = $STRM_surrender;

         };

         class takinglead

         {

                 name = "";

                 sound[] = {"takinglead.ogg", db, 1.0};

                 title = $STRM_takinglead;

         };

         class tank1

         {

                 name = "";

                 sound[] = {"tank1.ogg", db, 1.0};

                 title = $STRM_tank1;

         };

         class tank2

         {

                 name = "";

                 sound[] = {"tank2.ogg", db, 1.0};

                 title = $STRM_tank2;

         };

         class tankdead

         {

                 name = "";

                 sound[] = {"tankdead.ogg", db, 1.0};

                 title = $STRM_tankdead;

         };

         class theyrecivs

         {

                 name = "";

                 sound[] = {"theyrecivs.ogg", db, 1.0};

                 title = $STRM_theyrecivs;

         };

         class underfire

         {

                 name = "";

                 sound[] = {"underfire.ogg", db, 1.0};

                 title = $STRM_underfire;

         };

         class wegotwound

         {

                 name = "";

                 sound[] = {"wegotwound.ogg", db, 1.0};

                 title = $STRM_wegotwound;

         };

         class weregone

         {

                 name = "";

                 sound[] = {"weregone.ogg", db, 1.0};

                 title = $STRM_weregone;

         };

         class werehere

         {

                 name = "";

                 sound[] = {"werehere.ogg", db, 1.0};

                 title = $STRM_werehere;

         };

         class beenmade

         {

                 name = "";

                 sound[] = {"beenmade.ogg", db, 1.0};

                 title = $STRM_beenmade;

         };

         class needmedic

         {

                 name = "";

                 sound[] = {"needmedic.ogg", db, 1.0};

                 title = $STRM_needmedic;

         };

         class werespotted

         {

                 name = "";

                 sound[] = {"werespotted.ogg", db, 1.0};

                 title = $STRM_werespotted;

         };

         class scenicroute

         {

                 name = "";

                 sound[] = {"scenicroute.ogg", db, 1.0};

                 title = $STRM_scenicroute;

         };

         class mandown1

         {

                 name = "";

                 sound[] = {"mandown1.ogg", db, 1.0};

                 title = $STRM_mandown1;

         };

         class manlost1

         {

                 name = "";

                 sound[] = {"manlost1.ogg", db, 1.0};

                 title = $STRM_manlost1;

         };

         class casualty1

         {

                 name = "";

                 sound[] = {"casualty1.ogg", db, 1.0};

                 title = $STRM_casualty1;

         };

         class gotem1

         {

                 name = "";

                 sound[] = {"gotem1.ogg", db, 1.0};

                 title = $STRM_gotem1;

         };

         class naildem1

         {

                 name = "";

                 sound[] = {"naildem1.ogg", db, 1.0};

                 title = $STRM_naildem1;

         };

         class heshistory1

         {

                 name = "";

                 sound[] = {"heshistory1.ogg", db, 1.0};

                 title = $STRM_heshistory1;

         };

         class goodbye1

         {

                 name = "";

                 sound[] = {"goodbye1.ogg", db, 1.0};

                 title = $STRM_goodbye1;

         };

         class killconfirmed1

         {

                 name = "";

                 sound[] = {"killconfirmed1.ogg", db, 1.0};

                 title = $STRM_killconfirmed1;

         };

    };

    class CfgSounds

    {

        class deadside

        {

            name = "Deadside";

            sound[] = {"deadside.ogg", db, 1.0};

            titles[] = {0, $STRM_deadside};

        };

        class myguts

        {

            name = "myguts";

            sound[] = {"myguts.ogg", db, 1.0};

            titles[] = {0, $STRM_myguts};

        };

        class drunk

        {

            name = "drunk";

            sound[] = {"drunk.ogg", db, 1.0};

            titles[] = {0, $STRM_drunk};

        };

    };

    class CfgMusic

    {

        class orion

        {

            name = "orion";

            sound[] = {"orion.ogg", db, 1.0};

            titles[] = {0, $STRM_orion};

        };

        class JBB

        {

            name = "JBB";

            sound[] = {"JBB.ogg", db, 1.0};

            titles[] = {0, $STRM_JBB};

        };

    };

    Thats my description.ext, the music is down the bottom. But i only used 2 songs so just copy and paste the bottom peice a few times biggrin.gif

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