lonesoldier
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Posts posted by lonesoldier
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THANKYOU VERY FUCKING MUCH!!!!!!!!!!!1
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Thanks Dude.

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Dude, i need them for a mission i'm making.
Its in a dark and gloomy setting at a graveyard, and i need crows to fly at the player to scare the shit outta him/her.
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IS there ANYWHERE that i can get Black Seagulls, to use as crows.
They are badly needed. ASAP.
Thanks.
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Uhh dude... Those download links dont work.

Any other place i can get them?
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Now that the Mogadishu Island has been released, i think it would be cool if someone was to make Somalian Buildings.
Ofp Only has a couple buildings that are worth using, and using them in a city gets god damn repetitive.
Just a thought.
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Ok. Long time since ive posted here.
Anyway:
IS there ANYWHERE that i can get Black Seagulls, to use as crows.
They are badly needed. ASAP.
Thanks.
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Is there a chance its a .270? My step dad has one and it looks similar, but his one ahs a ten times louder shot! Fucking loud as hell!
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Is there a chance its a .270? My step dad has one and it looks similar, but his one ahs a ten times louder shot! Fucking loud as hell!
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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...
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STT you KICK ASS!!!!!
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</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.
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Old megadeth is excellent. New megadeth = shit
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Couldnt he get the textures from HM2? or are they copyright of IO Interactive?
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If you download the Megadeth - Symphony of Destruction video clip it has footage of a maverick hitting a tank, and then an A-10's cannon blowing the shit out of a tank.

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If you download the Megadeth - Symphony of Destruction video clip it has footage of a maverick hitting a tank, and then an A-10's cannon blowing the shit out of a tank.

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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.
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Just Release it FFS!
Dont sit there and tease us with the pics.
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Just leave it the way i posted, that way you know its gonna work

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The game is not that realistic.
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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.

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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;
   };  Â
   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

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Ronin whats your MSN user name? because 3 people have added me in the last day and i dont even know who they are

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Smoke, and burning questions
in OFP : MISSION EDITING & SCRIPTING
Posted
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.