Lt_Damage
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Everything posted by Lt_Damage
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I have also sent through the crash report files from OGN. Our server is available as a testing platform if you need it.
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As I have not already had a chance to do so I'd like to congratulate Cassandra, god damn.. That music is something else, can I have permission to burn it to CD and play it in my car? WELL DONE!
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Ok... I wasn't exactly pushing for it, just trying to present it in a way you could understand what I perceived NZXSHADOW's intentions to be.  Wow touchy crew BAS are  P.S @Cassandra and Avon: You go girls! It's a man's world but it'd suck without women... and their wonderful tunes.
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I would be promptly fired as I am only charming sometimes
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I think they are actually his palm objects, he hasn't edited anything. He has already said as much I think. So we should just "chill" a little bit. I think you are getting the wrong message. The message you are getting is: Your palms suck, look how good these are compared to yours, yours should look as good as this or you suck too The message you should be getting is: We acknowledge you had textures for an ENTIRE island to do, so each cannot be a work of masterpiece, but here is a texture, ready to go, which could add value to your island, and is being offered freely to you
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NZXSHADOWS, Yes I used my keen eye sight to discern the differences! :P Very nice, very very nice. BAS, you do wonderful work. And your work is an expression of your self. In this case I think you can express your self even better by adding in a bit of NZXSHADOW's work Hey you said you guys are always busy, here is an update that is READY.
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Read up a few posts on page 21, it has already been discussed. Not as nicely as you put it though In short the roads were done before Visitor was released with that auto-road building tools, and as you can appreciate manually redoing all the roads would take them a lot of time. Would you really delay release for trivial issues such as these? Â
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Have just had a player report to me during one of our MP games that he could not see any fog at all. It was clear as day. These images are from Desert Rats, which I think most of you would know it has fairly heavy fog. http://wolf.ogn.com.au/images/screenshots/Screenie0011.jpg http://wolf.ogn.com.au/images/screenshots/Screenie0012.jpg The drivers found here remove the fog completely. Not sure what can be done about this :/
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One of my players has advised they got this error after installing MSN messenger plus. Check this thread for details of how it was resolved.
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In what country can you just buy assault rifles?? I know the US are gun-crazy loons but surely there are some regulations to make sure automatic weapons don't fall into the wrong hands? Bah off-topic and I think I know the answer anway, just shocked
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I downloaded that "build your own M4" pack INQ provided. Played with it a bit and thought I'd make the LAM module work as I never seem them able to turn on in any of the addons. So I have it mostly working, I say mostly because there are some faults like it shows up in the day, it requires a magazine and it doesn't give off a lot of light at night. Anyway I was wondering if any of the new weapon packs out there are going to be using working laser sights? The high-detail weapon pack would be great if the LAMs worked
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Ok, You can turn it off via pressing "space" Yes, it is like a MAG, when you change ammo to the third available option it will say "M4A1 SD+LAM" which means it is a normal M4SD Mag but because there is a "MODSpecial=/" command in there it also changes the model of the gun. It still fires SD rounds like a normal SD mag, but as it is laser-guided i made it a tiny bit more accurate. The model of the gun (there are two, one normal and one with the laser added on, the one with the laser is switched when you change to the +LAM mags) has been altered to have a long thin "rod" extend out from the laser module, it has been textured red and the properties have been changed to "shining" to be seen better at night. This is the ONLY way I could think to do it due to the limitations of the weapon class, you can't have hidden selections The problem with this method as you have discussed is that the rod that extends from the model goes through walls and other objects, and because it is visible in daylight and night without needing IR gear it can be a giveaway for position.
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Well.. you can switch it on or off in the one I made. I did not make it with any intention of releasing it. (Hey it's just INQ's gun with some crap added on by me). The laser is switched on or off by pressing space. The laser is effectively another mag in the gun. e.g like the Masterkey shells are a nother mag to allow the shotgun attachment to the ACOG's in BAS's pack to work. They could probably be linked to NVGoggles via scripts, so that they are only switched on on clients that have the script running for the NVGoggles. ?? Just thinking out loud..
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Ok, First, you got a window saying something, but forgot what it said. Thats window was telling you exactly what was wrong. Next time note what it says and then we don't have to guess. But.. as it is, I guess that the picture is not exactly 256x128, it cannot be 256x127 or 255x128, it must be exact. e.g 128x128, 256x256, 512x512, 1024x1024, or different cobinations of those sizes. You can have a 512x256 picture and then in the HTML file specify 256x128, which will make the picture appear clearer in the briefing.
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Bas island - working title "lost island"
Lt_Damage replied to Tigershark_BAS's topic in ADDONS & MODS: DISCUSSION
An island should not be packed with units. This island is no different than any other when it comes to making missions with them. And despite the fact that due to the quality of the work involved most addons BAS make get used, this does not mean we want them all packaged together. Island should remain seperate. I am sure they see the sense in this anyway. -
That is why I think it is better addons should not be designed to be put in the Res\Addons folder. I think it is better to place in OFP\Addons, as any conflicts with official units should be overcome once Res\Addons is loaded.
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I had a few players begging for CTI months back, I immediately saw that it would cause problems but I let them have their wish so they could see for themselves. Not long later I was begged to remove it  So CTI missions are now automatically moved out of the server's map list between 4pm in the afternoon and 12am midnight, so the majority of the "prime time" on the server I run is spent with fun coops, competitive ctf's, large scale C&H's, innovative coop with real players assisting the AI on both teams, and many more. CTI is 15-20 people playing single player who may or may not interact with anyone else but AI during the course of the game. We all know thats not what Flashpoint was made for, there needs to be variety in missions, and as we can't JIP those missions need to end within a reasonable time. As Lead admin of OGN this is my philosophy anyway. Cheers,
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Have you saved the jpg file to the directory of your mission? It must be in the same directly as your mission.sqm file. (unless you actually put a path to your jpg, e.g "/pics/brief.jpg"
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You are a credit to mod-making Bratty, your attention to the realistic needs of the mission designers actually using your addons is admirable. I can only hope BAS are as diligent.
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I am fairly confident it is the fire scripts that cause crash to desktop when DeleVehicle is used. In my dogfight mission I want to be able to delete the planes within 30-60 seconds after they crash. However this cannot be done currently as your planes burst into flame when they crash. (Same with BAS blackhawks). The only semi-solution I have found is to extend respawn time to a rediculous five minutes. Anyway, I think considering the effects these scripts can have on stability I think it is the correct thing to do to make them switchable so they can be disabled by the mission editor. Or better yet, have a swich command like RespawnPlane=True so when the vehicle is dead, have the scripts all exit.
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I thought it was a well known fact that if you deleted vehicles that have scripts running on them player gets a crash to desktop? The only way to stop your planes causing this is to allow mission designers to turn off fire / smoke effects so that when your plane crashes it can be deleted. Would be good if BAS could do this too as their choppers are fairly useless in MP if they need to respawn.
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Radio in the intro cutscenes
Lt_Damage replied to bmgarcangel's topic in OFP : MISSION EDITING & SCRIPTING
Just define it as a sound in your descriptions.ext and then use a script / trigger to play it. This information and much more is available at the OFPEC. -
It affects OFP too.
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-emphasis mine.