

Lord Rangarion
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BWMod Fennek, Wolf & Basic Pack Update
Lord Rangarion replied to TeRp's topic in ADDONS & MODS: COMPLETE
thx @all Due to engine limitation a gunner sight is not possible in wheeled vehicles, if the gunner is sitting inside. I hope this will be changed in OFP2. -
Thanks for the link, but i already know it. It was my main source for good Fennek pics. But the second photo series was not available before i finished the model and and the textures. It was ... well quite disappointing to see so many different details. Â Â So much work for nothing.
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I started the MMP-Fennek in april 2004 and i finished atleast the textures and the model before pics of the final version were available. To change the model wouldnt be a big problem, but as i´m not very good in making high quality textures and because we are low at good texturerers atm, i think we´ll release this version and update it later.
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Afaik the value '256' in the line above stands for magazine slots for primary and secondary weapons. In the line above there are 12 slots defined, but I think 10 is maximum. And  1+2+16+4*32+10*256+2*4096 = 10899. Just change 'weaponSlots=11411' to 'weaponSlots=10899'. It´s not tested, but it should work. Rangarion
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Hi, I´m not sure if this will help you with yout problem, but it could be worth a try. Rename all bomb-proxys to 'hellfire'. Then add this to your config´s ammo class. class CfgAmmo { class Default {}; class Bomb: Default {        model=bomb.p3d; // model that will be used when weapon is fired        proxyShape=bomb.p3d; //model that will be shown at the plane        simulation=shotMissile;        initTime=0;        thrustTime=0; //make a bomb act like a bomb         thrust=0;        ....        .... And in weapon class use this:       class Default{};       class LAWLauncher: Default {};       class CarlGustavLauncher : LAWLauncher {};       class AT3Launcher: CarlGustavLauncher {};       class HellfireLauncher: AT3Launcher {};       class BombLauncher: HellfireLauncher This works with the missiles I attached to my Helicopter. Hope I could help you to solve your problem
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (9mm @ 27 April 2003,17:16)</td></tr><tr><td id="QUOTE">3. I herard that Martin is makin one.<span id='postcolor'> There are only 2 Mods. Martin helps the guys of the mod, of which this thread is about.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hugo2020 @ Feb. 13 2003,11:22)</td></tr><tr><td id="QUOTE">is it now possible to run ofp and 9700 in HW T & L without flashing textures?<span id='postcolor'> Yes it is. Â
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Downloaded the new radeon patch...
Lord Rangarion replied to David Shipley's topic in TROUBLESHOOTING
@ LightBringer Hi, i installed the new driver yesterday. It fixed all flickering road and shadow textures. Works great with my card (Radeon 9700 Pro). -
Hi, I have a 9700 Pro and DX9 installed. I also tried Catalyst 3.0 but it didn´t work for me. Well it works with Flashpoint CWC and with Resistance V1.75. But after patching to Version 1.85 I got a BlueScreen without any Errormessage and the game and Windows (XP) crashed. I reinstalled Catalyst 2.5.
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Cane someone help me out on ccp
Lord Rangarion replied to jengske's topic in OFP : CONFIGS & SCRIPTING
For the TOW launcher try L Strela and P Strela That should work. -
Custom animations on helicopters - help
Lord Rangarion replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
You can also write "and player distance this <= 5" if you want to trigger the animation from outside. This can be used for animated Doors. @brsseb osa_nose is the axis to rotate the Nosegear around, but you can use any point from the memory-LOD to put in the position field, i think. Rangarion -
Custom animations on helicopters - help
Lord Rangarion replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
@brsseb your problem can surely be solved by using an eventhandler, but i don´t know how to use it in a config.cpp. @Frugo_PL the AI is not able to use the action because it´s defined as UserAction. The map-designer has to use the commands which are written in the statement entry, to make the animation work. -
Custom animations on helicopters - help
Lord Rangarion replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
But there is a simple trick, to avoid this bug until a new patch will be released. Just set the radius in your UserAction-class to 18100. And then add "and player in this" to the condition part. Here´s a part of my Airwolf config.cpp. class UserActions { class GearUp { displayName="$STR_ACTION_GEAR_UP"; position="osa_Nose"; radius=18100; condition="this animationPhase ""Maingear"" < 0.5 and player in this"; statement="this animate [""Maingear"", 1]; this animate [""Nosegear"",1]"; }; class GearDown { displayName="$STR_ACTION_GEAR_DOWN"; position="osa_Nose"; radius=18100; condition="this animationPhase ""Maingear"" >= 0.5 and player in this"; statement="this animate [""Maingear"", 0]; this animate [""Nosegear"", 0]"; }; that should do it.