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Milkman

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Posts posted by Milkman


  1. I am still stuck with 1.6 until I come up with funds for CS:S. I have watched a couple of the movies and all I can say is I can't wait to get a hold of it. The lighting effects (Which are non-existent in CS 1.6) look really great.

    Pics of my games, with some wonderful custom models:

    cs10-14-04a.jpg

    ---

    cs10-14-04b.jpg

    ---

    cs10-14-04c.jpg

    ---

    cs10-14-04d.jpg


  2. Spotted at Ofp.info:

    The Chinese team P.A.S. (People's Army Studio) has released an updated version Beta 1 of their PLA Addon pack, they added the following units: PLZ89 Howitzer, PTZ89 AT, PTZ89 AT, ZTZ88B MBT, 2 Para Jeeps (MG and AT versions) and a Zodiac. They fixed several bugs, changed their soldier model and added nice features like mid-air explosions for the PGQ74 AAA shells!

    http://ofp.gamezone.cz/news/pics2/PASPLAEDI3.jpg

    http://ofp.gamezone.cz/news/pics2/PASPLAEDI8.jpg

    http://ofp.gamezone.cz/news/pics2/PASPLAEDI5.jpg

    Download here!


  3. Sure, would be easy.

    Been thinking about updating small tidbits (adding another civi version, cockpit textures, flaps, rudders etc..)

    However seeing the number of replies to the thread, not sure about it...

    It is more appreciated than you think Fw. It isnt an RHS release but it still is a fine aircraft. smile_o.gif


  4. ^BUMP^

    Any progress (not to disturb you)

    But there hasnt been much going on in this thread lately so i figure you are either busy with the mod or just busy with RL stuff rock.gif

    Do you consider 2 days "Not lately"? Bumping threads doesn't get Master_Chief or Cribbian to respond, it only agitates them more. Sooner all of you see that the better.


  5. Well I have about had it with this addon I am working on, when it was first given to me its custom sounds worked fine but one day they magically stopped working.

    Config: Keep note of the cfgradio and cfgsounds

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0

    #define TWest 1

    #define TGuerrila 2

    #define TCivilian 3

    #define TSideUnknown 4

    #define TEnemy 5

    #define TFriendly 6

    #define TLogic 7

    #define true 1

    #define false 0

    #define CanSeeAll 31

    #define private 0

    #define protected 1

    #define public 2

    class CfgPatches

    {

    class an12

    {

    units[] = {"an12bp"};

    weapons[] = {};

    requiredVersion = 1.0;

    };

    };

    class CfgModels

    {

    class Default{};

    class Air: Default{};

    class Plane: Air{};

    class an12bp: Plane

    {

    sectionsInherit="Plane";

    sections[]=

    {

    "vrtule staticka",

    "vrtule blur"

    };

    };

    };

    class CfgVehicles

    {

    class All {};

    class AllVehicles : All {};

    class Air : AllVehicles {};

    class Plane : Air {};

    class A10 : Plane {};

    class Cessna : A10 {};

    class an12bp : A10

    {

    side=0;

    vehicleclass="Air";

    displayName="An-12 BP";

    model="\An12\an12bp.p3d";

    maxSpeed=550;

    armor=85;

    elevatorSensitivity = 3.2;

    aileronSensitivity = 0.35;

    noseDownCoef = 2.3;

    nameSound="plane";

    gearRetracting=1;

    weapons[]={};

    magazines[]={};

    driverAction="ManActCessnaPilot";

    gunnerAction="ManActCessnaPilot";

    cargoAction[]={"ManActCessnaCargo"};

    soundEngine[]={"\an12\an12_engine",0.316228,1};

    soundEnviron[]={"Objects\noise",0.001000,1.000000};

    soundServo[]={"Vehicles\gun_elevate",0.010000,0.400000};

    transportSoldier=60;

    crew="SoldierEPilot";

    HasGunner=0;

    ejectSpeed[]={0,0,0};

    class UserActions

    {

    class OpenRamp

    {

    displayName="Open Ramp";

    position="ramp switch";

    radius=4;

    condition="this animationphase ""Rbht"" < 0.4";

    statement="[this] exec {\an12\Copen.sqs}";

    };

    class CloseRamp

    {

    displayName="Close Ramp";

    position="ramp switch";

    radius=4;

    condition="(this animationphase ""Rbht"" >=0.4)&&(this animationphase ""Slope"" < 0.1)";

    statement="[this] exec {\an12\Cclose.sqs}";

    };

    class DownSlope

    {

    displayName="Down Slope";

    position="ramp switch";

    radius=4;

    condition="(this animationphase ""Slope"" < 0.1)&&(this animationphase ""Rbht"" >=0.9)";

    statement="[this] exec {\an12\Sopen.sqs}";

    };

    class UpSlope

    {

    displayName="Up Slope";

    position="ramp switch";

    radius=4;

    condition="this animationphase ""Slope"" >=0.1";

    statement="[this] exec {\an12\Sclose.sqs}";

    };

    };

    class ViewPilot

    {

    initFov=0.7;

    minFov=0.4;

    maxFov=0.9;

    initAngleX=0;

    minAngleX=-20;

    maxAngleX=20;

    initAngleY=0;

    minAngleY=-120;

    maxAngleY=120;

    };

    animated=1;

    class Animations

    {

    class Rbht

    {

    type="rotation";

    animPeriod=2.5;

    selection="bht";

    axis="osa bht";

    angle0=0;

    angle1=0.3;

    };

    class Rbhr

    {

    type="rotation";

    animPeriod=2.5;

    selection="bhr";

    axis="osa bhr";

    angle0=0;

    angle1=1.4;

    };

    class Rbhl

    {

    type="rotation";

    animPeriod=2.5;

    selection="bhl";

    axis="osa bhl";

    angle0=0;

    angle1=-1.4;

    };

    class Fg1

    {

    type="rotation";

    animPeriod=3;

    selection="Fg1";

    axis="osa Fg1";

    angle0=0;

    angle1=1.5;

    };

    class Fcr

    {

    type="rotation";

    animPeriod=2.4;

    selection="Fcr";

    axis="osa Fcr";

    angle0=0;

    angle1=-1.8;

    };

    class Fcl

    {

    type="rotation";

    animPeriod=2.4;

    selection="Fcl";

    axis="osa Fcl";

    angle0=0;

    angle1=1.8;

    };

    class Fcf

    {

    type="rotation";

    animPeriod=2.4;

    selection="Fcf";

    axis="osa Fcf";

    angle0=0;

    angle1=1.6;

    };

    class Lg1

    {

    type="rotation";

    animPeriod=2.4;

    selection="Lg1";

    axis="osa Lg1";

    angle0=0;

    angle1=-1.75;

    };

    class Lcl

    {

    type="rotation";

    animPeriod=2.4;

    selection="Lcl";

    axis="osa Lcl";

    angle0=0;

    angle1=1.65;

    };

    class Lcc

    {

    type="rotation";

    animPeriod=2.4;

    selection="Lcc";

    axis="osa Lcc";

    angle0=0;

    angle1=-1.5;

    };

    class Rg1

    {

    type="rotation";

    animPeriod=2.4;

    selection="Rg1";

    axis="osa Rg1";

    angle0=0;

    angle1=1.75;

    };

    class Rcr

    {

    type="rotation";

    animPeriod=2.4;

    selection="Rcr";

    axis="osa Rcr";

    angle0=0;

    angle1=-1.65;

    };

    class Rcc

    {

    type="rotation";

    animPeriod=2.4;

    selection="Rcc";

    axis="osa Rcc";

    angle0=0;

    angle1=1.5;

    };

    class slope

    {

    type="rotation";

    animPeriod=3;

    selection="slope";

    axis="osa slope";

    angle0=0;

    angle1=3.55;

    };

    };

    class EventHandlers

    {

    init = "[_this select 0] exec ""\an12\geardd.sqs"",[_this select 0] exec ""\an12\gearcheck.sqs""";

    Gear="if (_this Select 1) then {[_this select 0] exec ""\an12\geardown.sqs""} else {[_this select 0] exec ""\an12\gearup.sqs""}";

    incomingMissile = "if ((_this select 0)==(_this select 0)) then{[_this] exec ""\an12\EastCM.sqs"",[_this] exec ""\an12\WestCM.sqs"",[_this] exec ""\an12\incoming_warning.sqs"",[_this select 0] exec ""\an12\flare.sqs""}";

    };

    class CfgSounds

    {

    class ramp_sound

    {

    sound[]={"\an12\ramp.wss",2,1};

    name = "ramp_sound";

    titles[] = {};

    };

    };

    class CfgRadio

    {

    class incoming_sound

    {

    sound[]={"\An12\incoming_sound.wss",1.0,1.0};

    name = "incoming_sound";

    title = "INCOMING MISSILE";

    };

    };

    Scripts:

    For Ramp ("Copen.sqs")

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plane = _this select 0;

    _plane Say "ramp_sound"

    _plane animate ["Rbht", 1]

    _plane animate ["Rbhr", 1]

    _plane animate ["Rbhl", 1]

    exit

    For incoming warning (incoming_warning.sqs')

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_plane = _this select 0

    ?(not alive (_plane select 0) ): goto "Exit"

    ?(not isengineon (_plane select 0) ): goto "Exit"

    _enemy = _plane select 2

    _weaponname = _plane select 1

    _missile = nearestobject [_enemy, _weaponname]

    (_plane select 0) vehicleradio "incoming_sound"

    #Exit

    exit

    When either script is activated a window pops up saying "Missing sound ramp_sound" or "Missing sound incoming_warning"

    Nomatter what I do it won't work. Someone please extend a helping hand.


  6. Is it possible to change my old name into 00RedBaron?

    I'm active on many forums, and I want to have one name. When I wanted to login a few minutes ago, I had to search a few minutes for my name.

    Goto the "Ask a Mod" section in offtopic and ask there. Otherwise PM any of the mods and I am sure they will do it for you.


  7. Getting upset about a 200 year old victory is ridiculous. Celebrating could be considered ridiculous, but it is tradition.

    Kinda OT, and I know it is not a celebration, but why do the Spainish get so pissy about Gibralter? Its been about 200 years or so, shouldn't they just let go, like Britain did with the United States?


  8. October 26th baby! Already got it pre-ordered. Needless to say I will contract a mysterious "Stomach Virus" and miss about two weeks of school, what a coincidence that will be? tounge_o.gif


  9. Will you be able to pick up hookers and have them "heal" you?

    No you can pick up hitch-hikers though.

    And what, kill them and eat their guts for a health bonus?

    No. Btw~ and can never start in a capital A. so it's not And it's and.

    A sentence starts always with a capital letter.

    I've never been a big fan of the GTA games.. They're made for teenage boys who want's to do what their parents have told them not to do.

    Whats flashpoint then? Plenty of teenage boys/girls have the urge to fight soviet aggression on a small deserted Island chain, and I am sure their parents would never agree with that... tounge_o.gif


  10. This game will be going on schedule.  November 1st it will start shipping out of amazon to my house where i pre-ordered it for my pleasure.

    I have a 1800ghz pro, geforce2 video card, and 256mb ram...might new more, might not...don't know..

    ~Bmg

    ^^>>Edited<<^^

    can't wait for the new THEIF game to come out.

    Bmg, minimum requirements are 2.4ghz, 512mb DDR, and atleast a Ti-4600 or Radeon 9000. Now would be a good time to write up a christmas list. wink_o.gif

    Actually, I just read that its min. requirements are 700 mhz pro, but nothing lower then that, then the full set of all of its video and sound details will range all the way up to a 3 ghz pro.  Read up next time, do ya some good  wink_o.gif

    The bare minimum you will need is a Pentium II 800Mhz processor, 128MB RAM and a DX6 class graphics card.

    800 instead of 700 omg 100mhz difference.

    Whos wrong now bietch?! wink_o.giftounge_o.gif

    *Note the overwhelmingly obvious sarcasm

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