Marksman
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Hi, I've imported a .3ds model and got it working ingame. The only problem is that it has a very high poly count. Is there any tools which can optimise this down to the 'normal' OFP sizes? Cheers, Marksman
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Can you detect who / what hit a building?
Marksman posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi, I'm in the process of writing a script which requires to know what unit attacked a building. The "hit" event handler doesn't work, as it only works on men + vehicles. Is there a script command i could use instead?? Cheers, Marksman -
Try using this tool: WrpEdit config tool
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Well cheers for the feedback guys  But still no volunteers  @Hazard, well yep that's true, notepad probably is easier if you know what you're doing with config.cpp's But for people with not so much experience, and who just want to get their new addon into OFP asap, then i think it'll be handy! Oh, and i forgot to mention a couple of things: # The program will be completely open source. All you will need to edit it is a text editor! # I need help translating words etc. into other languages, so if you know english + another language i'd be glad to hear from you!! # If your experienced with writing config.cpp's, and know what some or all of the variables in a section mean, it'd be great if you could post this in the 'Project X' forum And has anyone got any ideas for a better name than 'Project X' Cheers, Marksman
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I'm currently working on a new tool, that will be able to define all sections of the config.cpp for a new addon. So no more, CTD's or errors  The section for defining islands is already done, and is currently hosted both by OFPEC and OFPInternals The other sections are underway, but progress is slow, so if you think you could help, or for more info, the 'Project X' forum is here: 'Project X' forum Cheers, Marksman
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Cfgsurfaces - 'dust' and 'rough' values
Marksman replied to Marksman's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> class CfgSurfaces { class KEGsnow { files="snow*"; rough=0.025000; dust=0.010000; soundEnviron="KEGsnow"; }; } <span id='postcolor'> Well Keg, forgive my unbelieving self -
Cfgsurfaces - 'dust' and 'rough' values
Marksman replied to Marksman's topic in ADDONS & MODS: COMPLETE
@ Keg He he, well that's what i thought.. but have you actually TESTED it?? When i changed the values from between 0 to 1 i saw no visible change. I assume that these values are valid from 0 to 1 (or possibily smaller) as all values from official islands are in the 0.00xxx kinda range. I thought as you did, changing the value of dust would create a nice dust trail behind me as i drove along in my jeep. No such luck So if you have got it to work, could you post the values you've used + the range of the variables? i.e. loads of dust = x.xxxxx no dust = y.yyyyyy Cheers, Marksman -
How about the seagull that appear when you die in multiplayer? Surely that can be used in normal missions? Marksman
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Under CfgSurfaces there is 2 values: dust=0.001000; rough=0.002000; (or something similar) Does anyone know how these values effect the actual surfaces ingame? e.g. If dust is set to 0.9, what happens. I've tried, but don't seem to see any difference. Marksman
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There's a bug when defining custom airstrips in the config.cpp using ilsDirection. Any headings in the range 310 degrees to 50 degrees, and 130 degrees to 230 degrees work fine. (e.g. 50 degrees either side of North and South). Any other headings (in the range of 0 to 40 degrees) either side of East and West do not work. All that happens is that the plane lines up and approaches properly, but at about 1km from the 'landing point', defined by ilsPosition, the plane turns. It then proceeds to line up and approach again until it runs out of fuel. This happens when using the land 'LAND' command, and when using Autopilot to land when the player is the pilot. This is when using ilsDirection[]={X,Z,Y}; where: X = sine (reciprocal of runway heading) Y = cosine (reciprocal of runway heading) Z = sine (degrees elevation of the glide slope required) This bug also appears in ver 1.46 Marksman