Meathead
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Everything posted by Meathead
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Im not "digging up" per say I didnt want to start a new topic about an addon that I knew had one already. "damned if you do damned if you dont" Anyway back to what I was asking.. All I ask was wether or not anyone knew anything else about the scripting of the roundels I guess I shouldve included that i ALREADY checked the readme to prevent from getting the "Im a leet Forum guy" response. Silly me. Oh and thanks for the history lesson but my use is Fictional. anyone else?
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Hey does anyone know if you can change the roundels on these birds for other countries? was any scripting included for this? thx in advance, Meat
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Im not sure if this has been answered yet I couldnt find anything... Ok so Im over here in the US so If I wanted to buy online would I be able to get an English Copy somewhere? Could someone please clarify How the online is going to work? thx in advance, Meat
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Thats just for the "box" feel hehe EDIT: ok EA logo removed
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Its gotta go down something like this Oh yea...I likie! Now if I didnt know anything about OFP and I seen this game I would buy it.
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I did a search on this and couldnt find anything relevant... I was wondering if anyone has any good carrier launch scripts made up for hawks Nimits or any other ship? for planes not choppers that is. thx in advance
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this needs an M992 ammo carrier to go with it
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Any chance of a low res version for larger battles?
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Most creeks I see around my area, you cant really tell there moving unless you walk right up on them anyway. Â I think taking all the trouble to try and make it all animated is overkill. How many "Streams" have you ever seen that actually do flow at a fast rate? Unless you plan on making some kind of boating/rapids mod then I dont see the point. I think taking what you already have and adding a few small animations in certain spots would more than suffice for creating the atmosphere were looking for. A small animation with a good sound file can go a long way if done correctly. Like what was mentioned before... Add a few rocks with water ripple animations around them, Add some bobbing branches, Jumping fish or turtle heads peeking out, @Boats Idea I dont think this type of stream really needs boats but if your wanting to pursue that then why not create and addon that kind of hovers along? You could create a boat with a damage point up higher or something kinda like on helicopters how rotor blades dont hit anything in game. I dont know if thats possible though Im not an addon guru myself. Â Anyway, just my 2 cents, Meat
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How do i find the height???
Meathead replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
for some reason this alone doesnt stop it from hitting the ground at a high rate of speed <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 height = getpos _unit select 2 _unit action ["engine off"] #start ? height <= 10 : goto "end" goto "start" #end _unit setvelocity [10,0,10] exit -
I been using this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> height = getpos _unit select 2 ? height <= 1 : goto "end" but it doesnt seem to be working right so after searching through the forums for awhile I decided to just ask  thx in advance, MeatHead
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How do i find the height???
Meathead replied to Meathead's topic in OFP : MISSION EDITING & SCRIPTING
its a helicopter with a full crew I was just messing around trying to create an autorotation script. and i want the chopper to perform an action when it gets close to the ground **EDIT** <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 height = getpos _unit select 2 _unit setvelocity [0,0,-30] #start _unit action ["engine off"] ~5 _unit action ["engine on"] _unit setvelocity [0,0,-40] ? height <= 1 : goto "end" goto "start" #end exit this is what im using to try and maintain control of the chopper during engine failure. If i can get this to work I was going to try and add some type of check for the vehicles angle of attack at the desired height so basically if you perform the autorotation at the right height you get to walk away and if not...*lights out* the problem is the engine is shutting completely down so i suspect that its a problem with using the action so many times instead of the height script like i thought. -
Anyone else get errors when u use these with Hyks inf or any other addons? ERROR: error loading hyk_ussol\de\hyk_ussol_de.ped (magic) ***EDIT*** VOID THIS I fixed by adding latest version of hyks troops
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Starvation scripts and food/ration packs addons
Meathead replied to x582gr51's topic in ADDONS & MODS: DISCUSSION
might be something more for the CTI missions...where fuel ammo and food need to be harvested from a depot and brought out to troops. What was that mod called again? its like command and conquer type gameplay or strategy...you know the one i mean -
...If I new what values to change I wouldnt have to ask  Thats what I was asking what values need added/changed to make it work? *EDIT* oh nevermind your using a trigger to define sides not a script
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I was wondering... is there any way to take this script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; Create a trigger that covers all units placed on the island ; Set it to activate by anyone present ; In the onactivation field write: thislist exec "unit_check.sqs" _list = _this _i = 0 _men = [] _tanks = [] _helos = [] _cars = [] #check_type _unit = _list select _i ?"man" counttype [_unit] == 1: _men = _men + [_unit] ?"tank" counttype [_unit] == 1: _tanks = _tanks + [_unit] ?"air" counttype [_unit] == 1: _helos = _helos + [_unit] ?"car" counttype [_unit] == 1: _cars = _cars + [_unit] _i = _i + 1 ?_i < (count _list): goto "check_type" "[_x,1,1,0,{yellow},2,0.1] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _men "[_x,1,1,0,{red},2,0.3] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _tanks "[_x,1,1,0,{green},1,0.7] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _helos "[_x,1,1,0,{yellow},2,0.3] exec {\wbe_tracerfx\wbe_tracerfx.sqs}" foreach _cars exit and make it so I can set these different for each side? So if I wanted I could have men in east use diff color than men in west?
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I like the second seat being a passenger position because you can look all around for bogeys on your six just like the actual rio does besides the co pilot isnt a gunner anyway hes a "radar intercept officer"
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MAAM: Mutually Accepted Ammo & Magazines addon
Meathead replied to theavonlady's topic in ADDONS & MODS: COMPLETE
What is amore? and why is it required? EDIT* SO let me get this straight... I can install this and get rid of JAM.... THen I can customize it anyway I like with different weapon types? or just sounds? or all of the above? and if I download a mission by someone else that uses this also, I can run it using whatever weapons ive customized mine to even if the creator had his customized differently??? -
I got this message at start up: Addon 'RHS_T55Pack' requires addon 'RHS_T55DModels' I hit ok and when the main menu comes up I get this: no entry 'config.bin/CfgWeaponsRHS_AKS74_Folded'. What did I forget?
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Need to thank you guys by going and doing a good mission with these addons thx COMBAT!
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I would much rather see those MI-24's come out
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I would like to see a bigfoot done up like this: I actually tried once but I just dont have the modeling skills to do it. Â
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Bas addons - latest versions
Meathead replied to MarcusJClifford's topic in ADDONS & MODS: DISCUSSION
mucho thanks! -
Bas addons - latest versions
Meathead replied to MarcusJClifford's topic in ADDONS & MODS: DISCUSSION
I didnt know the Kiowa pack went to version 1.1 Anyone got a link to that? -
Updated UH-60 Blackhawks for OFP
Meathead replied to Silent Pro's topic in ADDONS & MODS: DISCUSSION
Two medivacs versions would be nice... One with fuel pods... one with out. Um maybe some slightly lower poly versions so you can put more than two in a mission without causing playability problems? BAS Choppers are just way too detailed for anything other than spec ops missions OD green plz I also like the idea about adding the second pilot.. Maybe just make the first cargo position that seat like in the trucks (first guy sits next to driver in the front) Would be nice just to have as added realism in missions. I wouldnt really care if he could fly or not because seeing just one pilot like it is now looks...funny.