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MiG2003

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Everything posted by MiG2003

  1. MiG2003

    Operation Farmland Mod

    Horror pack 3 will have warewolves so the transformation man/wolf and wolf/man will be a reality, i hope
  2. MiG2003

    Operation Farmland Mod

    Wow, i've finnaly managed (with the great help of a friend ) to make the bat fly and works like the seagull. The problem is that the only way is replace the racekT.p3d in the data.3d pbo. It is good for those who are bored with the seagull Better replace the seagull sound as well. So in the fml_bat addon there will be this seagull bat and two bat types that works in a different way (that you can shot down with a riffle and be attacked as well) worked and animated by me and Scott
  3. MiG2003

    binarize

    It happens some times You just have to go to wrptool folder and add manualy your objects to the file objects, that's easy i add a sample how to. The FML base was added by me and after that wrptool read the p3ds like a charm <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; ; houses ; fml_base\models\hq.p3d=houses fml_base\models\base.p3d=houses jof_objects1\jof_rada002.p3d=houses fml_objects\mig_house2.p3d=houses O\Hous\benzina.p3d=houses data3d\stodola_open.p3d=houses data3d\budova4.p3d=houses data3d\zvonice.p3d=houses data3d\bozi_muka.p3d=houses data3d\statek_kulna.p3d=houses data3d\ryb_domek.p3d=houses data3d\kasna.p3d=houses data3d\fuelstation_new.p3d=houses data3d\budova5.p3d=houses data3d\hrobecek2.p3d=houses data3d\cihlovej_dum.p3d=houses data3d\cihlovej_dum_in.p3d=houses data3d\cihlovej_dum_mini.p3d=houses data3d\hruzdum.p3d=houses data3d\dum01.p3d=houses data3d\deutshe.p3d=houses data3d\deutshe_mini.p3d=houses data3d\dum_rasovna.p3d=houses data3d\dum_mesto.p3d=houses data3d\dum_mesto3.p3d=houses data3d\dum02.p3d=houses data3d\dum_mesto2.p3d=houses data3d\afdum_mesto2.p3d=houses data3d\dum_mesto2l.p3d=houses data3d\kaple.p3d=houses data3d\kostelik.p3d=houses data3d\kostel2.p3d=houses data3d\plechbud.p3d=houses data3d\majak.p3d=houses data3d\podesta_pod_majak.p3d=houses data3d\budova1.p3d=houses data3d\budova2.p3d=houses data3d\molo_beton.p3d=houses data3d\molo_krychle.p3d=houses data3d\molo_drevo.p3d=houses data3d\molo_drevo_end.p3d=houses data3d\molo_drevo_bs.p3d=houses data3d\repair_center.p3d=houses data3d\dumruina.p3d=houses data3d\dumruina_mini.p3d=houses data3d\bouda2.p3d=houses data3d\bouda2_vnitrek.p3d=houses data3d\bouda3.p3d=houses data3d\stodola.p3d=houses data3d\stodola_open.p3d=houses data3d\statek_hl_bud.p3d=houses data3d\statek_kulna.p3d=houses data3d\ryb_domek.p3d=houses data3d\kasna.p3d=houses data3d\fuelstation.p3d=houses data3d\fuelstation_new.p3d=houses data3d\budova5.p3d=houses data3d\hospital.p3d=houses data3d\dum01.p3d=houses data3d\dum_rasovna.p3d=houses data3d\dum_rasovna_in.p3d=houses data3d\dum_olezlina.p3d=houses data3d\dum_mesto.p3d=houses data3d\dum_mesto2.p3d=houses data3d\dum_mesto3.p3d=houses data3d\dum_m2.p3d=houses data3d\dum_mesto2l.p3d=houses data3d\kostelik.p3d=houses data3d\kostel.p3d=houses data3d\kostel3.p3d=houses data3d\majak.p3d=houses data3d\budova1.p3d=houses data3d\stanice.p3d=houses data3d\budova2.p3d=houses data3d\molo_beton.p3d=houses data3d\molo_krychle.p3d=houses data3d\molo_drevo_bs.p3d=houses data3d\hospoda_mesto.p3d=houses Data3D\budova3.p3d=houses data3d\repair_center.p3d=houses data3d\dumruina.p3d=houses data3d\dumruina_mini.p3d=houses data3d\bouda1.p3d=houses data3d\bouda2.p3d=houses data3d\bouda2_vnitrek.p3d=houses data3d\bouda3.p3d=houses data3d\mesto_dum.p3d=houses ; ; old houses ; Data3D\AFbarabizna.p3d=houses Data3D\AFDum_mesto2L.p3d=houses Data3D\AFDum_mesto3.p3d=houses Data3D\AFHospoda_mesto.p3d=houses Data3D\Astan.p3d=houses Data3D\budova4_in.p3d=houses Data3D\Dulni_bs.p3d=houses Data3D\dum_mesto_in.p3d=houses Data3D\dum_zboreny.p3d=houses Data3D\kostel_trosky.p3d=houses Data3D\Majak_podesta.p3d=houses Data3D\Majak_v_celku.p3d=houses Data3D\olezlina.p3d=houses Data3D\Ryb_domek_in.p3d=houses ; ; bushes ; data3d\ker listnac.p3d=bushes data3d\ker rakosi.p3d=bushes data3d\ker trs travy.p3d=bushes data3d\krovi_bigest.p3d=bushes data3d\krovi_long.p3d=bushes data3d\krovi.p3d=bushes data3d\krovi2.p3d=bushes data3d\krovi3.p3d=bushes data3d\krovi4.p3d=bushes data3d\ker buxus.p3d=bushes data3d\ker deravej.p3d=bushes data3d\ker listnac.p3d=bushes data3d\ker rakosi.p3d=bushes data3d\ker pichlavej.p3d=bushes data3d\ker trs travy.p3d=bushes data3d\ker trs travy kvetina.p3d=bushes data3d\ker trs travy2.p3d=bushes data3d\ker trs travy3.p3d=bushes data3d\ker trs travy4.p3d=bushes data3d\ker trs travy5.p3d=bushes data3d\ker trs travy6.p3d=bushes data3d\ker trs travy7.p3d=bushes data3d\ker s bobulema.p3d=bushes data3d\krovi_bigest.p3d=bushes data3d\krovi_long.p3d=bushes data3d\krovi.p3d=bushes data3d\krovi2.p3d=bushes data3d\krovi3.p3d=bushes data3d\krovi4.p3d=bushes ; ; bases ; data3d\garaz.p3d=bases data3d\garaz_s_tankem.p3d=bases data3d\garaz_bez_tanku.p3d=bases data3d\podlejzacka.p3d=bases
  4. MiG2003

    Unsung Vietnam Mod

    And the image speaks for itself Amazing combination Fighter
  5. MiG2003

    Vampires/Undead Pack Beta Release

    Thanks m8, i'll see what i can do More news related with the horror pack can be found<a href="http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=4;t=42204;st=45" target="_blank"> here</a>
  6. MiG2003

    Operation Farmland Mod

    Nice horses Bucko, hope that we can have horses working in ofp real fast  Now some news and fresh screenshots from horror pack: Is will be a team work between me and Scott Horror pack will come up in three small ones 1- Horror Pack (vampires) 2- Horror Pack (zombies) 3- Horror Pack (other creatures) the first one will require GENB_vamps by General Barron to work and adds several types of vampires and some farmland characters like Mike McGregor and Yancy Butler that play here the role of vampire hunters. It will include a new and fixed version of Pathfinder Crossbow. the second one will require ZombieScripts by Scott Tunstall to work and contains the priests, several types of zombies and many related issues such as a new church, graveyards and several horror objects. It will contain as well a fixed version of fml_beretta471 shotgun (i won't tell more cause it's surprise). the third small pack will be standalone addon and will suply the needs of sme more horror creatures like warewolves and aliens. I might add as well my versions of Michael Myers and Jason Vorhees  And now, finnaly the new screenies related with vampires this is Mike McGregor this is Yancy Butler my favourite actress together the crossbow one of the vampires the vampire woman, of course
  7. MiG2003

    Operation Farmland Mod

    Too heavy download for my poor 56kb/s connection I'll ask a friend to download this demo for me.
  8. MiG2003

    Vampires/Undead Pack Beta Release

    That's not difficult to do it. All is need is some good script to simulate the warewolf change and the warewolf attack.
  9. MiG2003

    Unified zombie pack release imminent

    You can release the campain now and release a new version after the new Zombie Mod comes up. Meanwile we can help you with voices and other stuff you need
  10. MiG2003

    Unified zombie pack release imminent

    Yeah!! Go for it mrbean1112
  11. MiG2003

    short takeoff

    That's a good tip Phil , thanks
  12. MiG2003

    Operation Farmland Mod

    Do you have any link related?
  13. MiG2003

    Cow with MG ???

    Operation Farmland don't have nothing to do with this addon, but it sure is a crasy one p.s. What a fat and high poly cow
  14. MiG2003

    Vampires/Undead Pack Beta Release

    Can solve the prob that way too . It is more difficult to set shadow than erase it That's a possibility I might include a Warewolf in my Horror Pack
  15. MiG2003

    Vampires/Undead Pack Beta Release

    Can any vampire expert tell me if the vampires project their shadow or this is a problem that affects the warewolfs
  16. MiG2003

    Disable the mortar smoke

    Well i've disabled it the hard way. Like people say: if Maomet don't goes to the mountain, the mountain goes to Maomet I remove the memory lod (after all i don't need it for this weapon) and now no smoke at all
  17. MiG2003

    Unified zombie pack release imminent

    Is it a bird? Is it a plane? No, is just...a new , scary, horrible and indigestible Zombie Â
  18. MiG2003

    Operation Farmland Mod

    You are right   That's a bug that will be fixed in the final version Â
  19. MiG2003

    Operation Farmland Mod

    I thing they are wright It is about time to release that animated horse SEA DEMON . And you will save me lots of work
  20. MiG2003

    Tank track rotation speed

    Not sure m8, maybe steerAheadSimul or steerAheadPlan, don't know. I have never worked on a tank You have in this code the main config tank functions <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Tank: LandVehicle { vehicleClass="Armored"; icon="tank"; outGunnerMayFire=0 displayName="$STR_DN_TANK"; nameSound="tank"; accuracy=0.120000; getInRadius=3.500000; fuelCapacity=700 irScanRangeMin=500 irScanRangeMax=4000 irScanToEyeFactor=1 armor=400 armorStructural=2.000000; class HitEngine { armor=0.800000; material=60 name="engine"; passThrough=1 }; class HitHull { armor=1 material=50 name="hull"; passThrough=1 }; class HitTurret { armor=0.800000; material=51 name="turet"; passThrough=1 }; class HitGun { armor=0.600000; material=52 name="gun"; passThrough=1 }; class HitLTrack { armor=0.600000; material=53 name="pasL"; passThrough=1 }; class HitRTrack { armor=0.600000; material=54 name="pasP"; passThrough=1 }; armorHull=1 armorTurret=0.800000; armorGun=0.600000; armorEngine=0.800000; armorLights=0.400000; armorTracks=0.600000; extCameraPosition[]={0,1.500000,4294967287}; class ViewPilot: ViewPilotBase { initAngleX=7 minAngleX=4294967281 maxAngleX=25 initAngleY=0 minAngleY=4294967206 maxAngleY=90 }; class ViewOptics: ViewOpticsBase { initFov=0.300000; minFov=0.070000; maxFov=0.350000; }; cost=1000000 steerAheadSimul=0.400000; steerAheadPlan=0.600000; predictTurnSimul=1.200000; predictTurnPlan=1.800000; soundEnviron[]={"Vehicles\OldRolling_Treads1",0.316228,0.700000}; soundEngine[]={"Vehicles\OldIdle1",0.316228,1}; soundCrash[]={"Vehicles\crash_small2",0.316228,1}; soundGear[]={"Vehicles\Gear_Trans1",0.003162,1}; soundDammage[]={"Objects\alarm_loop1",0.010000,1}; hasGunner=1 hasCommander=1 nightVision=1 forceHideGunner=1 driverAction="ManActCargo"; gunnerAction="ManActCargo"; commanderAction="ManActCargo"; driverInAction="ManActCargo"; gunnerInAction="ManActCargo"; commanderInAction="ManActCargo"; simulation="tank"; formationX=20 formationZ=30 precision=5 brakeDistance=15 maxSpeed=80 class TurretBase { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={"Vehicles\gun_elevate",0.031623,1.000000}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=4294967292 maxElev=20 minTurn=4294966936 maxTurn=360 body="OtocVez"; gun="OtocHlaven"; }; class Turret: TurretBase {}; class ComTurret { turretAxis="OsaVelitele"; gunAxis="OsaHlavneVelitele"; soundServo[]={"Vehicles\gun_elevate",0.000316,1.200000}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=4294967292 maxElev=20 minTurn=4294966936 maxTurn=360 body="OtocVelitele"; gun="OtocHlavenVelitele"; }; canFloat=0 weapons[]={"Gun120","MachineGun12_7"}; magazines[]={"Heat120","Shell120","MachineGun12_7"}; type=1 threat[]={0.700000,1,0.300000}; camouflage=8 audible=6 hideProxyInCombat=1 driverOpticsModel="optika_tank_driver"; gunnerOpticsModel="optika_tank_gunner"; commanderOpticsModel="optika_tank_driver"; driverOpticsColor[]={0,0,0,1}; gunnerOpticsColor[]={0.910000,0.230000,0.230000,1}; commanderOpticsColor[]={0.910000,0.230000,0.230000,1}; class Wheels { rotR[]={"kolL1","kolL2","kolL3","kolL4","kolL5","kolL6","kolL7","kolL8"}; rotL[]={"kolP1","kolP2","kolP3","kolP4","kolP5","kolP6","kolP7","kolP8"}; upDownL[]={"koloP1","podkoloP1","koloP2","podkoloP2","koloP3","podkoloP3","koloP4","podkoloP4","koloP5","podkoloP5","koloP6","podkoloP6","koloP7","podkoloP7","koloP8","podkoloP8"}; upDownR[]={"koloL1","podkoloL1","koloL2","podkoloL2","koloL3","podkoloL3","koloL4","podkoloL4","koloL5","podkoloL5","koloL6","podkoloL6","koloL7","podkoloL7","koloL8","podkoloL8"}; }; class GunFire: WeaponFireGun {}; class GunClouds: WeaponCloudsGun {}; class MGunFire: WeaponFireMGun {}; class MGunClouds: WeaponCloudsMGun {}; class HatchDriver { selection="poklop_driver"; axis="osa_poklop_driver"; angle=4294967196 }; class HatchCommander { selection="poklop_commander"; axis="osa_poklop_commander"; angle=4294967196 }; class HatchGunner { selection="poklop_gunner"; axis="osa_poklop_gunner"; angle=4294967196 }; class IndicatorSpeed { selection="ukaz_rychlo"; axis="osa_rychlo"; angle=4294967056 min=0 max=16.670000; }; class IndicatorSpeed2 { selection="ukaz_rychlo2"; axis="osa_rychlo2"; angle=4294967056 min=0 max=16.670000; }; class IndicatorRPM { selection="ukaz_rpm"; axis="osa_rpm"; angle=340 min=0 max=1 }; class IndicatorRadar { selection="ukaz_radar"; axis="osa_radar"; angle=4294966936 min=0 max=1 }; class IndicatorWatch { hour="hodinova"; minute="minutova"; axis="osa_time"; reversed=0 }; class IndicatorTurret { selection="ukazsmer"; axis="osa_ukazsmer"; angle=360 min=0 max=6.283185; }; class CargoLight { color[]={0,0,0,0}; ambient[]={0.600000,0,0.150000,1}; brightness=0.007000; }; transportMaxMagazines=50 transportMaxWeapons=10 };
  21. MiG2003

    Doomsday - Part II

    Or maybe a struggle between them. What a fight
  22. You just can't use it, sorry
  23. It was good if someone could create a small sample mission using this script
  24. MiG2003

    custom proxies?

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgNonAIVehicles { class ProxyCrew {}; class ProxyDriver: ProxyCrew {}; class ProxyCargo: ProxyCrew {}; class ProxyJeepCoDriver: ProxyCargo {}; class Proxyhorserider: ProxyDriver {}; class Proxyhorsecorider: ProxyCargo {}; }; class CfgVehicleActions { horserider="horserider"; horsecorider="horsecorider"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class States { class Driver: Default {}; class Cargo: Driver {}; class horserider: Driver { file="\fml_anim\anims\rider.rtm"; speed=2 looped=1 }; class horsecorider: Cargo { file="\fml_anim\anims\corider.rtm"; speed=2 looped=1 }; }; }; Just make those defines in your cpp and create the respective proxys in your P3d vehicle model
  25. MiG2003

    Scottish Pipers please.......

    Pipers That's interesting idea
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