MiG2003
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Everything posted by MiG2003
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Horror pack 3 will have warewolves so the transformation man/wolf and wolf/man will be a reality, i hope
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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
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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
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And the image speaks for itself Amazing combination Fighter
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Vampires/Undead Pack Beta Release
MiG2003 replied to General Barron's topic in ADDONS & MODS: COMPLETE
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> -
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
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Too heavy download for my poor 56kb/s connection I'll ask a friend to download this demo for me.
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Vampires/Undead Pack Beta Release
MiG2003 replied to General Barron's topic in ADDONS & MODS: COMPLETE
That's not difficult to do it. All is need is some good script to simulate the warewolf change and the warewolf attack. -
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
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Yeah!! Go for it mrbean1112
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That's a good tip Phil , thanks
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Do you have any link related?
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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
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Vampires/Undead Pack Beta Release
MiG2003 replied to General Barron's topic in ADDONS & MODS: COMPLETE
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 -
Vampires/Undead Pack Beta Release
MiG2003 replied to General Barron's topic in ADDONS & MODS: COMPLETE
Can any vampire expert tell me if the vampires project their shadow or this is a problem that affects the warewolfs -
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
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Is it a bird? Is it a plane? No, is just...a new , scary, horrible and indigestible Zombie Â
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You are right   That's a bug that will be fixed in the final version Â
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I thing they are wright It is about time to release that animated horse SEA DEMON . And you will save me lots of work
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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 };
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Or maybe a struggle between them. What a fight
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I need a simple config.cpp/cfgmovesmc for vehicles
MiG2003 replied to durace's topic in OFP : O2 MODELLING
You just can't use it, sorry -
How to detect wich part of a soldiers body
MiG2003 replied to nephilim's topic in OFP : MISSION EDITING & SCRIPTING
It was good if someone could create a small sample mission using this script -
<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
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Pipers That's interesting idea