MiG2003
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Everything posted by MiG2003
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I want to congratulate all the Czechs for the fabulous game i was proud to watch in my own country . Best game till now !!! I hope that Czech republic wins the Euro 2004. I don't believe that my team (Portugal) can do it, unfortunely MiG Temporarely out of Mod making to watch Euro 2004
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Downloading now... Looks great as usuall
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I might do it Cervo, as soon i get my main computer fixed . It became "melted" with a Thunder last night .
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Create movement on objects placed in wrp files
MiG2003 posted a topic in OFP : MISSION EDITING & SCRIPTING
I've got a pack with some windmills (Farmland objects) and they only work in the mission editor. They were made as tanks and i use the radar movement to create animation. Is it possible to add anything to the island config or a script, so they work? Version 1.10 of this addon can be downloaded from ofp.info -
Cervo is right! I might rescale those mushrooms
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Here it goes! Farmland Objects final version will be released May, 26 at ofp.info. It will contain more than 60 object addons and a file size about 6Mb. It is the time to point final bugs so i could fix them during this week  Screenshots of some of the new objects:
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One more fence included, this time a "bushfence". I'll make one more wood fence. Do you want wood paint fence? If so, maybe white is the more common, what do you say reinhard66? Bush fence screenshot
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I assume you are using proxys to do that, right? Is it an addon or a mission you are making?
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Yes it can be done and it was done in the stargate addon Don't have the link anymore but if anyone is interested Wizzywig knows the download link for stargate .
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Just read this thread Drow paatool11
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Real great, downloading...
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You mean much harder, DeadMeatXM2
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Zombie_Mod: Are there any new missions with zombies latelly so i can play for a while? I've only played Doomsday and it was real scary
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Soon m8, but i want to finnish this pack, a city pack addons i'm doing and a trench complex for Unsung Mod, first. I'm working on this just in the weekends cause i have a damn job that makes me travel around the country I was having problems in solving the mule major problem but it's solved now and mule is working 100%. The wild animals pack i'm thinking in release soon will not contain much animals cause they are very hard to make and animate. I intent, but only after OFP2 come out, make a big pack with animals but only if i get help in labour of modelers and animators
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Create movement on objects placed in wrp files
MiG2003 replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
No need of thinking in the prob anymore folks . Fixed with the help of JörgF from mapfact. Thanks to everybody ! -
I real need this addon
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Thanks Parker Hale, but the fields have still a bug. I've corrected the view geometry lod cause it was causing invisibility problems around them. No bugs in the next version , i hope
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The first thing you folks have to do is find real interested people for this ww1 mod. If you found it and work together mod will rise, if not... Believe me that this is a lot of work and most of recruited people will quit in a few months. I don't have time to help, but i believe there are in the community some real interested people in ww1. Good luck for this hard task
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Create movement on objects placed in wrp files
MiG2003 replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
Hi friends, just getting home finnaly. Mapfact air tower works very fine with the inside script. The player just need to type in a trigger [(object 020069)] exec "\JOF_Objects1\Radar.sqs" and air towers edited in wrpfiles are animated. The object number is the id Dschulle and Leone: I agree with you folks and when i post this request i was thinking in a similar solution using ID number and a script like Mapfact did. Unfortunately i don't understand nothing about scripting. Let's see the solution Wizzywig has found. -
Added right now some individual potatoe plants to my farm
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Sure i get your point DV Chris Death. I'm thinking of creating  some more no enterable houses (to save some file size) and about ruined houses it's possible i might add some more too. I can create some bullet impact effects and place them in the P3d . If i use hidden selections option everything is settled in the config without increasing file size (what i mean is that i can use the same p3d for several buildings and make them look different ingame). I've got another idea that is the creation of  ruined road section . I'm preparing another  pack that will be released in a month that will contain another different building types such as dock, lighthouse, iron bridge, commercial city buildings, wall advertisings,  ruined entrable city houses, underground enterable  sewages and much more...
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Create movement on objects placed in wrp files
MiG2003 replied to MiG2003's topic in OFP : MISSION EDITING & SCRIPTING
Thanks Wizzywig, I'll try your script as soon as i get home Friday night -
Real Cool! I can hardly wait to have a real large city at OFP
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Here is a working island config if you need it. Just replace whatever you need: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines #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 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class mig_farmland { units[] = {}; worlds[] = {"mig_farmland"}; requiredVersion = 1.30; }; }; class CfgWorldList { Â Â Â class mig_farmland {}; } class CfgSurfaces { }; class CfgEnvSounds {}; class CfgWorlds { class DefaultWorld {}; class Cain: DefaultWorld {}; class mig_farmland : Cain { access=3; worldName="\mig_farmland\mig_farmland.wrp"; description="Farmland"; icon="\mig_farmland\farmland.paa"; Â Â Â Â Â Â Â Â startTime="7:30"; Â Â Â Â Â Â Â Â startDate= 3,04878048780488E-02; Â Â Â Â Â Â Â Â startWeather=0.400000; Â Â Â Â Â Â Â Â startFog=0.000000; Â Â Â Â Â Â Â Â forecastWeather=0.400000; Â Â Â Â Â Â Â Â forecastFog=0.000000; Â Â Â Â Â Â Â Â seagullPos[]={2837,2449,50}; centerPosition[] = {1308,4182,50}; cutscenes[]={"..\addons\mig_farmlandanim\intro"}; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â ilsPosition[] ={0,0,0}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]={}; ilsTaxiOff[]={}; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; class Names { Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â class Farmland { name="Farmland"; position[]={1308,4182,50}; }; Â Â Â Â Â Â Â Â Â Â Â Â class Helena { name="Sta. Helena"; position[]={5030,1665,50}; }; Â Â Â Â Â Â Â Â Â Â Â Â class Omaha { name="Little Omaha"; position[]={2389,684,50}; }; class Castle { name="Calabre Castle"; position[]={2837,2449,50}; }; Â Â Â Â Â Â Â Â Â Â Â Â class Airport { name="Airport"; position[]={1073,1539,50}; }; class MiGtitle { name="Farmland Islands by MiG"; position[]={974,5975,50}; }; }; Â Â Â Â Â Â Â Â class EnvSounds: CfgEnvSounds { class Rain { sound[]={"Environmental\Rain_hard",0.001000,1}; soundNight[]={"Environmental\Rain_hard",0.001000,1}; }; class Sea { sound[]={"Environmental\wave_break",0.000100,1}; soundNight[]={"Environmental\wave_break",0.000100,1}; }; class Meadows { sound[]={"animals\crickets03",0.000018,1}; soundNight[]={"animals\crickets03",0.000018,1}; }; class Trees { sound[]={"animals\crickets03",0.000100,1}; soundNight[]={"animals\crickets03",0.000100,1}; }; class Hills { sound[]={"Environmental\wind_heavy",0.000032,1}; soundNight[]={"Environmental\wind_whistle",0.000032,1}; }; }; }; };
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Here is a working island config if you need it. Just replace whatever you need: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines #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 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class mig_farmland { units[] = {}; worlds[] = {"mig_farmland"}; requiredVersion = 1.30; }; }; class CfgWorldList { Â Â Â class mig_farmland {}; } class CfgSurfaces { }; class CfgEnvSounds {}; class CfgWorlds { class DefaultWorld {}; class Cain: DefaultWorld {}; class mig_farmland : Cain { access=3; worldName="\mig_farmland\mig_farmland.wrp"; description="Farmland"; icon="\mig_farmland\farmland.paa"; Â Â Â Â Â Â Â Â startTime="7:30"; Â Â Â Â Â Â Â Â startDate= 3,04878048780488E-02; Â Â Â Â Â Â Â Â startWeather=0.400000; Â Â Â Â Â Â Â Â startFog=0.000000; Â Â Â Â Â Â Â Â forecastWeather=0.400000; Â Â Â Â Â Â Â Â forecastFog=0.000000; Â Â Â Â Â Â Â Â seagullPos[]={2837,2449,50}; centerPosition[] = {1308,4182,50}; cutscenes[]={"..\addons\mig_farmlandanim\intro"}; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â ilsPosition[] ={0,0,0}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]={}; ilsTaxiOff[]={}; Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; class Names { Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â class Farmland { name="Farmland"; position[]={1308,4182,50}; }; Â Â Â Â Â Â Â Â Â Â Â Â class Helena { name="Sta. Helena"; position[]={5030,1665,50}; }; Â Â Â Â Â Â Â Â Â Â Â Â class Omaha { name="Little Omaha"; position[]={2389,684,50}; }; class Castle { name="Calabre Castle"; position[]={2837,2449,50}; }; Â Â Â Â Â Â Â Â Â Â Â Â class Airport { name="Airport"; position[]={1073,1539,50}; }; class MiGtitle { name="Farmland Islands by MiG"; position[]={974,5975,50}; }; }; Â Â Â Â Â Â Â Â class EnvSounds: CfgEnvSounds { class Rain { sound[]={"Environmental\Rain_hard",0.001000,1}; soundNight[]={"Environmental\Rain_hard",0.001000,1}; }; class Sea { sound[]={"Environmental\wave_break",0.000100,1}; soundNight[]={"Environmental\wave_break",0.000100,1}; }; class Meadows { sound[]={"animals\crickets03",0.000018,1}; soundNight[]={"animals\crickets03",0.000018,1}; }; class Trees { sound[]={"animals\crickets03",0.000100,1}; soundNight[]={"animals\crickets03",0.000100,1}; }; class Hills { sound[]={"Environmental\wind_heavy",0.000032,1}; soundNight[]={"Environmental\wind_whistle",0.000032,1}; }; }; }; };