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MadFred

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  1. MadFred

    FFUR-SLX 2007 2.0

    Hi all, I've been away from OFP for a long time and recently re-installed it in order to play the old campaigns with this mod, for old time sake yet with a new feel to it, so to speak. (I also play ArmA, in case you wonder, but I am not as active as I once was) I must say it is a brilliant mod indeed, very nice work!!! But I have two questions, about things I would rather change, if possible. Is it - as asked on the previous page aswell - possible to return the 3rd person view back to normal? I don't like the close back-and-to-the-right style view at all, unfortunatly. And is it possible to reduce the volume of the breathing? It's just unnaturally loud in my opinion. Even in a big gunfight I can hear 'my' breathing perfectly, that's just not right I think. Other than that I have no complaints, it's superb fun to play ofp again with this conversion!! Kind Regards, Fred
  2. MadFred

    DFS Scandrova Released

    Thank you very much for the input Kyle, indeed we had to place one of the oil addon objects in the mission editor. so, to sum up; * Mapfact Baracken * To use the full animation of the radar tower and the hangar doors, add the following lines to the init.sqs of your mission: [object 6437] exec "\Baracken\Hangar01.sqs" [object 7984] exec "\Baracken\Hangar01.sqs" [object 2590] exec "\Baracken\Radar.sqs" [object 290364] exec "\Baracken\Radar.sqs" * Mapfact Oil Addon * First, place one of the Mapfact Oil Addon object in the mission. Without it, none of the scripts works. You can find them in the editor under; Empty/Mapfact OA: Objects * Mapfact OilAddon Script Part I * You can have the Oil Pumps on the Island animated. Be aware that the Oil pumps eats up fps so be sparse in using them, also the Oil pumps are not MP compatible by default, the correct line to change this will follow below. To use them add the following or part of it to the init.sqs of your mission: [object 32705,1]exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 32706,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 31358,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 18005,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 17300,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 17308,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 16515,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 16513,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 17298,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 15793,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 15794,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" [object 15796,1] exec "\MAP_OilAddon_script\MAP_OA_pumpInit.sqs" To make the Oil pumps MultiPlayer compatible, put this line in your mission init.sqs file: MAP_OA_MPPumpAnim=true * Mapfact OilAddon Script Part II * You can have fire animation on the Oil turrets. Be aware that the Oil turret fire eats up fps so be sparse in using them. To use the fire animation for the oil turrets, add the following or part of it to the init.sqs of your mission: object 32708 exec "\MAP_OilAddon_Script\Feuer.sqs" object 32709 exec "\MAP_OilAddon_Script\Feuer.sqs" object 32717 exec "\MAP_OilAddon_Script\Feuer.sqs" object 31359 exec "\MAP_OilAddon_Script\Feuer.sqs" object 26494 exec "\MAP_OilAddon_Script\Feuer.sqs" object 24384 exec "\MAP_OilAddon_Script\Feuer.sqs" object 24385 exec "\MAP_OilAddon_Script\Feuer.sqs" object 20622 exec "\MAP_OilAddon_Script\Feuer.sqs" object 20623 exec "\MAP_OilAddon_Script\Feuer.sqs" object 19381 exec "\MAP_OilAddon_Script\Feuer.sqs" object 19380 exec "\MAP_OilAddon_Script\Feuer.sqs" object 22858 exec "\MAP_OilAddon_Script\Feuer.sqs" object 22859 exec "\MAP_OilAddon_Script\Feuer.sqs" object 15650 exec "\MAP_OilAddon_Script\Feuer.sqs" object 17294 exec "\MAP_OilAddon_Script\Feuer.sqs" object 16511 exec "\MAP_OilAddon_Script\Feuer.sqs" object 15788 exec "\MAP_OilAddon_Script\Feuer.sqs" object 15802 exec "\MAP_OilAddon_Script\Feuer.sqs" object 15055 exec "\MAP_OilAddon_Script\Feuer.sqs" object 14468 exec "\MAP_OilAddon_Script\Feuer.sqs" object 18014 exec "\MAP_OilAddon_Script\Feuer.sqs" object 18768 exec "\MAP_OilAddon_Script\Feuer.sqs" object 21313 exec "\MAP_OilAddon_Script\Feuer.sqs" object 21841 exec "\MAP_OilAddon_Script\Feuer.sqs" object 20627 exec "\MAP_OilAddon_Script\Feuer.sqs" object 23505 exec "\MAP_OilAddon_Script\Feuer.sqs" object 24388 exec "\MAP_OilAddon_Script\Feuer.sqs" object 22326 exec "\MAP_OilAddon_Script\Feuer.sqs" object 22859 exec "\MAP_OilAddon_Script\Feuer.sqs" object 22858 exec "\MAP_OilAddon_Script\Feuer.sqs" object 18764 exec "\MAP_OilAddon_Script\Feuer.sqs" object 19992 exec "\MAP_OilAddon_Script\Feuer.sqs" ----------------------------------------------------------- p.s. instead of using any of these animations by activating them in your mission init.sqs file, you could of course alternatively use a unit's init field, a waypoint or a trigger. and if you want to have just a few of these working, you could either put less of them in your init file, or you can always put a semicolumn (;) in front of the one(s) you want to shut down in the list. * As said before, the Cranes animations are covered by the readme provided with the Addon and there is also a sample mission that comes with it. Regards, DFS Team.
  3. MadFred

    DFS Scandrova Released

    Thanks for the compliments guys, much appreciated. Sakura; We honestly don't know how to make the hangar (we take it you mean the biggest ones on the main airbase) and the radartower work. They came from the Mapfact Baracken 1.5 pack and unfortunatly there is nothing mentioned in the readme file about these objects. We have however emailed them about it and we are hoping for an answer soon. Alternatively, if someone reading this knows about them, some information would be appreciated. By habor.. you possibly mean harbor cranes? They are from Mapfact's Oil Addon 1.02, and you can find how to implement the script for it in the Addon's Readme file. An example is included aswell IIRC. Regards, DFS Team
  4. MadFred

    DFS Scandrova Released

    Hello guys, Lee, you have a valid point there considering the CTI. We will take this into consideration. A possible ArmA conversion of our island will most likely have a bridge from that city to the small airfield. The current version will stay as it is for now, as we are concentrating on getting a small campaign and some SP and MP missions finished up so people have something to play around with. Thank you for your suggestion tho, we are always open to peoples thoughts and ideas. Tankieboy: I don't know why the site is messed up for you, it works for me and so far we have had no complaints. can you tell me which browser you are using? Regards, MadFred
  5. We are happy to release our first Operation Flashpoint Addon today. Scandrova Island The island features; * nice rolling hills terrain * a large desert * a big airbase and a smaller airfield * a big river dividing the island * several military installations, larger bases and smaller campsites * a few big cities and a lot of towns, villages and farms. * and a lot of other interesting spots. The island consists mostly of OFP:Resistance textures and objects, with a few exceptions in the form of Cold War Crisis  objects, some custom made terrain textures and several community addons (the great work of Mapfact and BAS) which can be found in the 'Island' section of our site. The island was made with Wrptool and it's size is 256 cells, that is the default BIS 12,8 x 12,8km size. We release the island in it's current form for OFP:Resistance v1.96 and when Armed Assault comes along there will most likely be a conversion done for ArmA. We announced the island with the intention to release it with a campaign, unfortunatly due to lack of time we will not be releasing a campaign just yet but we feel that the island is good to go. The island now comes as a stand alone and a small campaign and a number of SP and MP missions to play around with will be available later from our site. The ArmA version we will eventually be making provided all the tools for it will become available, will have a much bigger campaign and a lot more MP missions. visit our site for additional images and download DFS Site We hope you enjoy it, have fun!! regards, Widmak and MadFred, DFS p.s. site owners feel free to host our island
  6. MadFred

    DFS is working on Scandrova

    thank you Yes, the island will have an intro movie, several most likely.
  7. MadFred

    DFS is working on Scandrova

    Thanks for the compliments guys. Onix, thx for the suggestions aswell We will most likely also include some MP missions. as far as bases go.. at present there ARE two big bases (for east/west kind of idea indeed) on opposite sides of the island and a few small ones scattered around. We are not going to use any additional Industrial addons atm as we want to keep the industry on this island to a minimum. I know that some spots will have a somewhat repetetive look when restricted to RES objects, but there's only a few factories on the whole island anyway. There's allready a few "special" and "hidden" spots around the island, and no doubt more will follow. To say what the difference is between this one and other modern islands? Â no idea, would be a matter of taste I guess. We are creating it because we enjoy doing so and end up with a nice place to have our MP sessions on. If someone else uses it and likes playing on it then that is an added bonus.
  8. MadFred

    DFS is working on Scandrova

    we kind of have that idea with the elevated bridge over one of the cities that ends on a bank on the edge of the city kind of.. not directly visible but it's off to the lower right
  9. MadFred

    DFS is working on Scandrova

    We haven't planned such things yet, but anything is possible at this point. For now we are using resistance textures and objects, with various Mapfact objects as the only addons atm. at the moment we are both working on the island and as soon as the island is far enough along for one of us to start creating a campaign, the other one will most likely look into extra details/addons. Fred
  10. MadFred

    DFS is working on Scandrova

    a few more shots:
  11. Hi, Widmak and myself from DFS are working on our first island for OFP. It's a 256 cell, or 12,8 square km island called Scandrova. It features nice rolling hills, a river, a large desert, has an airbase, several larger cities and towns and lots of farms and villages aswell as several military installations. It's a work in progress but we estimate that it's 60% done. We also plan to release it with a campaign. release date is unknown at this time. DFS_MadFred
  12. Yeah for a mission I make lines by (obviously) giving them LINE formations and having the groups close together. but it never makes a fluid solid line... which isnt bad if you are playing, but for a photo I needed a better looking formation.
  13. They are not grouped actually And you cant have more than 63 groups per side, so there's a lot more guys there then that... That shot actually exsists of 3 different screenshots with overlapping unit coverage, all taken from exactly the same angle and then cut and pasted together to make one big line.
  14. Here's some photo's I took. Thought I'd share them with you. May not be top notch combat photography, still, my way of saying: Thumbs up! and Thank you! [mg]http://img.photobucket.com/albums/v200/DFS_MadFred/CWModwarphotographyaged4.jpg[/img]>100kb
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