

Monoloth
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Vampires/Undead Pack Beta Release
Monoloth replied to General Barron's topic in ADDONS & MODS: COMPLETE
Pathy, yes it is indeed the weapon, and yes it is done (GOD I HOPE) lol. As soon as kueter gives the ok, I will send it to you as promised -
Vampires/Undead Pack Beta Release
Monoloth replied to General Barron's topic in ADDONS & MODS: COMPLETE
As an afterthought  On Friday, August 13th, the Disciples Squad got together for the first annual FESTIVAL OF RETARDS at my place in Ohio.  While not all of the squad members could make It for various reasons (hurricanes, slipped discs, general whinning, meteors from Uranus, etc) the ones that showed up (meaning the first time we had ever met face to face) seemed to have a blast.  My blessed wife and I hosted it, we had 100 lbs of ribs, 3 kegs, and free use of a paintball field/equipment/air station and free paintballs for the weekend.  WE HAD A FUCKING BLAST!!!!!!!!!!!!!  We carried on till the wee hours of the mornings on Fri and Sat, and still didnt manage to kill the 3 kegs or all of the ribs, even tho Redemption doesnt seem to need sleep, and Tonelock drinks like a damm sponge.....  It was a very distinct pleasure for my wife and I to finally meet several of the "voices" that I at least have come to call friends over the last few years.  We plan on making this an annual event, at a different location each year, and I must say........................I wouldnt have traded the weekend of the Festical of Retards for the world.  Our resident camera freak, Rip, took some great pics of the debauchery, and they can be d-loaded and viewed at http://207.72.6.37:8282/watch/F.O.R.PICS.zip  and  http://207.72.6.37:8282/watch/F.O.R.Pics(2).zip  for any interested parties.  Copy and paste if link wont work. As a dedicated player/map-maker/addon maker of the OFP community, I would seriously reccommend any kind of get-together for a clan, in person.  Drink some beer, eat some food, then go invade a neighboring town.  IT RULES!!!!!!!!!!!! I would like to thank BIS for providing the opportunity for such a large gathering of ppl, a great game, and all the accompanying headaches.  Thanks to DISCIPLES for tolerating me!!!! ANY OF YOU FREAKS IS WELCOME AT MY HOUSE ANYTIME!!!!!!!!!!! Once again: LIVE NAKED PLAY NAKED DIE NAKED WHEN IN DOUBT...............KILL YOURSELF Monoloth  [Public relations Officer; Disciples Squad, OFP] PS:  We currently use the OFP watch Auto_D_Loader for our server, feel free to look us up @ our site http://disciples-squad.net/ or on our server : Server ip is 68.193.178.23 port # 2302 We currently use the FDF MOD, connect witrhout it, and we will be forced to kick you as it will make the server all types of poopie-pants............. -
Vampires/Undead Pack Beta Release
Monoloth replied to General Barron's topic in ADDONS & MODS: COMPLETE
errrrr....................actually GB, my name is Monoloth, but thats cool, lol. Regarding what you and Kueter have been working with, I have the *Special Weapon* finished, sent it to Kueter for Beta the other nite. You may want to touch base with him, may need to "beef" it up a bit in the cpp. I havent forgotten the *wish list* you and Kueter discussed, work load is heavy right now, as well as working on the second and third Engineering Degree (i am a glutton for punishment) but I havent forgotten and I think I can manage it all, just be patient. I am also finishing some custom units for Kueter, that will be coupled with what the two of you have been conspiring on, plz get with him within the next few days regarding these units, just in case some adjustments need to be done. I hope to have the beta to him by Sunnday evening at the soonest, Tuesday at the latest. Well, sorry for the length of the post, you can call me names in the Disciples Forums, lol -
Thank you feersum, how bout the part about the bolt leaving the bow?
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// some basic defines //delete all this extra crap ive added in to explain everything as soon as your ready. #define TEast 1 #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 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class DOA_CrossBow { units[] = {SoldierWDOA_CrossBow}; weapons[] = {DOA_CrossBow}; ammo[] = {DOA_Bolt}; requiredVersion = 1.91; }; }; class CfgRecoils { DOA_CrossBowRecoil[]={0.010000,0.001000,0.001000,0.100000,0,0}; }; class CfgAmmo { class default {}; class BulletSingle:default {}; class BulletSniper: BulletSingle {}; class DOA_CrossBow:BulletSniper { hit=12; indirectHit=9; indirectHitRange=0.0100000; tracerColor[]={1,0,0,0.100000}; tracerColorR[]={1,0,0,0.010000}; minRange=10; minRangeProbab=0.800000; midRange=100; midRangeProbab=0.950000; maxRange=300; maxRangeProbab=1.000000; thrustTime=1.0; //alter the thrust, thrusttime and maxspeed for changing the arc thrust=345; maxSpeed=300; model="\DOA_CrossBow\DOA_Bolt.p3d"; //The model of the ammo to be fired. simulation="shotbullet"; visibleFire=1; audibleFire=0; soundFly[]={"",1,1}; soundHit[]={"",1,1}; //when it hits soundhitGround[]={"soundHit",1}; //when it hits ground....ect ect.... soundhitMan[]={"soundHit",1}; soundhitArmor[]={"soundHit",1}; soundhitBuilding[]={"soundHit",1}; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class DOA_CrossBow: Weapon {}; }; class CfgWeapons { class default{}; class MGun: default {}; class Riffle: MGun {}; class SniperRiffle: Riffle{}; class DOA_CrossBow: SniperRiffle { scopeWeapon=2; scopeMagazine=2; modelSpecial="\DOA_CrossBow\DOA_CrossBowB.p3d"; model="\DOA_CrossBow\DOA_CrossBow.p3d"; picture="\DOA_CrossBow\DOA_CrossBow.paa"; //sound[]={"\XBOW\XBOWshot.ogg",15.000000,0.90000}; reloadSound[]={"",1,1}; reloadMagazineSound[]={"",1,1}; count=5; //number of shots dispersion=0.000200; ammo="DOA_CrossBow"; recoil="DOA_CrossBowRecoil"; reloadTime=1.5; //change this value to increase time between shots. Its in seconds. magazineReloadTime=3; //ditto but for magazines. optics=1; modelOptics="\DOA_CrossBow\XbowScope.paa"; opticsZoomMin=0.40000; opticsZoomMax=0.40000; distanceZoomMin=100; distanceZoomMax=500; magazines[]={"DOA_CrossBowQuivermag"}; displayName="DOA CROSSBOW"; useAction=0; useActionTitle=""; }; class DOA_CrossBowQuivermag: DOA_CrossBow { scopeWeapon=0; scopeMagazine=2; displayNameMagazine="Bolts"; shortNameMagazine="Bolts"; //picture="\XBOW\XBOWmag.pac"; //same as weapon picture only for the ammo, picture needs to be 64x64 pixels }; }; class CfgVehicles { class All{}; class AllVehicles: All{}; class Land: AllVehicles{}; class Man: Land{}; class SoldierWB: Man{}; class SoldierWDOA_CrossBow: SoldierWB { displayName="Soldier (DOA_CrossBow)"; //change this to whatever you want your soldier to be called vehicleClass="Men"; weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[]={"DOA_CrossBow","NVGoggles","Throw","Put"}; magazines[]={"DOA_CrossBowQuivermag","DOA_CrossBowQuivermag","DOA_CrossBowQui vermag","DOA_CrossBow Quivermag","DOA_CrossBowQuivermag"}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyDOA_CrossBow: ProxyWeapon {}; }; As you can see I have put the optics p[ath that I made in the config, now the game gives me the following error when I try to test the addon in game: WARNING: preNLOD format in object doa_crossbow\xbowscope.paa So, that is not working oput quite like I had hoped. Also, when I leave the optics part out, just to try and test the rest of the addon ingame, it will not fire the specified ammo that I created, the DOA_Bolt, In fact, it wont even fire at all, I reload it, the bolt is visible in the bow, but it wont fire. That is using the config posted by Pathy above. When I use the original config I posted in the very beginning of this post, and take out the optics to avoid the error, it will fire, but without the bolt being animated. I will default back to the M21 optic, that is of little concern, but I am desperately needing this bolt animation to work. I am dying to get this thing moving foward, Kueter is dyi8ng to get his campaign released, and this is tyhe holdup, please help me if anyone can!!!!!!!!
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Thanks for the reply Hide, but how do i do that? I selected the holster, and the belt, then hit F5 (recalculate normals) but the same problem happened. Am I doing this incorrectly? What is redefine? Is that where I name what I select as a new slection? If so, does it need to be in Czech? BTW, I have the radio doing this as well, the holster is named "holster", and the radio is named "radio", in english After I select the two parts (example, the belt and the holster) do I make a new named selection for them? If so what would I call it? Sorry for all the apparently redundant questions, I just started out making Units, and they are quite a bit more complicated than byuildings, islands, and maps
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I am also rather new to O2, but if you hold the shift key down and use the arrow keys (not on the numpad, just the plain arrows) you can adjust the size of the texture you have loaded.
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Ok, I am making unit addons, and I have all the basics covered.........except for 1 I created a holster, very realistic looking (IMHO), and in Bulldozer & O2 Lite, iot appears right where I placed it.on the belt on the right hand side. However, when I pbo the addon, the holster is half in the ground, sort of following the unit around like its attached to a string. I poured thru all of the posts in these forums, and the only 2 posts that I found that would havce helped, the authors had the same problem, then they found the fix on their own, and never bothered to go back and post the solution. So if anyone can give me a hand, I would greatly appreciate it.