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MarkSheppard

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About MarkSheppard

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  1. MarkSheppard

    Need help with HFR_AH64...driving me crazyH

    Then would you point it to me then, instead of being sarcastic?
  2. I'm using FFUR Woodland 85's BIN file as a base; and I get this error message for a LOT of missions, the only thing even remotely close to that addon is Helifreak's HFR_APAC Linka to the file in question Looking into the PBO and extracting it, I find a lot of references to HFR_AH64 in the CPP files. After many attempts in trying to fix it; I finally decided to change the model to a different one in the config.bin file; using MPIV's AH-64 pack instead; using the code below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class AH64:Helicopter { picture="\apac\iAH64"; crew="SoldierWPilot"; scope=2; side=1; displayName="AH-64A Apache"; nameSound="chopper"; accuracy=0.3; driverAction="ManActAH64Pilot"; gunnerAction="ManActAH64Gunner"; maxSpeed=296; soundEngine[] = {"\apachesound\ah64_engine.ogg",db+30,1}; soundLandCrash[] = {"\apachesound\aircraftcrash.ogg",db+50,1}; soundWaterCrash[] = {Explosions\intowater,db-10,1}; soundDammage[] = {"\apachesound\alert.ogg",db+20,1}; insideSoundCoef = 0.000500; gunnerOpticsModel = "\optik\optika_ah64"; armor=80; cost=10000000; model="\mpiv_ah64\mpiv_ah64.p3d"; laserScanner=1; rotorBig="apach_vrtule"; rotorBigBlend="apach_vrtule"; rotorSmall="apach_vrtulka"; rotorSmallBlend="apach_vrtule2"; weapons[]={"MachineGun30W","HellfireLauncherApach","ZuniLauncher38"}; magazines[]={"MachineGun30W","HellfireLauncherApach","ZuniLauncher38"}; type="VAir"; threat[]={0.3,1,0.8}; dammageHalf[]={"\apac\apach_in_skla.paa","\apac\apach_in_sklaC.paa"}; dammageFull[]={"\apac\apach_in_skla.paa","\apac\apach_in_sklaC.paa"}; But when I load up Bas Alta Tension, it gives me that annoying error and goes into an endless loop which I have kill OFP to get out of... I'm at wit's end here
  3. MarkSheppard

    My VDV Campaign (shots of developmental missions)

    Thanks for the helpful comments! I've been working on Mission 2; and playing some more Flashpoint; one of the things I find with a lot of usermade campaigns is that they're too unrealistic in some ways, like for example, there's a heavy and unhealthy emphasis on special forces spook sneaking, instead of straight up infantry combat; or assigning too little troops to achieve the objectives; like sending only two PBRs to sieze a heavily defended coast with DSHK 12.7mm MG emplacements everywhere...
  4. MarkSheppard

    My VDV Campaign (shots of developmental missions)

    Sorry. Won't happen again.
  5. MarkSheppard

    Making units "talk" in animation

    Hmm I may have something here. Basically, I took an original BI file from the '85 campaign, and turned down it's sound big time; so that you don't hear anything when it plays; but kept it's original LIP file. Teh Talk.lip and Talk.ogg combo only take up 19 kb space, and you can re-use them as many times as you want.... Like for example... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> MAN1 say "Talk" TitleText ["Hey Kozzie, what's up?", "plain down"] ~1.5 MAN1 say "Talk" ~2.5 MAN2 say "Talk" TitleText ["Not Much.", "plain down"] Basically, repeating the same empty "talk" soundfile as many times as you need to represent long sentences.... What do you guys think?
  6. MarkSheppard

    Making units "talk" in animation

    I've put together the following simple script that makes a unit "talk", and then stop; however, it only works when the person is standing up, and not seated in a vehicle. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //This turns on the "talking" animation UNITNAME switchmove "EffectStandTalk" //Short time delay ~0.1 //Places the Talk Text on the bottom of the screen TitleText ["Talk Talk Talk", "plain down"] //Midlevel time delay to represent him talking ~8 TitleText ["Talk Talk Talk", "plain down"] ~8 //This effect turns off the talking animation and returns him to default state UNITNAME switchmove "null" //This signals the end of the script to OFP Exit
  7. ...but I'm looking for an animation that works when they're sitting down, so I can have them do something in tune with a titletext and PLAIN DOWN action; to have a professional looking mission cutscene with talking.
  8. MarkSheppard

    How do you make radio commands appear?

    I do know how to use the search function, I just forgot to set it to "the beginning" Thanks for pointing out that.
  9. Basically, I want a Radio Code Command "Bravo" which is a "Move all men south to sieze XX" to appear on the player's radio list after a trigger has been fired; e.g. the enemy has been cleared from an area. I've lookd in the FAQ, and used the search function, but didn't find it. Help is appreciated.
  10. This was my first real mission, which I built mainly to showcase OWP's Mi-26 HALO and it's capabilities, and it's turning into a campaign involving the VDV. --------------------------- Mission Briefing Due to the rather extensive NATO radar network on Everon, Front HQ has decided to use Mi-26s to insert your VDV battalion onto the island to seize the airfield and other important areas, as they can fly under the radar horizon over long distances much easier than conventional fixed-wing aircraft. Casualties are expected to be colossal. Do not be annoyed if you die before you even reach the ground; or if your chute doesn't open. That's how airborne operations work in real life; large amounts of wasteage. Simply restart the mission and try again, until you land on the airfield, then save the game. You have unlimited saves on Radio Code 1. ----------------------------------- [ig]http://img205.imageshack.us/img205/2077/ofpshepvdv10vl0.jpg[/img]>100kb Early development shot on how you start the game; your position has been moved around a bit so that you're now in the middle of the paratroop seats, allowing you to jump in the middle, instead of waiting last. [im]http://img135.imageshack.us/img135/1240/ofpshepvdv11nu1.jpg[/img]>100kb Pair of Mi-26 HALOs on the way to Everon Airport, holding about 50~ paratroops each. [im]http://img135.imageshack.us/img135/8098/ofpshepvdv12ty7.jpg[/img]>100kb The Airborne Assault. Phase 2 of the Assault Some work needs to be done on Airspace deconfliction.... Heheh
  11. MarkSheppard

    Problems with Addons not seeing other addons...

    Wait, I may have seen my problem. I normally load the game using FFUR's woodland '85 mod, and I'm seeing a bunch of files that are also the same, like CBT_MISC; so when OFP comes along and sees the same file in the reguar addon folder and in my FFUR addon folder the game gets into a slapfight and ends up not recognizing it.
  12. Biggest example so far; any of the Combat! packs like CBT_M577 and so on When I load up OFP Resistance, I get a message stating that the addon needs "CBT_MISC" to function; yet the CBT_MISC.pbo file is already in my Res/Addons folder. The same thing also happens with the OWP MI-26 addon, it won't see the OWP_Crew addon.
  13. I've basically been trying to make the "Mission Wizard" Single Player Template 1-6_C_Cooperative work with the BWMOD German Troops as a cloned mission with just the names of the vehicles changed so I can have some random German infantry goodness; but it never shows up in the "Mission Wizard"! I've tried moving around the folders, PBOing them, sometimes I get it to work.....sorta, and then the next time I reload flashpoint, the mission template doesn't show up in the Wizard
  14. MarkSheppard

    "Kola"

    I'm playing the Finlandsky Vokzal campaign and on mission FIN30: Wakeup i get the error: "Cannot load mission; missing addons: kolo" I've searched at OFP Filefront, and I can't find anything named that.
  15. MarkSheppard

    FFUR 2006 2.0 Total conversion pack

    In another thread, they told me to go look at the latest FFUR thread.
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