Macser_old
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Everything posted by Macser_old
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I think you might need to re-check your selections. :)
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Please bear in mind Sanctuary has done a hell of a lot of manual work with OFPanim.And produced some excellent content despite having to fight it most of the way.In fact he's still producing great work. :)
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Maybe so.But I think they might look a bit out of place next to the units in the posted images. It's a different design approach. :)
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No harm in giving this a read too. http://community.bistudio.com/wiki/Operation_Flashpoint:_Hints_%26_Tips You should be able to differentiate between units by looking at the soldier icons at the bottom of the screen. AT units will usually fire on tanks anyway,if they're in range. If the vehicle is outside the range of anti-armor,I prefer to have them hold fire,then order them to "target" the tank.When it gets within range and the AT unit has a decent shot(they should call out "ready to fire")you can order them to open fire. If you had simply told them to fire,they most likely run off to get in range.Revealing themselves and making it fairly obvious where the rest of your squad is.Not good. As for the tank situation.It can be personal preference.Some people choose a role and stick with it,for the sake of realism.But you can switch roles to suit your needs at the time.If you need to get somewhere in a hurry,you should probably drive yourself.If you don't trust the AI's accuracy you should take the gunner's seat.It's up to you really. But in any case,STGN's suggestion is spot on.Just get your control keys set up the way you want. The faster you can access them,the less time it'll take to react to trouble. By the way,welcome to the forums. :)
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Does the model have mass in it's Geometry lod?If not,select everything in the Geo lod and give it a mass of 100.
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I know you might be eager Riffleman,but Sanctuary is only one person. And seeing as he's the one doing the work,on his own time,I think he gets the final decision on sheduling updates. ;)
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Calypso,if you're concerned,then get in contact with "Legendary",and ask him/her if they're bothered about it.If they are,I'm sure it'll be promptly removed from the site/sites in question. The intent in providing a mirror,was done in the same spirit as the author providing it for download themselves.Not to steal,manipulate or misuse it.But to share it. :)
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I didn't mean that literally Riffleman. :biggrin_o:
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No!And the words "interesting" and "economics" should never be used in the same sentence.It's just wrong. :biggrin:
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Maybe you're talking about one of these addons. But the light is not,as I said earlier,attached to the gun.They're attached to the soldier. The only addon I've seen with the light as part of the "Zbran" selection in a unit,was unreleased.But I think there was a video of it somewhere.It was applied to a halo model.
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I'm assuming you mean working lights and not "cosmetic" ones.Due to limitations,no.Not on weapons.Although you could attach a light to the weapon selection of a soldier. Unfortunately it would be there for any weapon you pick up.Which spoils the illusion.
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Making an addon replace troops? read inside.
Macser_old replied to RRDRL's topic in ADDONS & MODS: DISCUSSION
Yes.The main config is where the models can be re-pathed and re-named. Although,I'd be careful about poking around in a mod config. Mostly because it may cause serious headaches.If you want to experiment,it might be better to create a new mod folder of your own.Then throw in a fresh config,and start editing it. At least that way,any damage should be limited.Because mistakes can and do happen. :) -
First answer I gave you then.If you want to add some kind of timed trigger in that marked area,then have a look at bn880's post on this page.It may not be exactly what you're looking for, but you could tweak it to get what you want. :)
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I assumed you meant red markers that define areas on the map where you shouldn't venture.As in,an area under enemy control.
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Just have a look in markers (f6). When you select "rectangle" or "elipse",you'll be given the option to "fill" areas with solid colour or grid patterns. You can size and colour them.
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Thanks for stickin with me. It was the res lods afterall.I matched up the "missile" res lods to the first three of the craft.It popped into existence.I suppose it does make sense.But I remember seeing other custom proxies with differing res lod values to it's carrier craft. It's not a missile btw,it's a droppable vehicle.At least while it's on the carrier it looks like a vehicle.Some scripting and user actions remove the "ammo"(Vehicle).Then instantly create the drivable version. Same for pickup. Now I need to make the weapon inaccesible.To prevent people from firing cars around the battlefield. :) EDIT Just used the init EH to remove the weapon as opposed to the "ammo",as that's the carried vehicle.No more access to the weapon, but the proxy remains. Again,thank you for taking the time to respond Prof. ;)
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Ok.I've got a missile proxy set up on a model.It's tied to a custom launcher and ammo.With the appropriate entries in Cfgmodels and CfgnonAIvehicles.The weapon functions normally,as in,it has ammo and fires the missile object. But the proxy does not show up on the model.This is applies to simulation type "maverickWeapon".Which is what it should be. It does however show up with simulation type "alwaysshow".But as it's a weapon this isn't much use,except to verify the proxy at least exists. Anyone left out there with that kind of experience?I've seen similar problems on my searches,but they usually only boil down to incorrect paths,or config omissions.Not this in particular. Any help would be appreciated. Macser. :)
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:) No differences there.I don't think the proxy would appear at all if I'd configged it wrong. Edit It looks like it may be an lod problem. I tried bringing down the visual detail ingame,and there it was.But only on the lower lods.It doesn't seem to be kicking in for the topmost lod. Out of curiosity,could you tell me what distances you've got for your res lods,in your bomb models.
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Hello Prof. Yeah,the vehicle inherits from an ah64.So class wise it's not an issue.The model for the proxy also serves as the model for the projectile.Which is visible when fired.It's only the proxy that isn't showing up.I wanted it to be visible in the same way the hellfire and mavericks show up on the weapon pylons for the Apache or the A-10.Then as the missile is launched the proxy is rendered invisible. With simulation="alwaysShow";,the proxy appears in the correct position.But obviously that renders it "static".So it will remain on the model regardless of ammo count. It could be some other part of the model affecting the proxy, but I can't see what.I thought perhaps the missile object itself was corrupted in some way,but it seems to happen with any object I try.They fire,but won't display in the proxy position.
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Ok.What's go229? 1.You can't open a pbo with O2.You need to find a specific type of tool for that purpose.I use "PBox" as it does Compress/DeCompress. You could also use seperate tools like "UnPbo 1.5" to decompress. And "MakePbo" from the same author,to compress. These tools and more can be found here. 2.The viewer.What is the location of your O2 folder? Could you post a screenshot of the O2 options section?
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I was going to write my own description but I think it would be simpler to direct you here.If you have any more questions then send me a pm, or post back in this thread. Btw,I'm sorry to hear about your mum.I hope she makes a speedy recovery. Kind regards. Macser. :)
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Well good luck with any future work. For scale,I don't think there's any real way of judging it accurately.There's no "rulers" and such,that I know of in O2. I usually use some of the models from OFP itself.Or a well made community model as reference.Depending on what you're building. Editing the reference model so it has one res lod and one named selection for everything.You can then save that as a "template",which you can copy/paste into your own work. Because it has a named selection for everything,you can quickly hide/unhide,or delete it when the time comes. It serves as a good comparison for scale.Instead of guessing. As always,I'm open to correction on any of that info. :)
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I don't know how much experience you have with modelling, so I'm saying this at the risk of sounding insulting.But that's not my intention. Have you got your Geometry lod in order?Does it have weight? And yes levy /pravy prostredni will work.
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Eh.If people are still having problems with setting up mod folders,then why not just get an OFP launcher? The one by Angusjm is simple,and does exactly what it's supposed to.Once installed,and active it does a quick scan of your OFP directory for any new mod folder. Then it's presented as a link for you to click on,when you access the program on your taskbar. No need for a lot of shortcuts on your desktop.I've used it for quite a while now. You'll find it on this page. :)
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Good point.Although a crap connection doesn't help. :D