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Macser_old

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Everything posted by Macser_old

  1. Macser_old

    how do i make the brefing text?

    If you can,then also try to download the "OFP uber editor tutorial",it has a lot of valuable info for beginners. It's a 10MB .pdf file.(Adobe Acrobat) Find it here: http://games.tiscali.cz/flashpoint/download.asp Macser
  2. Macser_old

    Another person with texture problems

    Hello Sanctuary. That's not something I'd actually tried before.I'd always went with the default Cfg. But my textures suddenly started appearing muddy and undefined recently. Despite being relatively high res. Adjusting the values in those lines solved the problem. Thanks for that little snippet of info. Macser
  3. Macser_old

    OFP:Calling animation from script

    Hey man,how ye doin? I may have to accept defeat on this and move on.As it is,I've tried all of your suggestions myself before,but no luck. It seems in code terms the "driver" stays the driver, until another unit hops in.I thought the Eh might have something to do with it,so I tried taking it out of the .Cpp, and running the script from a trigger.Again, no luck. The "dead body" of the ejected unit suddenly jumps to the "footDown" anim,as soon as the bike comes to a halt. I might have to try just keeping the driver on the bike. As for the getpos command,I've tried that on both the Vehicle and the driver with no result.It's mind boggling. It works perfectly in a trigger,but not in script form. You thought I was workin on arma?Yes? It's gettin confusing isn't it? Maybe with Arma pickin up momentum,a new forum would be a good idea.That or kill off the old OFP die hards like meself. Still, if I can't resolve an Ofp issue then I won't have much luck with arma.Besides,atm I can't afford a new rig to run it. Running a game on a machine that can't handle it,ruins the enjoyment for me. Anyway,thanks Unicorn. Macser
  4. Macser_old

    config help needed

    No problem,Happy to help. Knew you'd get there eventually. Check CfgModels to make sure you don't have .p3d at the end of class ImiGalilSar. It should look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ImiGalilSar:weapon{}; Not this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ImiGalilSar.p3d:weapon{}; Then check for any spelling mistakes. It's usually something simple. After that it's down to the model itself. Oh,and one more thing,make sure that the muzzleflash is named "zasleh",in all your "resolution" lods and in "view pilot" lod. Any questions on the model,you should ask about in O2 modelling.Good luck. Macser
  5. Macser_old

    config help needed

    Ok,Ace.Don't get frustrated.It's probably somethin simple. Check your config against the one above.Then rePBO the files again.I'm using the exact same config right now in Ofp. Which means I'm an East soldier called "soldier East Igs". The weapon is called "Imi Galil Sar". Here's the proof: The only difference is,I'm just using one of my own models. But otherwise everything works as it should. You didn't say if you got any errors this time.
  6. Macser_old

    config help needed

    yes Ace.It should.
  7. Macser_old

    config help needed

    Did you rename your p3d file? You have to rename the P3d as well as the changes in the config. trust me,I tried the config myself.
  8. Macser_old

    config help needed

    Ok Ace,I see the problems, and I've corrected them. I know it works because I've already tried it with one of my own models. So just copy and paste again.Let me know what happens. <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 #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 CfgModels { class Default{}; class Weapon: Default{}; class ImiGalilSar: Weapon{}; }; class CfgPatches { class ImiGalilSar { units[]={SoldierIGS}; weapons[]={"ImiGalilSar"}; requiredVersion=1.96; }; }; class CfgAmmo { class Default {}; class BulletSingle: Default {}; class BulletFullAuto: Default{}; class 556mm: BulletSingle { visibleFireTime=30; hit=14; indirectHit=1; indirectHitRange=0.100000; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class ImiGalilSar: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Igs\ImiGalilSar.p3d"; modelOptics="optika_ak47"; optics=1; opticsZoomMin=0.280000; opticsZoomMax=0.280000; distanceZoomMin=200; distanceZoomMax=200; displayName="Imi Galil Sar"; displayNameMagazine="5.56mm Clip"; shortNameMagazine="5.56mm Clip"; drySound[]={"weapons\AK74Dry",1.000000,1}; magazines[]={"556mmMag"}; modes[]={"Single","fullauto"}; class Single { ammo="556mm"; multiplier=1; burst=1; displayName="Imi Galil Sar"; dispersion=0.000200; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class fullauto { ammo="556mm"; multiplier=1; burst=1; displayName="Imi Galil Sar auto"; dispersion=0.001000; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.080000; ffCount=1; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=1.000000; aiRateOfFireDistance=400; useAction=0; useActionTitle=""; }; }; class 556mmMag: ImiGalilSar { scopeWeapon = 0; scopeMagazine = 2; displayNameMagazine = "5.56mm Mag"; shortNameMagazine = "5.56mmMag"; picture = ""; canDrop = 1; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Soldier: Man {}; class SoldierEB: Soldier {}; class SoldierIGS: SoldierEB { displayName="Soldier East IGS"; picture="ivojak"; vehicleClass="Men"; scope=2; model="MC vojakE2"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; cost=40000; accuracy=0.700000; weapons[]={"ImiGalilSar","Throw","Put"}; magazines[]={"556mmMag","556mmMag","556mmMag","556mmMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyImiGalilSar: ProxyWeapon {}; }; };
  9. Macser_old

    config help needed

    Post up your version of the config.
  10. Macser_old

    config help needed

    check this line in the config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> weapons[]={"ImiGalilSar","Throw","Put"}; That's your weapon for the soldier.
  11. Macser_old

    config help needed

    I don't think you can have those symbols "-" in your model name. Try renaming it to ImiGalilSar,Without the "-".See what happens. I'm talking about the actual p3d name.Ok? And remember,you don't put the ".P3d" part in the cfgModels section.Just the name.
  12. Macser_old

    config help needed

    Try this out,It's based on an AK47,but don't forget to rename the lines with "yourAddon" or "YourModelName": <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 #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 CfgModels { class Default{}; class Weapon: Default{}; class ImiGalilSar: Weapon{}; }; class CfgPatches { class ImiGalilSar { units[]={SoldierIGS}; weapons[]={"ImiGalilSar"}; requiredVersion=1.96; }; }; class CfgAmmo { class Default {}; class BulletSingle: Default {}; class BulletFullAuto: Default{}; class 556mm: BulletSingle { visibleFireTime=30; hit=14; indirectHit=1; indirectHitRange=0.100000; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class ImiGalilSar: Riffle { scopeWeapon=2; scopeMagazine=2; model="\Igs\ImiGalilSar.p3d"; modelOptics="optika_ak47"; picture=""; optics=1; opticsZoomMin=0.280000; opticsZoomMax=0.280000; distanceZoomMin=200; distanceZoomMax=200; displayName="Imi Gali Sar"; displayNameMagazine="5.56mm Clip"; shortNameMagazine="5.56mm Clip"; drySound[]={"weapons\AK74Dry",1.000000,1}; magazines[]={"556mmMag"}; modes[]={"Single","fullauto"}; class Single { ammo="556mm"; multiplier=1; burst=1; displayName="Imi Galil Sar"; dispersion=0.000200; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=1.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class fullauto { ammo="556mm"; multiplier=1; burst=1; displayName="Imi Galil Sar auto"; dispersion=0.001000; sound[]={"Weapons\AK74Single",1.000000,1}; soundContinuous=0; reloadTime=0.080000; ffCount=1; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=1.000000; aiRateOfFireDistance=400; useAction=0; useActionTitle=""; }; }; class 556mmMag: ImiGalilSar { scopeWeapon = 0; scopeMagazine = 2; displayNameMagazine = "5.56mm Mag"; shortNameMagazine = "5.56mmMag"; picture = ""; canDrop = 1; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man: Land {}; class Soldier: Man {}; class SoldierEB: Soldier {}; class SoldierIGS: SoldierEB { displayName="Soldier East IGS"; picture="ivojak"; vehicleClass="Men"; scope=2; model="MC vojakE2"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; cost=40000; accuracy=0.700000; weapons[]={"ImiGalilSar","Throw","Put"}; magazines[]={"556mmMag","556mmMag","556mmMag","556mmMag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyImiGaliSar: ProxyWeapon {}; }; }; Good luck with it.
  13. Macser_old

    A SAR mission

    How ya doin Bennie? Here's a link to something you might find useful. The program's called "Chris's OFP script editor"(It's not just for scripting). http://www.ofpec.com/ed_depot/tools.php It uses "wizards" to help you create your own briefings and overviews.It's pretty user friendly too. Try it out. Macser
  14. Macser_old

    config help needed

    Try Unpbo V1.3,not V1.5 Works for me. I think it might be hard to find though. I'll have a look around,see if I can find a link. If ye can't locate it,I can E-mail it to ya. It's only 380KB. And from what Ive heard,it's more reliable than most other Bin to cpp utilities. Macser
  15. Macser_old

    config help needed

    How ye doin Acetalker,Cristoll? Don't be surprised if this topic gets moved to configs n scripting. Anyway,I suggest you should look at an unofficial addon as Cristoll says, rather than the BIS configs.Especially if you're new to the whole thing. For the simple reason that you only need a small config.cpp, if you're adding only one weapon.I'd be happy to help out,if you haven't solved it yourself in the meantime.Writing a config for a single weapon would be pretty quick. Also check out this link: http://ofp.info/brsseb/ For some well written tutorials on modelling and how to config them. Macser
  16. Macser_old

    config help needed

    How ye doin Acetalker,Cristoll? Don't be surprised if this topic gets moved to configs n scripting. Anyway,I suggest you should look at an unofficial addon as Cristoll says, rather than the BIS configs.Especially if you're new to the whole thing. For the simple reason that you only need a small config.cpp, if you're adding only one weapon.I'd be happy to help out,if you haven't solved it yourself in the meantime.Writing a config for a single weapon would be pretty quick. Also check out this link: http://ofp.info/brsseb/ For some well written tutorials on modelling and how to config them. Macser
  17. Hey Blazin, Looks like W0lle's gonna get ya on track.I've seen 'im do it before.Yer mission's in safe hands. I'd love to do a live playtest,especially since I like the whole idea of the prison break. Unfortunately, atm I've got issues with my Isp blockin ports nescessary for online games,amongst other things Anyway,good luck with your project man. I'm sure with W0lle's help you'll have it done in no time. Macser
  18. No sign of W0lle? Anyway, If you intend on all the captives being human,then group or no group won't matter.If you've got just one prisoner per trigger then group him to that trigger,set it to "not present".Have it activated by "group leader".If he does a runner nobody else gets hurt as long as they stay inside their own areas. This is a kind of "prison break" scenario,right? Human guards against Human prisoners maybe? Sounds like a great concept.Whatever way ye go about it.
  19. Would the trigger only be activated once all the group is outside the trigger? if so,set the it to "whole group".then they'll all have to be outside for it to kick in.give it a go. That's assuming you actually want a group.rather than a collection of individuals.
  20. W0lle would be the man to ask about the scripting question.But as for the trigger,you could try grouping the unit/units to the relevant trigger. Then you'll have a new set of options.Where before grouping, your choices for activation would be "east","west" etc.Now you'll have "vehicle","whole group","group leader","any group member".Then set "present","not present" as you wish.
  21. Well since W0lle's on the case,disregard what I said, and good luck with what sounds like a very interestin' Idea. *Edit "HasWeapon" might be another possibility. As in: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(Captive1 hasWeapon "Weapon"):Captive1 Setcaptive False Although W0lle's idea might be more flexible. Macser
  22. Well,I suppose that depends on the unit's side. If he's east or west,you could use a trigger at the right time to setcaptive=false. If he's civilian though,I think that's a bit more awkward,and might require editing the mission.sqm. Or use a third party addon that looks like a civilian,but configured as a "soldier".If ye see what I mean. Is that of any use? Or am i talkin rubbish? Macser
  23. Macser_old

    Cfgammo - bullet impact sounds

    Pillum,if you still haven't sorted that problem,post your Config. Or tell us if you're getting any errors,and what they are. For instance,are you hearing nothing,or just the normal sounds? Are your sounds in stereo or mono? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hitGround[]={"impactsound1",0.330000,"impactsound2",0.330000,"impactsound3&am p;qu ot;,0.330000}; Btw,if those typos(3")are in your Cfg,that certainly will cause problems.Sorry I didn't reply earlier. Been tryin to sort some problems of my own.
  24. Macser_old

    A SAR mission

    Ok Bennie, Good to hear you guys are makin' progress. Keep up the good work. Macser
  25. Macser_old

    OFP:Calling animation from script

    Now,if I can't resolve the above "getpos" problem,I'll just have to live without it.But in the meantime something else has cropped up. The script as it stands: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _veh = _this select 0 #CHKSPEED _unit = driver _veh ~1 ?!(alive _veh):exit ?(IsNull _unit):exit ?speed _veh >=3:_unit Switchmove "ReconBikerFtUp" #STATICLOOP ?speed _veh >=3:goto "staticLoop" ?speed _veh <10:_unit Switchmove "ReconBikerFtDwn" #STATICLOOP2 ?speed _veh <10:goto "staticLoop2" goto "CHKSPEED" Problem is,even when the driver is dead,and has been ejected out of the vehicle,he's still responding to the script.In other words,he's lying there dead. Then when the bike slows down and stops, (with no-one on it)the "foot down" animation plays. I had assumed "?(IsNull _unit)"would take care of that.I also used "Hint" in place of "exit" to verify the line. It does indeed exit at that point. Btw,this script is run using an "Engine" EH,within the vehicle's .Cpp. I've tried using the "GetIn" EH,but that yields exactly the same results. Planck said the driver "becomes" the vehicle when he's in it. Perhaps he's remaining in that state even after death? If so,How do I go about "detaching" him? Any clues?
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