NeZz_DK
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Everything posted by NeZz_DK
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If your commander hasn't set your combat mode to safe you cant open the hatch, if it is you can, I just tested it with an empty Stryker, one where I had an AI commander and one where I had an AI team that where set to combatmode safe Empty: You could do anything. AI Commander: you couldn't open the hatch. AI Commander combatmode SAFE: you could open the hatch full AI team: on SAFE they them self opened the hatch. but the look from the hatch takes some getting used to
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I like to play games, and I try loads of demos and even buy the ones I think showed some promise in the demos, some of them were BF2, COD2, HL2 and when I have played them for a week I always come back to my beloved Operation Flashpoint , because of all the possibilities for editing, addons and downloading new missions, thats what the other games are missing in the simple way OFP provides it and thats why I keep comming back for more OFP, all the others get boring after playing them for a while, because they dont supply enough content. so lets hail the king Operation Flashpoint: Cold War Crisis. and be ready to hail the new king Armed Assault
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Grats to BIS for finally getting an European Publisher!! if its possible I will buy an download version and buy another when its released on CD/DVD, just hope some of the danish stores are selling games from 505.
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here is the idea, we need 2 teams of soldiers (blue and red team) they have the same equitment and camo, but blue team carrys an blue arme patch and red team and red arm patch to disdinguish them from each other blue team is for west side and red is for east side then we could create training missions where each team have the same equierment, and fight each other, and the outcome only lays in the hand of the players skill
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two side units for training missions idea!
NeZz_DK replied to NeZz_DK's topic in ADDONS & MODS: DISCUSSION
could be have to try it out, I remember in the good old beta demo days that by editing the sqs we could change side of units in it, but it had some small flaws. does that arm patch go all the way around the arm? -
http://pc.boomtown.net/en_uk/articles/art.view.php?id=8261 Here is some more info about all the 3 new games. they talk a little about optimizations and so on, but dont think the writer has ever really played OFP1 og OFP:R so some of the changes he tell about are allready ingame in what we have now ;-)
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GREAT!! ADDON!!! :-) great models, great textures. only small thing i have spotted so far is the double entry of NVG's in the menu, were you have "put on NV googles" and "lower NVG", and that lower NVG keeps saying lower NVG when they are down. But that doesn't matter.. REALY love your work!! I havent seen any problem with the ICP_rfwp.pbo earlier in the thread, I use them and they dont give me any problem. are you sure you have the newest version?? think its RF Motorized Infantry V2 and Russian weapon pack v.3.2
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I realy think that OFP2 needs multi processor support, the new processors comming in the near future are all dual core or more, so I realy hope that they will make support for more processors, it would also help alot on the abillity to host bigger servers and play singleplayer with alot more units on the map please please give os multi processor support!! :-)
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The orcs have an AK47 in the ICP weapons pack from them.. its the greatest AKs I have seen and their soldiers are what I use when I am making missions here is a link for to their files ORCS Development Team its the ICP_RFWP v3.0 pack
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okay.. I searched the forum for it but didn't find a thread about it... do you have a link??
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I found DevilsLake.pew and devilslake.per in my Resistance LandText.pbo did you find it too?? my flashpoint version is the game of the year edition.
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hmm anybody used it for an island yet??
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Hey guys.. I have a little problem with the resistance Forest objects, they dont apear right in Buldozer and ingame. as we all know they are triangles but how do i get them to apear right, so that the 2 T1 and  T2 p3ds align right and create a square?? is it a CPP problem? EDIT: Ok Found the problem, and got it fixed now my config looks like this for the forests and my config.cpp looks like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgWorldList { class NEZ_DESERT{}; }; class CfgPatches { class NEZ_DESERT { units[]={}; weapons[]={}; requiredVersion=1.10; }; }; class CfgWorlds { class DefaultWorld {}; class NEZ_DESERT: DefaultWorld { access=2 description=" NEZ_DESERT"; icon=""; worldName="\NEZ_DESERT\NEZ_DESERT.wrp"; plateFormat="MP-$$-##"; plateLetters="ABCDEFGHIJKLMNOPRSTVWZ"; startTime="8:30"; startDate="1/5/86"; startWeather=0.500000; startFog=0.000000; forecastWeather=0.500000; forecastFog=0.000000; seagullPos[]={8897,4349,100}; ilsPosition[]={9672,5569}; ilsDirection[]={0,0.080000,-1}; ilsTaxiIn[]={"9742","6259","9742","5609+8","9742-8","5609","9672+8","5609","9672","5609+8";"9672","5609+100"}; ilsTaxiOff[]={"9672","5569","9672","6760-8","9672+8","6760","9742-8","6760","9742","6760-8","9742","6259"}; class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; class Names { }; class ReplaceObjects { class Forest1Border { replace="O\Tree\les_nw_ctver_mlaz.p3d"; with[]= {}; };  class Forest1Triangle { replace="O\Tree\les_nw_trojuhelnik.p3d"; with[]={"O\Tree\les_nw_trojuhelnik.p3d"}; }; class Forest1Square { replace="O\Tree\les_nw_ctver_pruhozi.p3d"; with[]= {"O\Tree\les_nw_ctver_pruhozi_T1.p3d","O\Tree\les_nw_ctver_pruhozi_T2.p3d"}; center="true"; }; class Forest2Border { replace="O\Tree\les_nw_jehl_mlaz.p3d"; with[]={}; }; class Forest2Triangle { replace="O\Tree\les_nw_jehl_trojuhelnik.p3d"; with[]={"O\Tree\les_nw_jehl_trojuhelnik.p3d"}; }; class Forest2Square { replace="O\Tree\les_nw_jehl_ctver_pruhozi.p3d"; with[]= {"O\Tree\les_nw_jehl_T1.p3d","O\Tree\les_nw_jehl_T2.p3d"}; center="true"; }; class Forest2T1 { replace="O\Tree\les_nw_jehl_T1.p3d"; with[]={"O\Tree\les_nw_jehl_T1.p3d"}; }; class Forest2T2 { replace="O\Tree\les_nw_jehl_T2.p3d"; with[]={"O\Tree\les_nw_jehl_T2.p3d"}; }; class Forest2plane { replace="O\Tree\les_nw_jehl_ctver.p3d"; with[]={}; }; }; }; };
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How do i setup visitor to use Resistance objects?? I have tryed in many ways but cant get it right. I have unpacked the o.pbo in to Buldozer\o is it here it goes? or how do i do it? EDIT: ok found the solution.. on the forum just had to search for texture problems to find the solution ;-) Buldozer in  at root like K:  define the all the object folders to K: and that did the job ;-)
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I took out the shot of the man with the M60 from the flash file Hope you like what you see looks like vietnam!
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I took out the shot of the man with the M60 from the flash file Hope you like what you see looks like vietnam!
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Think its ingame because af the low poly m60 and the mussle flash!! I got it from the www.flashpoint2.com flash file.. couldn't do it any sharper because of the blur and the old picture effect BIS put on to it..
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Screenshot ripped out of the ofp2 flash file
NeZz_DK replied to NeZz_DK's topic in ARMA 2 & OA - GENERAL
Think its ingame because af the low poly m60 and the mussle flash!! I got it from the www.flashpoint2.com flash file.. couldn't do it any sharper because of the blur and the old picture effect BIS put on to it.. -
oki here we go make a .bat file type this in it :loop "command to start the server without quoats" goto loop Thats it.. place the bat file in your flashpoint folder and start the server with it.. when the server goes down the bat file will restart it (I am using this trick on Raven-shield servers for Peak A Boo www.peak-a-boo.dk)
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How to get untis moving with a trigger???
NeZz_DK replied to jverhaak's topic in OFP : MISSION EDITING & SCRIPTING
Syncronise your trigger with their waypoint, and if the trigger only should activate when you are inside it, then group your player with the trigger.. Thats it!! NeZz!!