Nic
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Everything posted by Nic
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Yeah, uhh, ill do that
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Kiss outfits.. holy shit man....im dying here Idiots... Do you even know anything about it. God im not even gonna touch this one
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So... You are saying that instead of putting the bad ass four barrel 350 in my 81' trans am, i should have put a 4 cyl turbo charged...oh i cant continue this...this is just too damn funny
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Yeah, uhh, new age music makes me want to kill...............the musicians! MuchMusic and MTV....Might as well air on BET Seems that MOST bands that were good, now suck But... Gwar has released a new album recently..."Violence Has Arrived" Very Good Shit, Gwar will never suck
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wobble @ May 05 2002,00:35)</td></tr><tr><td id="QUOTE"> its a great car to totally amaze and piss off mustangs and cameros with.. they be like "ohh, look the rice wats to race" and you hand their ass to them.. ahh, its great.<span id='postcolor'> The only thing that pissed me off when those cars pulled up to me when I was in my 81 T.A. was that damn rap music that came out of it...The bass just sounds like totall shit. Plus those type of people just always go out of there way to look pissed off all the time. Â Oh no, hardass. Sadly it was never louder than my beast. Plus cars like those spawned gay movies like The Fast And The Furious..one of the worst movies here are some of the highlights: -Terrible acting -A Toyota duels a Ferrari (laugh) -And the only badass car in the movie (Charger) gets hit by a semi "I need more nos dude"
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4 cylinder v-6 funny shit man
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Well i'm actually having a fade in and then a short camera scene. So all I have to do is make an init.sqs and put the camera stuff in there and it should do that first?Or does it only work with just the fade?
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Yeah,you don't remember, Hitler the hippie, he had one of those vans with all the flowers on it hehe
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Yeah, uhh, comparing a McLaren to a, Dodge Viper, Vipers are cool and all, but come on, if money werent an issue, and you had to choose between a McLaren and a Viper...Right.. But, to say that america has never produced real sports cars..uhh, lets see, trans am, corvette, camaro, cobra,etc. Smokey and the Bandit just wouldnt have worked with a rice burner. Yeah and the heritage and legacy of Porsche... Â Â Â Hitler - VolksWagon - Porsche Hehe, yeah, i know, know, a bit too far, besides I still like porsche. One thing that i could agree with though is that for the most part new car designs are goin down the shitter...Most every new car that comes out looks worse and worse...everything from exotic to everyday...Even my favorite company Lamborghini, the new replacement for the diablo doesnt look all that impressive. New generation cars are looking really really sad.. Oh well, I cant afford new cars anyway. I'm quite content with my 81' T.A. Â Oh, no, wait, im selling it.....damn. I have nothing....
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West   Weapon - GrenadeLauncher    Ammo - GrenadeLauncher East   Weapon - AK47GrenadeLauncher    Ammo - GrenadeLauncher
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rob @ May 03 2002,10:59)</td></tr><tr><td id="QUOTE">the script is perfectly done.... you should use this if tw2 dies ?(tw7 <0):goto "whatever" but isn't this what wp are for?<span id='postcolor'> Is there something wrong with using  ?(alive tw7):goto "next" But ive never been a big fan of using waypoints for anything, i usually try to avoid them, they kinda limit what you can do and if you want complicated things to happen you have to use scripts.. I'm really not sure what to do here though. The problem still occurs and I have no idea why, Ive done similar things in other levels and not had any problem. If you call on a lot of scripts at the same time is it possible that it could be too much for the game to handle at once and they may not work correctly? Cause in the level im making there is a lot of things happening. Otherwise...
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Ok, basically there are two guys in a jeep, driver and gunner, they goto the position of game logic set about in the town,if the gunner (tw7) stays alive then it should keep looping, if he dies it should go on to the next part of script... Sometimes it works perfectly.......but most times it doesnt and they go to one of the points and just sit there. #next jeep2 commandmove [(getpos p2 select 0),(getpos p2 select 1)] @unitready jeep2 jeep2 commandmove [(getpos p8 select 0),(getpos p8 select 1)] @unitready jeep2 jeep2 commandmove [(getpos p4 select 0),(getpos p4 select 1)] @unitready jeep2 jeep2 commandmove [(getpos p5 select 0),(getpos p5 select 1)] @unitready jeep2 jeep2 commandmove [(getpos p3 select 0),(getpos p3 select 1)] @unitready jeep2 ?(alive tw7):goto "next" Is there something wrong with this script, or is this just a problem that occurs? One time I put titletext in there to see test if it was looping and it always just stops at a random point... Any ideas guys?
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I think the worst commercials we have currently are the Taco Bell ones (freakin lame) and those damn anti smoking ones where it has some old hag smoking out of her throat, give it a rest already!!! But one company I miss seeing commercials from is Little Ceasers, I always thought their commercials were alright.
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I've never really seen one with a giant tower, but one time I attempted to make a city way up in the sky. I called it pallet land...it went terriblely wrong. If anyone shot at the pallet streets everything started to fall to the ground..a damn good laugh though...hehe
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One very usefull program for freeing up memory is AnalogX MaxMem. Shows how much free memory you have and with the click of your mouse frees up as much as possible. I used to really like Morpheus, until they changed it to the gnutella type format, then I got KaZaA,the original form of Morpheus but, its full of popups and spyware crap, total memory hog. I have heard that there is a KaZaA lite available that doesnt have all the spyware but havent looked into it yet...
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Oh, no...I meant i was missing the tracks[]= etc.... for my music and such, not the env sounds..and the game crashed when i attempted to use the effects button(all better now). The env sounds should look just as it says in the tutorial with the exception of different named sounds. But since you have the latest patch and if your sounds are converted with the right specs, I really have no idea why they don't work. Sorry dude.
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Ok, me and my roomates often play flashpoint over our lan... But it seems that I always have the advantage cause even if they are sorta far away I can always hear them, like heavy breathing and footsteps.. Are you supposed to be able to hear things like that from a distance? I always can but they can't... Could it be a problem with my soundcard ( Creative SoundBlasterLive)...Or is it that my system (being 3 times as powerful as roomates) has room to produce sounds like those as my roomate's computers don't?
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Oh and getting back to KEYCAT... I fixed my problem, i was missing the tracks[] = (blahblah... So I tested out the Env sounds...The sounds showed up in the effects dropdown box for me, but, they had no effect when I previewed the level, also the pre-made ones that came with the game seemed to have no effect..So, it may be because I havent bothered to get the newest patch,or maybe the level has to be exported first, or maybe..uh..well..I really dont know. Did the Env sounds that came with the game work for you?
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Yeah, ill probably still intall the winamp because of the way the volume controls are implemented into LiteStep(KICKASS windows replacement shell). Really the only time I use .ogg files are when I have them created to put into flashpoint, and I ususally use wavesurfer to do that,but otherwise just for listening to music..I really havent seen the need to convert 100 albums of mp3's into ogg's so there's not much need for me. But I might check out freeamp if it converts files as wafesurfer seems to be kinda buggy.
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I actually havent installed the winamp, I usually just use my creative playcenter..though now that I have litestep I should probably install winamp since it works so well with it... but maybe there is some option on winamp that you have to set too make it look for and recognize the .ogg's, maybe...ohterwise im not really sure why it doesnt automatically open them. You have a lot of ogg files you listen to or something?
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Well, I havent actually used env sounds yet, only music and voice sounds, I also never really use the effects dropdown box,I always use scripting to call on sounds... but the only thing i can think of is trying to re convert your sound samples to the right specs to make sure. Also, do you have the current upgrade..It aparantly fixes a problem with ambient sounds, in older versions i guess the game sometimes didnt recognize longer ambient sounds or something. I would test some env sounds out myself but I think I missed something when I typed up the description for the sounds and or music..whenever I try to use the effects dropdown box the game crashes cause it cant find the sounds. Havent really needed to otherwise cause of scripting. But anyway, let me know if ya figure it out dude
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Yep, but its a little tricky and can be a pain... First create any object, a jeep for example. Name the jeep. H1 for example. Put in the Init Field : Â Â this setpos [(getpos h1 select 0),(getpos h1 select 1),(getpos h1 select 2)+5] Â Â -the number (5) may vary depending on how high you want it Then save the mission.And exit the editor. Open up the mission's mission.sqm Search for where it says h1, and if you made a jeep change the "jeep" to whatever building you want ,"Houseafdum_mesto21" for example. Then load the editor back up and the map and the house should be up in the air... One thing to keep in mind is that if you try to change the objects (jeep) height after you have changed it into a building(houseafdum) it will turn back into the object(jeep)..thats why you have to do it in this roundabout way.. That may be a little confusing so let me know if you understand
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Make unit use launcher instead of gun
Nic replied to Nic's topic in OFP : MISSION EDITING & SCRIPTING
Thanks dude...I kinda solved my problem though I did some looking around and found out what to put where it says "throw" , its the muzzle name, and for rpglauncher it equals "rpg". So it should work to use "fire" now.. But when you use "dotarget", do you then have to order him to use his weapon or should he automatically use it, when I used "dotarget" the unit kept facing the direction of the other unit but didnt fire... I suppose that may be because the vehicle is "empty" instead of "east" or "west". -
I was wondering if there was a way to make a unit use his rpg launcher or whatever to blow up something without using waypoint(destroy). I was hoping to use scripting so that i can time it out with certain events. When i use "commandfire" or "dofire" they only use thier guns... And I can only seem to use "fire" with things you throw like smokeshells. Â Â Â If i do this the unit just looks all retarded... Â Â Â unit fire ["RPGLauncher","RPGLauncher"] Also i notice that when you use "fire" with smokeshells you put "throw" - Â Â Â unit fire ["throw","smokeshellgreen","smokeshellgreen"] So is there a SHOOT or FIRE type command to put in replace of THROW when you use weapons for the "fire" command? Or is there any kind of detstroy command that would have the same effect as the waypoint(destroy)? Thanks for any help dudes!
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I took this out directly out of Bloodmixer's sound tutorial that I have, and to warn you i've never messed with Env. sounds yet...The tutorial explains things about it a little bit so you might want to take a look. Note that you can make both daytime and nightime sounds, kinda cool. If you don't get a chance to check out the tutorial Bloodmixer says that if you use stereo sounds only 22050Khz sounds work. Higher Khz may cut out the sound. class CfgEnvSounds { sounds[]={mortarambient,rain}; class mortarambient { name="mortarambient"; sound[]={"mortarambient.ogg",db-0,0,1}; soundNight[]={"mgunambient2.ogg",db-0,0,1}; }; class rain { name="rain"; sound[]={"rainyday.ogg",db-0,0,1}; soundNight[]={"rainynight.ogg",db-0,0,1}; }; };