Nexus6
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Everything posted by Nexus6
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Hi All, I am trying to extract some sound files from Battle Field Vietnam, they are held in a data file of the cab extension. Does anyone know the tool for extracting these. I have tried Winzip but it cannot open due to file type, saying that tehse cab files are of a different type. Any views ideas. Just wanted to use a couple of sound files from the CDs. Thanks again
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Amount of space in a AI/Players inventory
Nexus6 posted a topic in OFP : MISSION EDITING & SCRIPTING
Hi All, I am creating some Nam missions using Seb LRRP rangers. I want to depict fairly realistic loadouts for the troops so am using the removeallweapons string. My query is, I have added grenades 4, but only two show up on the player, I also want to add 2 smoke grenades, but they don't seem to show up. Can you only add 1 weapon main, 1 rpg/launcher etc, , and 1 pistol, plus 2 grenades, this seems the norm. Do you have to call the grenade via, addweapon "grenade", add magazine "grenade" and so forth including calling smoke shells the same way, or am I scripting it incorrectly. Or does all this depend on the unit/addons cpp file. Thanks again, all help very much appreciated. All Hail OFP1/2. -
Amount of space in a AI/Players inventory
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Realistic, well yea thats true. The book I have just read about the LRRPS in Vietnam described them as carrying at least 40 m16 a1/car 15 mags, 20 frag grenades, plus Browning HP pistol with around 10 mags, so realistic loadouts are not possible. I suppose I wanted more grenades in the inventory, in case it gets hairy in indian country. Thanks to all. The book by the way is great, 3 in the series I highly recomend them, its called. SIX SILENT MEN. Cheers Nexus6 -
Amount of space in a AI/Players inventory
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Thanks Trapper, thats a good start. I assume it counts Grenades as part of the weapon magazine loadout, so you could have 6 magazines for M16 and 4 Grenades, for the 10 slots. Thanks again. Nexus6 -
RED Replied: You comand line is wrong, -nosplash -mod=Nam;@ECP. Glad you are enjoying it buddy As always cheers M8, again thanks for the Camera help some years ago. Nexus6
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Hi, love the mod been a fan since version 1. One problem, playing with a mod folder Nam, -nosplash -mod=Nam -mod=@ECP. When I start the shortcut, I do not get any gui screen which makes plaing the game impossible from that shortcut. I would just like to play it with the nam addons. Any suggestions, or is there a way to turn off the new ECP Gui. Thanks again for the great work. You have taught the Codemaster/Bohemia guys a thing or two.
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Hi, great addon, but it does bounce around and no undercarriage deploys on SEB-NAM-IDRANG map. WIth AI inside. Any solution??
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Does Phu-Toc and RSSZ also have airstrips Thanks again, and keep up the good work. Nexus6
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Hi Para, got a bit confused since there are so many good NAM maps coming out. I was taliking about Ashau, which I know you didn't do. However does the new version of Meekong contain airstrips that the AI can use. The first version had airstrips but the AI couldn't take off from them. Thanks again, and keep up the good work. Nexus6
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Air Strips, you have a few in there. Is there anyway you could make them usable by the AI. Just for recon missions with the birdogs etc. Rice Paddie water sound needs a little less volume and not such a sea sound. Maybe from BF vietnam. Unless this means re-coding island cpp and the like?? Cheers, love the Island.
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Hi, I am using SEB Pack 2 and would like the Vietcong/NVA RPG units to be able to target men/units. Would I need a dedicated script for this, or would the CPP config need changing in the units command lines. All help appreciated. Have been playing battlefield Vietnam, where the rpg units target all units. I know that Aeon, posted somthing along time ago where he had RPG units tragetting soldiers. But that was never released. Thanks very much. "It's not the bullet, its the 4 Tons of force that kills you". If Woody Allen had been in Platoon.
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As identified by an earlier poster. I have put the new version of ECP on OFP. Everything is great but: No Player sounds when running or walking. No sounds with the footsteps, or very very quiet and the equipment belts etc sounds have gone. Do I need a new version or DR sounds Cheers Nexus6
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System: P4 2.8 GHZ 1GB Ram 2600 G4 4600 Det 52.6 I think Direct X 9.b ASUS Mobo Score: 6800
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For Cutscene Purposes, is there a way I can get the AI to fly the F5 and drop the Slow retarded bombs over a target. Is it the Do Fire command?? Any help appreciated, love the plane, especially for Vietnam CAS. Nexus6
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I want to remove the Chain of Comand Logo and Wesite URL at the begining of a mision. I have the code I just ned to know where it should go? Al help much appreciated The code is: CoCIFNoSplash. I have put it in the CoC obelisk unit and it does not work, I stil get the logo. Thanks very much. Nexus6
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It has been noted early in the thread the code to deactivate the startup Icon and Url address images apperaing at the start of any mission with CoC UA. Can anyone tell me where I put this code snippet. Is it in the mission description/Sqs file or in the cpp of the CoC addon itself. Thanks again, apologies newbie question. Nexus6
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Great Addon, anyone know for a cutscene how I would get the F111 to drop the low drag bombs. Would it be unit dofire?? Its for a vietnam mission and the cutscene would show the plane dropping the lowdrags all over a village. All help appreciated. Nexus6.
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Attaching a camera to a vehicle. ver3 script by sn
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Cheers RED. -
Attaching a camera to a vehicle. ver3 script by sn
Nexus6 posted a topic in OFP : MISSION EDITING & SCRIPTING
Dear All, snYpir if your there. I want to incorporate the attach camera script in my camera sqs. Rather than use the whole script, I don't quite understand what I need to include. I have taken values and parameters directly form the SQS of snYpirs script but the camera is out to sea and does not target my plane. I have given the plane an id for the cam set target line. script is at: www.ofpec.com/editors/resource_view.php?id=152 I just would like to know what bits I need and what I must include from the point of view of camera target. Any help much appreciated. Thanks very much -
Attaching a camera to a vehicle. ver3 script by sn
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Hi Red, seems ok now. Targets the choppers before moving to the hercules. _timelimit = 0.5 Thats what it is set to, I have altered this to 0.9 it gives a little more time for the text and the choppers to be viewed. One thing, what variables will thie field except? could I put 1.0, or 1 or 0.09. Just want to know how the array should be formed. And what is the difference between _timelimit and _runtime=(_actualtime-_initialtime) Thanks again RED> Nexus6 -
Attaching a camera to a vehicle. ver3 script by sn
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Hi, Red this is the script complete. Thanks setacctime 0.4 0 fadesound 0 titlecut ["Welcome to NAM", "black in", 15] _cam = "camera" camcreate [0,0,0] _cam cameraeffect ["internal","back"] ;=== Napalm Opening _cam camSetTarget [70488.81,86222.34,3269.88] _cam camSetPos [9698.44,6888.14,11.65] _cam camSetFOV 0.164 _cam camCommit 0 ~40 ;=== Troops titlecut ["1967 and 500,000 US Troops are based in South East Asia", "black in", 4] _cam camSetTarget ap _cam camSetPos [11103.23,6742.57,1.99] _cam camSetFOV 0.050 _cam camCommit 0 ~10 ;=== Boat titlecut ["The US Navy is heavily involved in Riverine Operations to stem the flow of supplies from North Vietnam to the South", "black in", 4] _cam camSetTarget pbr3 _cam camSetPos [8798.84,4904.63,2.27] _cam camSetFOV 0.057 _cam camCommit 0 ~12 ;=== Tanks titlecut ["Search and Destroy Missions have replaced the early pitched battles fought against the North Vietnamese and Vietcong","black in", 4] _cam camSetTarget [6282.03,6123.18,0.00] _cam camSetPos [6342.76,6043.66,3.29] _cam camSetFOV 0.250 _cam camCommit 0 ~10 ;=== huey6 titlecut ["Helicopters form the mainstay of US Military Support,","black in", 5] _unit = huey6 _offset = [40,40,2] _timelimit = 0.5 _initialtime=daytime _camoffsetX = (_offset) select 0 _camoffsetY = (_offset) select 1 _camoffsetZ = (_offset) select 2 _camrelative = true vehiclecamstop = false #loop _actualtime=daytime _runtime=_runtime + 0.005 _newpos = getpos huey6 ? NOT(_camrelative) : _cam camsetpos [(_newpos select 0) + _camoffsetX, (_newpos select 1) +_camoffsetY, (_newpos select 2) + _camoffsetZ]; goto "commit" _cam camsetTarget huey6 _cam camsetrelpos [_camoffsetX, _camoffsetY, _camoffsetZ] #commit _cam camcommit 0 _cam camsetTarget huey6 _cam camcommit 0 ~0.005 ? (NOT(vehiclecamstop) AND (alive _unit) AND (_runtime<_timelimit)): goto "loop" ;=== huey7 _unit = huey7 _offset = [40,40,2] _timelimit = 1 _initialtime=daytime _camoffsetX = (_offset) select 0 _camoffsetY = (_offset) select 1 _camoffsetZ = (_offset) select 2 _camrelative = true vehiclecamstop = false _runtime = 0 #loop2 _actualtime=daytime _runtime=_runtime + 0.005 _newpos = getpos huey7 ? NOT(_camrelative) : _cam camsetpos [(_newpos select 0) + _camoffsetX, (_newpos select 1) + _camoffsetY, (_newpos select 2) + _camoffsetZ]; goto "commit2" _cam camsetTarget huey7 _cam camsetrelpos [_camoffsetX, _camoffsetY, _camoffsetZ] #commit2 _cam camcommit 0 _cam camsetTarget huey7 _cam camcommit 0 ~0.005 ? (NOT(vehiclecamstop) AND (alive _unit) AND (_runtime<_timelimit)): goto "loop2" -
Attaching a camera to a vehicle. ver3 script by sn
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Will do Red. Nexus6 -
Attaching a camera to a vehicle. ver3 script by sn
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Hi, Red. Still doesn't want to camera target the first vehicle. I will try adjusting the time limit as you specified in the previous mail. vehiclecamstop = false, is what the default is set to. Just seems if I set a trigger or waypoint and the value is returned false then the camera stop will not activate. But then at present it moves straight to the second camera. Maybe this script is only meant to be called once and to view another vehicle you have to call a second script and so on. Thanks again though. -
Attaching a camera to a vehicle. ver3 script by sn
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Sweet, it's just good that there are OFP editors like yourself out there who give the newbies a hand. I will try, 2mor. Nexus6 -
Attaching a camera to a vehicle. ver3 script by sn
Nexus6 replied to Nexus6's topic in OFP : MISSION EDITING & SCRIPTING
Hi Red, The edit just will not target the next vehicle. I cannot stop the first camera, 30 secs go by but it stays on the first vehicle. When I set vehiclecamstop to true on the first vehicle within the script the first camera is skipped completely and it moves onto the second. I cannot get it to stop from either a trigger or waypoint either. Maybe its this line. ? (NOT(vehiclecamstop) AND (alive _unit) AND (_runtime<_timelimit)): goto "loop" And this need some numerical values. Again Thanks for the help. Nexus6