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PRiME

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Everything posted by PRiME

  1. Could you chaps look at getting permission to add these VERY useful animations that let you look around corners!! http://ofp.gamezone.cz/index.php?showthis=8187 PS. Zayfod FFS visit MSN more then once a month LOL how am I ment to suggest/report things if your never around LOL..
  2. Activation Bugs are still present in this ECP so once ECP coders get around to contacting me about fixing that I'm sure ECP will be pretty much ready for prime time.. I mean good to go
  3. There has been SOME beta testing and issues have arised that the ECP team are now looking into, There will be more testing next week and hopfully after those couple of things are sorted ECP should be ready for release. I do believe the testing should have started sooner but better late then never, also for peoples information testing is being done on a LARGE array of addons and missions on a dedicated server. No MAJOR issues atm just a few querks that need sorting, and some FX activation issues.
  4. Thanks for Gnat who readded couple of bodyfloat towards water features ;) Now back to my rewrite of ZsCTI
  5. PRiME

    ZEUS CTI v1.2 released

    Alrighty since I didn't get much responce from that I'm working on making it easier to convert this ZeusCTI, so far I have only coverted the code of the Soldier definitions,. It works fine, basicly you just set everything in Stats and be done with it. Simular to how CrCTI works but a bit different and perhaps a little easier to read. It will take time to get it all going good but if I do get it done perhaps Prommy can include the new code in 1.3, who knows.
  6. PRiME

    ZEUS CTI v1.2 released

    Ok I'm building this WWII CTI for my Server (ofp.ipgn.com.au) and I get these errors atm, doesn't seem to affect gameplay and everything works cept these errors popup, So what I was wondering is howto resolve them as I no doubt caused them when I was doing the conversion over to ww2 (more then just armor switches) Could someone let me know were these errors might be resolved in, and what they are talking about. I suspect it could be something in Stats done wrong but I can't be for sure.
  7. The countdown begins.. . hmmm ;)
  8. The countdown begins.. . hmmm ;)
  9. PRiME

    OFP-MANIAC-MAP-Locator

    I live on North Side of Brisbane/Queensland/Australia Please add me
  10. Was just wondering if there was a easy way to fix the AI so they don't fly so low when attacking,. I mean they fly into houses etc while firing missiles. I swear its asif the AI are trying to do a fly-by shooting. Anyway I heard of some people resolving this issue and just wondering if this can be applied to any aircraft. Wish there was a command like MinimalAttackHeight or something, sigh.
  11. PRiME

    Planes attack runs

    what should I put for: aileronSensitivity elevatorSensitivity for lets say a f18/f16 etc etc.. Also those 2 values won't ruin how the planes handle will it? its just a AI thing? PS. zamerny is in the cockpit, about centre of plane.
  12. PRiME

    ODOL Converting a soldier to MLOD

    yep been doing that, been using the ultra edit, I replace the names with something shorter.. First trial had some weird effect as the soldiers were running on the spot :o So should I replace the texture name and leave SPACES (empty data) for the letters that are removed Im just unsure because I tried doing replacing but it reshuffled the data and Im thinking that somehow can screw with the rest of the code?
  13. So I converted these desert soldiers to MLOD so I could add in pistol proxies but the damn things loose there textures completely,. Is there a pathfix I need to do and if so how do I go about doing it? I'm hoping I don't need to re-add every texture as that will take me weeks.
  14. PRiME

    ODOL Converting a soldier to MLOD

    So I can see those texture name referrences in the ODOL if I hex edit it?
  15. PRiME

    ODOL Converting a soldier to MLOD

    positioning not needed, I copy paste from another model onto the STT one, easy as PIE. Anyway I wanted to fix the textures up but I can't determine what belongs to what part of thesoldier as there names colide,. Damn Shame. If only there was a better ODOL convertor
  16. PRiME

    ODOL Converting a soldier to MLOD

    Perhaps, But im simple just adding handguns to these existing units for a package im making,. I know someone has done it before but the files have since gone into the big abyss so I will do it myself. EDIT: Well it will take too long anyway as the names are all the same due to this dos cutoff thing, maybe oneday someone will make a non 32charactor limited one.. tell then I will just put up with the soldiers shooting out of there chest.
  17. PRiME

    ODOL Converting a soldier to MLOD

    Ok well after looking at the faces path etc they all appear to be correct, but if I save the MlOD then try using it ingame the soldiers come up white. EDIT: Wait they come up with half the texture file name cut off, sttdesertsoldiersw\sttdes003mc_t should be sttdesertsoldiersw\sttdes003mc_tankistaw2.paa whats going on here?
  18. PRiME

    Cannon not Aligned

    Found my anwser here http://www.flashpoint1985.com/cgi-bin....=optics Well least the dot is aligned, now to align the blasted projectiles.
  19. I have this addon that I wish to fix up its main gunnerOptics, its a leo2a6 tank but its main gun is misaligned with the HUD, its a few cm down when zoomed fully in, just wondering if this can be fixed in config file or p3d?
  20. Just wanna know if anyone knows the issue with this addon file? You know what im talking about, the missing addon "bas_repair" BS, I have poked at the config.cpp for hours at end to find no solution at all, this issue is related to this addon alone, no other addon has anything referencing to bas_repair at all. Copy of config.cpp below: <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 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class bas_repairh { units[] = {bas_repairHW,bas_repairHE,bas_repairHR}; weapons[] = {}; requiredVersion = 1.90; }; }; class CfgVehicles { class All {}; class Static: All {}; class Building: Static {}; class NonStrategic : Building {}; class HeliH : NonStrategic {}; class bas_repairHW : HeliH { scope = public; side = 1; model = "Heli_H"; displayName="RepairH-W"; vehicleClass="BAS - Misc"; icon="\bas_repair\basrepairiW.paa"; nameSound="helipad"; accuracy=0.20; typicalCargo[]={}; transportAmmo = 100000; transportRepair = 100000; transportFuel = 2000; mapSize = 9.8; cost=0; armor=200; class EventHandlers { init = "[_this select 0] exec {\bas_repair\1west.sqs}"; }; }; class bas_repairHE : bas_repairHW { scope = public; side=0; model = "Heli_H"; displayName="RepairH-E"; vehicleClass="BAS - Misc"; icon="\bas_repair\basrepairiE.paa"; nameSound="helipad"; accuracy=0.20; typicalCargo[]={}; transportAmmo = 100000; transportRepair = 100000; transportFuel = 2000; mapSize = 9.8; cost=0; armor=200; class EventHandlers { init = "[_this select 0] exec {\bas_repair\1east.sqs}"; }; }; class bas_repairHR : bas_repairHW { scope = public; side=2; model = "Heli_H"; displayName="RepairH-R"; vehicleClass="BAS - Misc"; icon="\bas_repair\basrepairiR.paa"; nameSound="helipad"; accuracy=0.20; typicalCargo[]={}; transportAmmo = 100000; transportRepair = 100000; transportFuel = 2000; mapSize = 9.8; cost=0; armor=200; class EventHandlers { init = "[_this select 0] exec {\bas_repair\1resi.sqs}"; }; }; class AllVehicles:All{}; class Air: AllVehicles{}; class Helicopter: Air{}; class Cobra: Helicopter {}; class bas_cobra_a: Cobra { accuracy=5; vehicleClass="BAS - Vehicles"; displayName="AH-1 Cobra (A)"; }; class AH64: Helicopter {}; class bas_ah64_a: AH64 { accuracy=5; vehicleClass="BAS - Vehicles"; displayName="AH-64 Apache (A)"; }; class Mi24: Helicopter {}; class bas_mi24_a: Mi24 { accuracy=5; vehicleClass="BAS - Vehicles"; displayName="Mi24 (A)"; armor=50; threat[]={0.6, 1, 0.4}; }; class Mi17: Helicopter {}; class bas_mi17_a: Mi17 { accuracy=5; vehicleClass="BAS - Vehicles"; displayName="Mi17 (A)"; }; }; }; I can only suspect it may be caused by it missing a certain class that should be defined, thats all I can guess atm. This issue only appears on dedicated servers btw, and appears to go away if addon is moved into the root addon folder but that is no good as the annoying error message still pops up.
  21. PRiME

    bas_repair.pbo

    Alright alright, its all good,. Thanks for benu for pointing me in the right direction, as you may have known I wanted the solution for this problem which benu gave so now I have fixed several addons that had this issue,. ;)
  22. PRiME

    bas_repair.pbo

    Avon, must be blind, never did find that link.
  23. PRiME

    Red Hammer Studios

    I dunno if this has been discused or not but your RHS T54-64 etc tanks have issues in multiplayer, people get T55 error. or error.. . etc etc messages all the time, . Yes I have read the documentation, tried the RHS Logic and Server logics etc etc, all different cobination and it appears its not fool proof as some people get the errors and some don't. Is there a final solution to this, keep in mind I have read the docs on howto get these tanks working in MP..
  24. Basicly I can't get units to move after I have createunit. They refuse to move in dedicated mode but work in the Normal server and in editor.. Making testing frustrating.. I have tried all code possible atm.. Seems this is a dead end for editing in OFP for me tell it gets fixed... here is my script so you can get a idea on what im doing. ---------- ?!(local Server): Goto "Next" East5Truck = "Ural" createVehicle getPos StartVclEast5 #Next Publicvariable "East5Truck" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man1 = this", 0.9, "CAPTAIN"] East5Man1 setBehaviour "AWARE" East5Man1 moveindriver East5Truck "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man2 = this", 0.9, "Lieutenant"] East5Man2 moveinCargo East5Truck East5Man2 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man3 = this", 0.9, "Corporal"] East5Man3 moveinCargo East5Truck East5Man3 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man4 = this", 0.9, "Private"] East5Man4 moveinCargo East5Truck East5Man4 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man5 = this", 0.9, "Private"] East5Man5 moveinCargo East5Truck East5Man5 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man6 = this", 0.9, "Private"] East5Man6 moveinCargo East5Truck East5Man6 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man7 = this", 0.9, "Private"] East5Man7 moveinCargo East5Truck East5Man7 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man8 = this", 0.9, "Private"] East5Man8 moveinCargo East5Truck East5Man8 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man9 = this", 0.9, "Private"] East5Man9 moveinCargo East5Truck East5Man9 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man10 = this", 0.9, "Private"] East5Man10 moveinCargo East5Truck East5Man10 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man11 = this", 0.9, "Private"] East5Man11 moveinCargo East5Truck East5Man11 setBehaviour "AWARE" "SoldierESaboteurBizon" createUnit [getMarkerPos "East5", groupE5, "East5Man12 = this", 0.9, "Private"] East5Man12 moveinCargo East5Truck East5Man12 setBehaviour "AWARE" leader groupE5 domove getpos East5Move exit ------------ Keep in mind I have tried move and commandmove. Both fail to work, the AI just stand around Tho if ya fire off a shot the crouch to the ground so they must be active in some way just unable to recieve orders or move commands etc.. Also the moveindriver/cargo command in Dedicated mode is a bit flaky as well as it does not appear to always work. Hard to tell. It be Nice if BIS can confirm the above so I know were I stand. If anyone has any other ideas on how to get it to work please feel free to tell. THanks
  25. Altho I can get the particle system to work is so darn complex I can't figure it out properly, even when I know what is what I still can't get much to happen except from what has already been done "flaming vehicles etc" What I would like to do is make small sized smoke particles shoot accross the ground in a medium sized strip and perhaps ramdom direction, The smoke clouds must be whiteish tho and they must also not stay around forever were as this other script I had the smoke clouds never went away. Can anyone help me out?
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