PSC
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Posts posted by PSC
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Oh well, I always understood it like this: If you need another addon for a) the addon itself or b) the mission, write a note into the requiredAddons[] part of a) the addons config, or b) the mission.sqm (there is such a part in the mission.sqm, isn't it?).
Plus the rest (instruction in the readme where to get, etc...).
Regard, PSC
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Oh, but wasn't that what you were asking for?
Quote[/b] ]Or, for example a delta ranger specific mission, are we meant to insert them with BIS blackhawks, when there are nice littlebirds available? From my perspective, that defeats the greater scope of what BAS make, and doesn't provide BAS fans with what they enjoy.Maybe I didn't get your point right though?
Regards, PSC
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Quote from the AAE guidelines:
Quote[/b] ]V) If the addons itself requires other addons to work properly, it has to:
i) include such addons in requiredAddons[] list
ii) provide exact instructions where to get the addon in the readme file
iii) the addons in question has to be At Ease compliant addons as well
PSC
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Oh well, I think the problem is solved. I tried a different internet browser and it worked.
Regards, PSC
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Am I the only one who has trouble to download the AAE Utility? Since yestarday I keep on clicking on the "I Agree" link, but nothing happens. First of all I thought it was the rush of people trying to download, but now I can't believe that anymore.
Regards, PSC
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Do you guys have any plans for british 8th army units? Would be good to have a chance to recreate all the battles the british and germans foughtI don't plan that at the moment to be honest. I even doubt that my next addon will be WW2.
Regards, PSC
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Thanks a lot for your appreciation!
Regards, PSC
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I released my Flettner FL-282/3 "Kolibri" addon.
There are two packs with six different versions
Pack 1:
<ul>
[*]Standart green Kolibri
[*]Kolibri with Regiment Malden Camo Pattern
[*]Kolibri with Deutsches Afrika Korps Desert Camo Patter
Pack 2:
<ul>
[*]U.S. captured Kolibri
[*]Kolibri with winter Camo
[*]Kolibri with Deutsches Afrika Korps Tropical Camo Patter
Each of the pack can be installed and used independently, but you need the additional Luftwaffe Pilot addon for both of them.
You can download it here:
Mirrors:
(Provided by Mars911):
http://ofp.gamezone.cz/_hosted/marcel/Kolibri_Pack_1_Installer.exe
http://ofp.gamezone.cz/_hosted/marcel/Kolibri_Pack_2_Installer.exe
http://ofp.gamezone.cz/_hosted/marcel/Luftwaffe_Pilot_Installer.exe
(provided by ofp.at)
http://www.ofp.at/index.php?act=download&dlid=207
http://www.ofp.at/index.php?act=download&dlid=208
http://www.ofp.at/index.php?act=download&dlid=209
(provided by ofp.info)
ftp://www.gamezone.cz/ofpd/unofaddons2/Kolibri_Pack_1_Installer.exe
ftp://www.gamezone.cz/ofpd/unofaddons2/Kolibri_Pack_1_Installer.exe
ftp://www.gamezone.cz/ofpd/unofaddons2/Kolibri_Pack_1_Installer.exe
Regards, PSC
P.S.: A note to BIS: In my personal options I can set the text color of my posts. But each time I post something it is black (default) again. So I have to go to my control panel, change the color again, and edit the post to make it work...
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Don't let that stop you from using it to make great African, ME or whatever missions any time within the last century.Thats right. It wouldn't stop me, but to speak in metaphors, the name is like an itching spot on my back, that I can't scratch if you know what I mean. It doesn't feel right if you play in Africa but the map is called Afghanistan.
PSC
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Very nice map! I wish the creator would not call it "Central- or Southern Afghanistan", but give it a fantasy name. Like that it would be more comfortable to use the addon for WW2 Afrika or other desert-like scenarios as well.
PSC
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Yeah, I do it the same way. I know Anim8tor is a free tool, I'd recommend to use a differet tool to convert your models to 3DS though. I had trouble with cilyndrical texture projections and Anim8tor sometimes.
PSC
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You can import 3DS files into Oxygene. So if you can export your Autocad model into a 3DS file it shouldn't be a problem to improt it into OFP.
PSC
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Oh well, seems like a good idea on the long run. But for the mission I'm working on right now I'm happy with the solution I found.
Regards, PSC
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Thanks Baron Hurlothrumbo IIX, it works.
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Ok, it still doesn't work. So I'll try to specify the question:
I have 12 playerslots. They are named like this: Player01, Player02... Player12.
In the initline of Player01 I wrote:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">PlayerGroup = group this;<span id='postcolor'>
So if I write this into a trigger, and the leader (Player01) slot is taken by a human or AI, it works:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">leader PlayerGroup sidechat "It works!"<span id='postcolor'>
But if the Player01 slot is empty and the first slot taken by a human is Player03 for instance, it doesn't. Nothing will happen then. I guess the reason is that the people will not be grouped into PlayerGroup if there is no Player01.
Is there a way to group the playable slots in a different way? Something that I could write into the init.sqs file for instance. Maybe like this:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">PlayerGroup = [Player01, Player02... Player12];<span id='postcolor'>
Regards, PSC
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I hope something like this will work:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">(leader) sidechat "blah"<span id='postcolor'>
PSC
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Oh well, it's always like that. You ask something and then you find the solution yourself. Looks like I did not read carefully enought through the search results. But at a second time I found this:
http://www.flashpoint1985.com/cgi-bin....idechat
I'm not 100% sure if this is what I'm searching for, but it looks like it is.
Thx anyways, PSC
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I've got a question. I'd like one player of the team to say something in teamchat if a trigger is activated. Usually it would go like this:
"on activation" line of trigger:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
s1 sideChat "Bla bla bla";
<span id='postcolor'>
"s1" is the playername in this case.
The problem is, "s1" is one of the choosable playerspots, but what if nobody chooses the "s1" slot. Nothing would happen then. So how do I make it if "s1" is not taken, that "s2", or, if "s2" is not taken as well, "s3" says "Bla bla bla"?
Maybe something like:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
if "s1" is alive, say "Bla". Else "s2" say "Bla", etc.
<span id='postcolor'>
Regards and thanks in advance, PSC
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Add a simple quadratic plane, apply a planar transparent texture to it, and make it a selection called "clan".
If you do it like that the squad logo will be shown instead of the transparent texture if there is one (otherwise it's just transparent).
PSC
P.S.: Don't forget the CfgModels section in the config.cpp
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Add a simple quadratic plane, apply a planar transparent texture to it, and make it a selection called "clan".
If you do it like that the squad logo will be shown instead of the transparent texture if there is one (otherwise it's just transparent).
PSC
P.S.: Don't forget the CfgModels section in the config.cpp
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You could have an in-mission code request. In other words: you start the mission as usual. After or before the intro the squadleader will be asked to insert a code. If it's the right one the mission goes on, if it's the wrong one an ending trigger will be activated.
PSC (aka Joe Lemonade )
P.S.: Serious players would play/finish the first mission of a campaign before they go on to the next mission anyways...
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Nice job! But can you describe in short words what I have to do if I want to make my addon, lets say a chopper, able of picking up swimming soldiers for instance?
PSC
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ 08 May 2003,14:46)</td></tr><tr><td id="QUOTE">...Of coarse that means you have to play as a Nazi..<span id='postcolor'>
Thats not only political incorrect. Not all Germans were Nazis. In fact the word Nazi is derived from Nationalsozialistische Arbeiter Partei (NSDAP), which was a political party in Germany during that time. So only the people who were members of that party were actually Nazis. In other words, most of the Germans were not.
PSC
Dune buggy addon
in ADDONS & MODS: DISCUSSION
Posted
I released my new dune buggy addon. You can grab it here:
buggy.tacticalblunder.com
It should be AAE compatible, but I admit, I "bend" the AAE rules a bit. The tag for this addon is "Bug". Everything (addon PBO, mission names) starts with "Bug". Not sure if this is 100% correctly, but tecnically it's not wrong.
Some features of the buggy are:
<ul>
[*]Random Visual Appearance
[*]Random Numbering
[*]Nitro Boost
Check the included readme and PDF for further information.
Regards, PSC