Pappy Boyington
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Everything posted by Pappy Boyington
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the packlooks exelent.. and ill admit im merely weapon shopping here.. asumming jackel/sjb still has no probelm with it ill be udating the M9 and the Glock models with those from this pack (seperated into models and textures only pbo file). but thats not why im here.. its partly the reason but not the main.. ive also decided to use the revolver and pistol mag models too. but the revolver mag seems a bit unrealistic... now im not one to preach realisum in a video game.. but since you went to the trouble to iron out ever detail... the revovlver "magazines" should be speedloaders rather then the entire cylinder
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in 7.1 i used the JAM version of the HYK soldiers to cut down on both disk space and install size.. however if u had 7.0 and installed over it.. or patched it.. then those weapons may still be there.. check the folder just in case make sure theres no LSR pbo in the Y2K3\Addons folder. and as forementioned please post this in y2k3 thread or pm me if you need a direct answer from me because i rarely venture outside addons and mods complete forum. however if you are looking for outside help then by all means post whereever you feel you may receive the most help especialy since.. contrary to popular belief i do not have all the answers
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you have the wrong version of the island... the latest version removes all BAS dependancies. ftp://www.gamezone.cz:8021/ofpd....ons.rar that is the latest version. version 1.5 with all nessacary addons
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@ Kyle: thats what u get for throwing grenades at the other side.. the people there threw them back @run: no its not possible. the mission would have to end and then a new mission loaded. so you would need abort or completed that mission.. and then load the new one manualy.. unless... unless u did it with a campaign which autoloads missions for you... you would place 2 SG gates in your mission.. the other one so far out of the mission base it wouldnt be acesseable via normal game play... then the objective be to get to the one gate.. when u walk thru it transport u to gate 2.. and at gate 2 it would have a trigger that ends the mission as soon as the player is detected.. then load the new map with the gate whereever u want it.. the player near it.. and give the illision that it transported u to a new island
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*|backs slowly away|* what is it about sci-fi shows n movies that attracts such a strong following? from star wars to star trek... from Stargate to X-Files... no other series or genre can attract such a dedicated obsessivness that sci-fi can. speaking from first hand knowlege as a low-level Star Trek geek.... a mid to high range star wars geek.... and a high to extreme range X-Files geek
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hey! B17G Flying Fortress: the Mighty 8th! was an awesome game by hasbro.. im offended second off: these stargates are amazing! so easy to use! no external scripts required i placed 8 of them around one of them custom nogova maps... i travled to all 8 corners of the map in the blink of a stargate. that was after i figured out which was whih and used markers to remind me you wanna see something cool? make the trip at night... mmm beautiful. especialy if the stargate is in a building like a hanger or something. thanks again for making it easy to travel halfway across the map
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he was just combining all the sci-fi themes into one mission
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no frickin clue thats actualy from another addon maker called "JMG" he made a firetruck too and thats good that you dont have any lag.. when i took on this project i remember my old 256ram 1.5P4 computer... and it seemed like island makers alwys had some supercomputer from NASA or something and had 90000000000000000 objects on the damned island and then go "it doesnt lag!!!111one" and im like "Wtf are you smoking?" so when i took on the project i wanted to make a decent "city like" island with everything u need.. but without the lag that u dont need.
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yea some of them dont work.. the orginal creator USMC Sniper did those people and left them unfinished. all thats left is us lowly island editors (myself and wackyiraqi)... althou i suppose if i put my mind to it i might be able to fix those few bugs by either removing them or adjusting whatever needs adjusted.. i dunno ill think about it. but no promises. as for the cop car.. just press spacebar or whatever button u use to cycle thru the avalable weapons.. u will find 3 sirens in there.
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you cant check the ammo level of the weapon. afaik there no way to check the amount of ammo in a single magazine. only in the entire stock of the vehicle. in otherwords u can find out if he has a magazine or doesnt.. but u cant find out if the guy has 10 bullets left
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i stand corrected i learned never to trust a real life image
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That "thing" is the pitot probe. You don't have one of those, and you have no flight data [mg]http://www.bluejacket.com/usmc/images/ah1z__super_cobra.jpg[/img]>100kb you were saying?
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Everon Defence Force soldiers
Pappy Boyington replied to Ironsight's topic in ADDONS & MODS: COMPLETE
hey i was just thinking... how about some attack helos in place of those fighter planes u cant afford something along the lines of an AH1F or AH1G with the SEBnam pilot's.. just edit thier uni textures to match the EDF one's and leave the helmet textures. i would think realisticly speaking that getting replacment parts for the engine wouldnt be too hard since the AH1 is still in production. the main differnces between the nam versions and the current one's are electronics. now i know theres been other upgrades to the engins and such.. but for argument's sake we could say they got newer engins in it thus beign able to easily get parts for it. i dunno just a thought i had playin with some nam stuff. -
the Z is really nice.. but the wings are still too stubby. i told you that a long time ago look at that.. the wings are big enough to fit 2 4-pack's of hellfires under them with room to spare... your's barely fits one and a half. enlongate the winglets of the AH1-Z and add vertical wings to the  rear winglets like this then it will be perfect edit: and get rid of that.. think sticking out of the left side of the cockpit
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Everon Defence Force soldiers
Pappy Boyington replied to Ironsight's topic in ADDONS & MODS: COMPLETE
shes all yours.. for one hundred.. billion.. trillion.. gazillion.. fafillion.. shibbity shibbity shilion...yen  he already did -
7 and 8 work for me. i didnt have the seb stuff turned on before ill check out the law and radio guy again. and to answer the question why include the seb nam stuff.... i shouldnt have to justify that kinda question with an answer but i will: becuz this is vietnam units... and it only makes sense to have the veitnam mod.. so that your veitnam units.. have something to shoot at (nva) something to fly in (seb helos) an island to fight on (seb i_drang [which all otehr nam islands use anyway]). so why require the nam pack? cuz noone in thier right mind would play with vietnam units without other veitnam units
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Everon Defence Force soldiers
Pappy Boyington replied to Ironsight's topic in ADDONS & MODS: COMPLETE
the USCG mod has already offered him our USCG cutter to retexture and use as he pleases. Armed with a foreward deck gun that has a large fof is good for inticing those that do not want to stop to.. umm.. stop. it aslo has a nice feature that allows them to walk on the deck of the ship for boarding those illeagle cargo ships. however if something small, fast, and armed with a couple a twin fiftys then i am more then willing to offer him the ability to retexture one of the armed go-fasts as well. (my version of the 50 cal gunboat has the INQ m2 textures on them klinks orginal has the BIS ones) -
the LAW is giving the model special error i played with the guys one by one and didnt have any CTD cept i couldnt play with the LAW guy.. now by saving the mission as a pbo file and then testing it.. u could get past the model special error.. but thats what crashed my game was when i turned to look at the LAW soldier. everything else worked for me just fine. i really like the weapons
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running y2k3 you get the same results.. a crash to desktop... thats after a .model. error in the editor. using custom animations the soldiers arm is all about 2 inchs thick. but i concur they do look cool
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Everon Defence Force soldiers
Pappy Boyington replied to Ironsight's topic in ADDONS & MODS: COMPLETE
shes all yours.. for one hundred.. billion.. trillion.. gazillion.. fafillion.. shibbity shibbity shilion...yen  althou i do think you should have at least a handful of multirole jets in your arsenal. now that he mentions it.. the A4 would work as a cas/recon plane  -
And if people don't want the "Ocean" island or if some of those addons are later updated and required for other islands? Besides, I would'nt want another island installed just to get this island to work. My island selection-screen is a big mess already. i only mentioned it since "new ocean island" is a required addon due to the sidewalks in lipany and a few of the buildings. by the way yes i know im late on this.. but i only recently noticed it on ofp.info and decided to give it a shot. speaking of lipany.. umm are they vampires? cuz there is 1 street light in all of lipany. lol the rest is blacker then a.... eh nvm ill prolly tick someone off if i finish that joke. and you killed the lake! you bastard! the lil lake just east of petrovice. as for runway textures... what about the aces_it runway textures? i used em in New Ocean Island... and since u already require that addon... it might not blend to well with your current airbase ground texture but it is a very nice runway texture. and eh what the hell.. assuming your ground textures for the airport arent in abundance... id be happy to give them more of a ground look... or you could do it yourself by simply taking one of the BI ground textures.. namly a concrete one. and then layer it on top of your texture. then by choosing a blend type (using Paint Shop Pro) you could easily blend it to match the rest of OFP's ground texture type the rest that ive explored seems nice
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Everon Defence Force soldiers
Pappy Boyington replied to Ironsight's topic in ADDONS & MODS: COMPLETE
Ok, had no idea how much one costs... What recon/CAS-plane will you guys use? Any ideas? Bronco perhaps? what about the PC6 a civilian plane easily converted to "military" would be fitting for a low-budget military. http://ofp.gamezone.cz/news/pics/sectionpics/PC6.JPG as for air transport i concur with the UH1H for the job (seb one's are a good base) or the ToW CH43 Choctaw are quite good as well. as for fighter aircraft i would reccoment the F4 Phantom II. namly the F4 model from footmunch n tomiD with a slight model tweak to include an onboard cannon rather then a gunpod. as they are older they would be moderatly priced, and are highly versitile so u have a fighter & a bomber in one plane which would be perfect for a military that cant afford both a fighter and a bomber and on top of that i belive would provide to be a rather formidable foe for most soviet aircraft, even today. in terms of "Coast gaurd" i would suggest klinks PT and/or PTF boats. they have a flag mount u could simply define your own flag texture and run it via init in a seperate config pbo and just require the pt boat addons. if you want your very own boat... the USCG mod would be more then happy to allow you to retexture our CG cutter and crew them with your own men. the ability to walk on their decks would prove to be very useful for boarding of other vessels.. then again you could easily apply that same script to any other vessel, however ours is better suited for the task -
wtf  ok thats already there.. and i tried running a script with just that line in it... ok time to ask for help.. umm max check your pm.. if u dont mind
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yes it would... but u fire 10 grenades.. thats 10 craters arty fires 20 rounds thats 20 craters crater = model models x large numbers = lag^5 thats why its only on APC's and MBTs. however.. for you budding mission makers out there.. the crater will be avalible in the editor under Camera\Crater (Y2K3) and the crater is configed into the GMR pbo file so if u want to distribute ur mission to non Y2K3 users.. include the updated GMR.pbo (when released, obviously) i did a test on the desert island and if i have 30 of them within a 100m range i loose about 5-10 fps. but if your making a mission where u want to use them as cover.. i suggest using about 4 or 5 of them scattered about in an unorderly fasion. oh by the way for any of you spec ops out there.. dont worry about the uped armor in the tanks... the AT4 has a lil more oomph to it.. the Mine's still will disable the tank in 1 hit... and 3 satchel charges will lift a T80 20m in the air so the tanks are tougher and so are the anti-tank equipment
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testing one too.. is this thing on? anyone from orcs wanna help me out here?