Rastavovich
BI Developer-
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Everything posted by Rastavovich
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Why do you define class single and full auto outside the weapon definition where it should be used?
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To disable downwash you write simply: DKMM_RAH66_no_dust = true; in a initline of one unit on the map. Sorry that i forgot the mention that in the readme.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines[]={"FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","FH_Bigbollmag","PipeBomb","HandGrenade","HandGrenade"};<span id='postcolor'> what is that " there?
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Well, as long as that are other errors, I've asked your question. (I searched only for the one mistake). So can you tell me the new error-message, so I can search those (searching a config for bugs without error message is kinda hard, and you oversee a lot of things then).
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See that lines: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWB:Soldier{}; class FH_SoldierWMeckhauge:SoldierWB{}; displayName="Soldier (Meckhauge)";<span id='postcolor'> You have a "};" at the end of the line. But you try to write your definition afterwards, simply use: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class FH_SoldierWMeckhauge:SoldierWB{<span id='postcolor'> and it should work
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copy & paste the config here would be very usefull, don't you think?
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Attention: this is not the new version of the comanche, this is the updated pack of the downwash scripts. So what's new: - Optimized scripts (less cpu intensive) - Mp scripts - Demomission The MP scripts is very flexible, you can use it also script only, so noone needs the dkmm_choppers.pbo installed. Head over to our page to grab it.
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@FallenPaladin: make sure you use the DKM-Mod/Air/Choppers, instead of Air/Choppers. You can see the effect over all surfaces.
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Yoshiro, the comanche have a own downwash script, so this pack doesn't affect it. But the updated comanche will have a real similar downwashscript like those here. Meanwhile you can use the init.sqs from the chopper pack to get some downwash on the comanche.
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We will check on any further addon if it would be usefull/possible to implement things over scripts and if we find something, we will try to get it in.
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Dkm mod is working on the next comanche version
Rastavovich replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
then it would take an additional week We have to look, I can't promise. -
Dkm mod is working on the next comanche version
Rastavovich replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">So, approximately when is this due to be released?<span id='postcolor'> As usual, when its done...... (1 day - 3 weeks, depends how fast I get the scripts working as they should). -
Dkm mod is working on the next comanche version
Rastavovich replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
"Open Doors" is for opening/closing the cockpit doors, you will not be able to get in/out when doors are closed (human players only). New version will include a lot of bugfixes + 2-4 more (we will look what we can implement) never seen features on vehicles in OFP. Bugfixing includes: - fixed: shooting on deathspin - fixed: AA soldiers didn't fire at Comanche - fixed: Autorotate when deathspin and engine off - fixed: Wings appear in cockpit when dropped - fixed: To much dust when no fuel and engine was started         several times - fixed: FFARS spawn closer to the body now - Texture improvements - fixed: Compass indicates wrong direction - fixed: Main rotor - added: Squadlogo will now show up in MP - added : Gunner has zoomable optics - changed : Gun sound - Changed : Gun movement angles - fixed: Jammer was unusable under certain conditions - fixed: Betty sound was to loud - added: Downwash can be disabled - Downwash script improved - Smokerscript improved - AI script improved -
Radar display for soldier unit
Rastavovich replied to gaultesian's topic in OFP : CONFIGS & SCRIPTING
well, I doubt it is possible, since you need a "commandercansee", "drivercansee" or "gunnercansee" for that in the vehicleconfig of the soldier. I never tested it, but I think you cannont make a player commander of itself and make it still move like a soldier. -
yep, you have to use the main gun smoke on your "modified" gun. Use in the vehicle config: class MGunFire : WeaponFireGun{}; class MGunClouds : WeaponCloudsGun{}; Maybe you have to define also those classes. But class WeaponFireGun {}; class WeaponCloudsGun {}; as own classes (not in cfgammo or cfgvehicle) might do the job.
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Use "shotbullet" instead "shotshell" simulation for the ammo.
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Missing addon message for dkm_mod
Rastavovich replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
Well we had the choice between a missile system that will hit a plane with some unrealistic values (it would hit 80% afaik irl) and a system with regular values, that wouldn't hit anything and would make the whole system useless. What would be the point in using a Tunguska if it is only a Shilka with some decor attached? -
Missing addon message for dkm_mod
Rastavovich replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I dont use DKM mod because for example theire tunguska fires missiles wich travel at 14 000 km/h. Other than stuff like that its pretty good <span id='postcolor'> Ehm, where did you find that the missile goes 14 000 km/h? BTW, afaik the old BTR-70 used a interior of our Patria, that might have caused the error. -
Missing addon message for dkm_mod
Rastavovich replied to theavonlady's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I dont use DKM mod because for example theire tunguska fires missiles wich travel at 14 000 km/h. Other than stuff like that its pretty good <span id='postcolor'> Ehm, where did you find that the missile goes 14 000 km/h? BTW, afaik the old BTR-70 used a interior of our Patria, that might have caused the error. -
No, only if you use modified magazines it would be possible (AFAIK).
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A question to bas addon studio
Rastavovich replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
You could use a software to check dependancies of addons. Of course this software would need a netbased libary with all addons and their needed .pbos. Maybe it could also be some sort of "download center". (This isn't from me, but I can't remember who told me once that idea). Another thought: for updating .pbos you could use another program, that unpboes, replaces/changes and repboes a given pbo. So it would be kinda "patching". I am thinking in ways of "user friendly". Of course this software needs to be programmed first. But I have no doubt that here are skilled ppl around. BTW: I like the idea of standards and cooperation like this. -
you can only use angle0 and angle1 to define the maximum angles of the animation, but you can select every angle in between by using a value between 0 and 1 when calling the animation.
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Reduce the weight of the model in o2.
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It would be really strange you had by accident a global variable called like one out of our scripts, since all those globals are "dkmm" tagged. Could you pm me your ICQ number, so we could do some tests with an updated script?
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How to make a "car" to heal?
Rastavovich replied to STS_SolidSnake's topic in OFP : CONFIGS & SCRIPTING
of course that wont work. First you have to define a own class, then you have to place the "attendant"-line in the class. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep: Car {}; class STS_Jeep : Jeep { Â Â Â Â attendant = 1; }; };<span id='postcolor'>


