Rastavovich
BI Developer-
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Everything posted by Rastavovich
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I want to define my own formations
Rastavovich replied to Balschoiw's topic in OFP : MISSION EDITING & SCRIPTING
I just looked it up and it seems it is not possible over config.cpp (well at least I didn't found it). If BIS has definded those formation settings in the .exe of OFP you will have only the possibility to use scripts. -
I want to define my own formations
Rastavovich replied to Balschoiw's topic in OFP : MISSION EDITING & SCRIPTING
formationX=25; formationZ=30; formationTime=15; are normally used for that (afaik). -
There is a big SAR painting on those orange doors, what stands for SEARCH & RESCUE, those choppers are normaly used for those civil search purposes, that's also why it is unarmed.
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A message for all modmakers
Rastavovich replied to STS_SolidSnake's topic in ADDONS & MODS: COMPLETE
@supah: Yes, of course they all want help (well not actually all, there are also some which only want to demonstrate that all can be done better). The problem is, that a lot of people doesn't critizise in a helpfull way. For example: They see that a texture is missing or not correct placed (what can happen sometimes, all addonmakers are still humans) and their bugreport is not "There is a texture missing", it sounds more like "Haha, learn how to skin". That can really piss addonmakers off. Also that 100%-perfect-thinking is something that can really be disturbing. Something like: "Well in real life that screw is 2mm more to the left" or "Why can't this vehicle transport 8 ppl + 2 crew?". Then there are also the "think-they-know-all-better-because-they-saw-it-somewhere"-ppl. Those are my favourits. For example: "Why can't your patria swim, cause I know the real patria is able to swim" (that complain I saw about 8 times in different forums). Well, the problem there is, that the version we have released cannot swim due to heavier armor. In general I would say: let around 2-3 days go by before you place the first bugreports (then you have enough time to check all aspects of an addon). Believe me, there is nothing more annoying then getting the first whiners, when you released your addon 15 minutes ago. (In that place I wanna say sorry to BIS because I critisized their 1.2 patch, guys you did a great work and I was just to blind to see the work behind it). Now back to the main topic: Why we release prerelease pics of addons? We don't do that for fun (well ok, we also do it for fun), we most time do it to check the feedback of the "end-users". If they all say allready there: "naaa, what a crap", I don't have to spend hours/days to make an addon release rdy. -
Trekkie might be right. Following is the definition of the "original" LGB: hit=5000;indirectHit=3500;indirectHitRange=15; minRange=50;minRangeProbab=0.50; midRange=300;midRangeProbab=0.95; maxRange=2500;maxRangeProbab=0.50; soundHit[]={\LaserGuided\expl2,db40,1}; cost=20000; model = Snake; proxyShape = Snake; irLock=false; laserLock=true; maxControlRange=100000; maneuvrability=16.0; sideAirFriction=0.1; simulation=shotMissile; maxSpeed=100; initTime=0; thrustTime=0; thrust=0;
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Finally, we have sorted out all bugs (we knew of), so XA-188 is now rdy for download at our page. It is a real fast APC and armed with the M2 HMG. 8 soldiers can transported beside the 2 men crew. It is much faster then the M113 and we are pretty sure you will like it:)
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Hi all, we have released a new Patria version. Note that the old version is still needed for running the new "Sisu". Here's a list of changes/bugfixes: - Internal model/texture changes - external skin camouflage changed - Fixed: AI crashing into things - Carried ammo/weapons added - Steerability improved - Top speed reduced - Lowered gunner position, less vulnerable gunner - Internal gunner cage made static - Tachometer tweaked - Munitioncounter added - Shockabsorbers harder - Ammoboxes now only contain 100 rounds - Ammobox reloadtime lowered - added magazine reloadsound Grab it here. If you haven't the old Patria yet download it also from our side. Greetz Rastavovich
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You have to drive on the fuel station, not just near it, then you should be able to refuel.
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Xa-188 patria by dkm-mod released
Rastavovich replied to Rastavovich'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'd like it if the gunner could turn in and out, he's kinda vunerable sitting up there.<span id='postcolor'> Sorry not possible, there the game engine sets us limitations. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">well i tried taking out the Patra with a blackop (by killing the gunner and driver) and it seems the gunner i very vulnerable to a shot, and when i try shooting the driver the window is kind of armoured and i cannot shoot him. So when he was retreating i shot at the tyres and they didnt pop. <span id='postcolor'> What do you think APC stands for? American Pie Cake?..... (no offense) No it stands for Armored Personal Carrier, mention the word "Armored" in it. Don't you think that a APC would be pretty useless if every little bullet you fire from you handgun would kill the whole vehicle? The XA-188 is bulletproof up to 14,7mm (even if there is no gun with that caliber). The tires are kevlar protected. It is the version with heavy armor, you know, that is also why it has no propellers on its rear, because it cannot swim due to the heavier armor. I hope I cleared here some missunderstandings out. -
What does "no entry "modelspecial" mean?
Rastavovich replied to tactical's topic in OFP : MISSION EDITING & SCRIPTING
are you using any addon unit/weapon? modelspecial normally is a term out of config.cpp. -
Xa-188 patria by dkm-mod released
Rastavovich replied to Rastavovich's topic in ADDONS & MODS: COMPLETE
the mirrors are not up yet, just click the banners (OFP or RES). -
@Kegetys: You are right, my fault, but the transport unload command still acts weird.
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Dunno if that was allready mentioned, but it looks like their is a major bug in group/units management. ([if I use '"this moveincargo T1" foreach units group player', only the guy with this command in its init-field is moven in as cargo, but not the rest of the group.] authors stupidity, please ignore) Maybe a related problem, the "transport unload" waypoints act a bit strange, only one guy is unloaded, then the chopper lifts off again and hoovers over the unload position, if you are the leader of the group you can command now all your ppl to disembark, the chopper will land and unload them then, afterwards it continious it normal waypoint routine. That the chopper handling of waypoint should be improved was mentioned before AFAIK.
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Attention coders! can this be done
Rastavovich replied to dkraver's topic in ADDONS & MODS: COMPLETE
AFAIK, denying reloading is possible, only problem then is, that you only can use LAW launchers then that ppl have at the start of the mission with them. So you cannot place them in ammocrates. -
I made a script that sets a markerpos to the pos of an vehicle. After setting so I let a tank aim on the marker, using commandtarget or dotarget. The targetbox shows up about 50 meters away of the vehicle I refered the markerpos to, even if the vehicle doesn't move.
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yes, depbo the whole pack, open the config.cpp and look for the classnames of all classes in cfgweapons.
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O2 addons that are not aircraft
Rastavovich replied to Ludovico Technique'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">DKM is working on a Landrover I believe.<span id='postcolor'> Yes, we do. -
O2 addons that are not aircraft
Rastavovich replied to Ludovico Technique's topic in ADDONS & MODS: COMPLETE
Remember the first O2 made addon, a fieldgun. Then there where the OH-6 series, a jeep from Marss, a submarine and a speederbike -
How to get rid of the muzzle flash bug...
Rastavovich replied to N.o.R.S.u's topic in ADDONS & MODS: COMPLETE
<--- getting old -
How to get rid of the muzzle flash bug...
Rastavovich replied to N.o.R.S.u's topic in ADDONS & MODS: COMPLETE
that should only work together with Resistance, in OFP it ctd if you put those lines in. -
@Turkish: dunno I never tried, but i doubt it, cause it needs new animations.
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Fn-p90, mossberg500, updated psg-1/psg-1 sd (v2.0)
Rastavovich replied to rambozo'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">Hovmand Posted on July 18 2002,17:56 -------------------------------------------------------------------------------- If you keep pressing fire on the mossberg really fast it just keeps on shooting, can you please fix this, you can almost shoot of all the shells and only hear the reload sound twice. <span id='postcolor'> Not possible due OFP doesn't support real shotguns, we need the reload time for the spreading effect. But you mention nothing new, if you take a look at the readme.txt included this addon. -
Scripting problem
Rastavovich replied to enjoy_yourself's topic in OFP : MISSION EDITING & SCRIPTING
use the flyinheight command. your line could be: choppername flyinheight ((getpos choppername select 2) +10) that makes the chopper fly 10 meters over his current height. -
Ok, first of all, you don't have to define things, that are allready defined, so you can write: class CfgModels { class default{}; class vehicle : default {}; class fav3 : vehicle {}; }; then what this line does there: class Weapon: Default{sections[]={"zasleh"};};? You nowhere define a new weapon with model, so it is not needed. You define a lot of things that are also defined in the jeep definition. That is not necessary, leave those away, that will minimize the error sources. Also you should try to take whole config parts out, by using /*....*/, it allows you to quick check where the faulty line might be. You can reduce your config down till only the model is in with jeeps definitions. If it wouldn't run then there is another problem. If it runs you take the lines back in till it wont work anymore, so the last line retaken in must be the faulty one.
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have you completly defined the model with: class CfgModels { class default{}; class vehicle : default {}; class car: vehicle{}; class fav3 : car {}; };


