Rastavovich
Former Developer-
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Everything posted by Rastavovich
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Firing the kozlice
Rastavovich replied to frankie2spankie's topic in OFP : MISSION EDITING & SCRIPTING
wonder what where the others of many ways? unit fire "kozlice" or unit fire ["kozlice","kozliceball","kozliceball"] might work -
Yes there is a new config for 1.4. No eta on the server (seems to be a major problem), but we hope it will be less then a week till it is back up.
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VIT_APC_Arena1 - 3 are declared in the latest vitapc_config.pbo. Due to a not complete packed archive, this file is missing. It was included in the patch file, but since our server is down atm you have kind of bad luck, I don't know if any other site mirrored the patch.
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Thnx Cosmic Evolution, that seems to have caused it. Edit: Seems that is not the only cause for my rebooting system...
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Thanks, for your efforts Killswitch we will check that. Our mainsite went down due to server problems.
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Well, I don't know what problems you encounter with that vid drivers and that card, but I have the same card/driver and now my OFP restarts my PC quite often.
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Hmm, your CTD are caused by missing models... Check carefully your -mod folders aswell. No, you need a vitapc_config.pbo.. dunno why it wasn't in the pack, download the patch 1.3-1.4 to get the latest vitapc_config.pbo.
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@Easytiger: I think you have somewhere an old vitapc.pbo in your addon folders, check that please. @ag_smith: download the 1.3-1.4 patch from our site, there the latest vitapc_config.pbo is included.
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What you are moaning about, the .pbo is openable without problem.. you should allready know how to unbin a config, since it was discussed a hundred times before, if you don't.. try the search function. @Lt_Damage: As we stated before there might be a second line of vehicles, which will fit then to the Sigma/RHS system, in the future.
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Yes the blood textures were introduced in 1.3 pack, so they are aswell in 1.4. In the last patch only the groups were on east side, but that is fixed (Now all are west).
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The arena system is mounted on two tanks of the pack. It provides countermeasurements against incoming missiles.
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Is there an init line entry to ensure this as its closer to rl. No, it is set with the probability of .5 (it is calculated over the init position of the tank, so it will work aswell in mp games). You can make sure it appears with moving the tank a bit around in missioneditor (1 meter more/less to the north can make the difference).
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You should try to lower the "turnspeed" to 0.
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The whole story makes me wonder if my "Instant water powder"-idea would have any chances on the market. Take the powder, add some ordinary tab water... and you will have delicious (.....tab...) water....
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Need change player script for mp
Rastavovich replied to Bing2's topic in OFP : MISSION EDITING & SCRIPTING
Hmm, missunderstood the topic it seems (getting old it seems) Anyway, as CD wrote some additional information would still be handy. -
Wouldn't you need in that case "_x moveincargo BH" foreach units groupname anyway.
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"_x moveincargo BH" foreach [s1,S2] should do it quite good in your case
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Need change player script for mp
Rastavovich replied to Bing2's topic in OFP : MISSION EDITING & SCRIPTING
It might be helpfull to see the script.... -
In that case you should use the modulo function <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _dir = ((getdir player) + 50) Mod 360 hint format["%1",_dir]
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Nope, that ain't possible, due the simulation "shotmine" is hardcoded into the .exe
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Mine: TimeBomb { hit=750 indirectHit=750 indirectHitRange=5 simulation="shotMine"; model="m19_at_proxy.p3d"; defaultMagazine="Mine"; }; if you are talking about the config.
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Well, even if a lot of money was spend, not all of it is lost, since quite a lot of it was spend for basic research which will be used in next generations equippment.
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The ability to accelerate it IIRC calculated over the weight of the model and the maximum speed set in the config. A plane of low weight accelerates faster, while a plane with same speed but higher weight reaches higher speeds. The low weight should use a shorter runway then aswell. BTW, I would use an afterburner script (not that hard to build in), cause there you have more freedom to set the limits.
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Why would the clouds in the sky be red-brownish?
Rastavovich replied to Ex-RoNiN's topic in OFFTOPIC
The phenomenon you saw was infact desert dust. It came from africa. Swiss television just mentioned it in the news. -
Lol, nearly the same here, I finished OFP:R just 2 weeks ago. Even if I start the game around 50 times a day, I never find the time to play a mission. The only real playing: sometimes I place my little tuned mini on an island and race around with it to get my head free. But after 10-30 mins I am back on codewriting. Maybe I should contact a doctor.