ReaperY2K
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Everything posted by ReaperY2K
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Can some one plz help me with this?? The .paa files arent showing up as a texture and they are getting converted to .pac files automatically........could this be the problem?? the .paa files are for my muzzle flash so without the i cant finish my model. all my .gif textures show up fine.
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sorry my bad i meant .paa files they wont show
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How do you create custom iron sights for O2 made weapons??
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This is my first ever model created with O2.....followd several goos tutorials so hopefully its done properly. I need help though.....im happy with the model but need sumone to texture it for me and do muzzle flash (ill try to do the config cpp for it) ne help would be appreciated. cant upload my image though if ne1s interested can they pm me and ill send the file to them to look at
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I know but be fair this is my first model and i would like to see it finished with someones help
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Plz help all those ppl out there saying they want one but no one will hlp me  the model is complete apart from muzzle flash, textures, config and custom sights.
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What i need is references to sites with Weapon Pics. The reason being is im trying to learn to model with o2 and need a good pics to work with (gonna try an m1a1 thompson then hopefully an enfeild .303)
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What i need is references to sites with Weapon Pics. The reason being is im trying to learn to model with o2 and need a good pics to work with (gonna try an m1a1 thompson then hopefully an enfeild .303)
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Ive searched the boards for Alarms but am still a little Confused!! What I want is some sentry posts that if attacked set off an alrm in a base (but want the alarm delayed by 5 secs to allow you to kill the sentries) If the alarm goes off then base units move to that location to support their comrades and go into combat mode and search! if Alarm stops the men go back to the base and assume the safe behaviour how can i do this with triggers and not scripts?? Also is there a way to get a vulcan gun to shoot at an game logic as to simulate it firing at aircraft that cant be seen??
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Ive tried setting up cfgidentities for my two main characters....one is the leader of your squad (non playable) and the other is you! ive typed in all the information into the discription.ext file and saved it yet when the mission is transferred to single player the names havent changed what am i doin wrong?? also how do you make it so you can choose your armament in the briefing (using nam pack2)
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Im creating a briefing using a script editor, it all works fine except on the Briefing page where the objectives are....instead of a mission name it has __cup_sp how do i change this to display the mission name?? and also my map is showing my players start position and waypoints how can i get rid of them so only Markers are shown?? + How can u add custom weapon addons to the equip screen??
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Ive got a search mission whereby your team has to scout out 3 towns for weapons...i have a trigger in each town that when triggered should complete one objective - v1=true v2=true and v3=true In another part of the mission the squad is ambushed and must kill all attackers so ive set up another trigger for that trigger = ( count(units NameOfTheSquad) == 0 ) so how do i combine them all to finish the mission and how many triggers do i need??
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Plz guys i really need help with this !!
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I need more help with this plz as it didnt seem to work.....also in single player how do u add retry points?? (where it updates your retry position) and how do u link an intro and outro to a mission eg. the intro plays then the mission briefing appears then the mission and then the outro if the mission is completed....sorry bout this but im relatively new to all this!!
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Ive just read a post bout this but need sumthing different :o) Ive got a scout that runs when a trigger is ehh triggered....if he makes it to another trigger, 3 squads of enemies come rushing over a hill....it all works fine but when this happens how can i a) get it to notch up a new mission objective and b) end if they are all killed?? im not sure if a trigger covering the area will work coz of what follows - if the scout is killed before he makes it to the trigger then the squads arent called in so no new obj and no end mission there....so plz i need sum help with this
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And dont forget Paint it Black by the Rolling stones
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Ive worked my way through many tutorials  and read me files about scripting.....and yet am still in a hole!! what im trying to do via a script is get a camera to position itself on a marker and follow my target, so it pans to follow its movements and then switch to another camera elsewhere following the same target! ive tryed camerasettarget aP1 and camerasetrelpos (Getpos Camera1) - Camera1 being the marker for the camera position (the Getpos command didnt work though, although in many tutorials they use it so am i doin it wrong??) any help would be greatly appreciated, also is there any camera commands to follow the target or spin around a marker eg. Spin around a base at a height to view it?? 1 more thing......ive tried the camera.sqs and executed it on my target but when i preview i get an error and target the ocean instead of the man.....plz help  Â
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One of the BIG points of resistance was whatever equipment u collect and store will be carried onto the next mission!! Â in my weapons inventory for one mission i had all different AK series rifles, a bizon, grenades, hand grenades, pistols, rpg 7s so on.....then on the mission where u have to destroy the incoming tanks (after the mission where u take the village to the north using the captured tanks) i only have a few ak cz and 1 rpg 7........WHAT IS GOIN ON???? im now on the mission where u have to rescue the villagers and do so sillently (the Bizon would have been nice) but i can only charge in with AK cz *sigh* ne1 else having this problem??
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One of the BIG points of resistance was whatever equipment u collect and store will be carried onto the next mission!! Â in my weapons inventory for one mission i had all different AK series rifles, a bizon, grenades, hand grenades, pistols, rpg 7s so on.....then on the mission where u have to destroy the incoming tanks (after the mission where u take the village to the north using the captured tanks) i only have a few ak cz and 1 rpg 7........WHAT IS GOIN ON???? im now on the mission where u have to rescue the villagers and do so sillently (the Bizon would have been nice) but i can only charge in with AK cz *sigh* ne1 else having this problem??
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What ever happened to BIS promise of regular monthly updates including new vehicles and weapons?? u would expect that after not releasing oxygen to the public but only to mod teams (i agree) they would at least step up the releases or r they saving it all for Resistance and make us pay for it!
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Ive created a cam script but when i save it as Intro.sqs there is a .txt extension on the end that i cannot remove how can i remove this extension as some one told me this will prevent the script from working which is what it is doin
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Found a way to remove the extension the only problem i have now is when my script runs it comes up with an error at the top of the screen saying- camcommitted [#]_cam error the script is as follows: _cam = "camera" camcreate [0,0,0] _cam cameraeffect ["internal","back"] _cam camsettarget aP _cam camsetrelpos [-2,10,3] _cam camcommit 0 titlecut ["","BLACK IN",2] ~2 _cam camsetrelpos [-4,-5,0.5] _cam camcommit 7 @camcommitted _cam ~3 _cam camsetrelpos [+3,2,1] _cam camcommit 5 @camcommited _cam ~2 _cam camsetrelpos [0,0.4,1.5] _cam camcommit 4 @camcommitted _cam ~2 _cam camsetrelpos [0,0.8,1.5] _cam camcommit 4 @camcommitted _cam ~2 _cam camsettarget man1 _cam camsetrelpos [0,2,2] _cam camcommit 10 @camcommitted _cam ~4 titlecut ["FIN !","BLACK OUT",6] ~6 _cam camereffect ["terminate","back"] camdestroy _cam titlecut ["","BLACK IN",2] if i take out the space between @camcommitted _cam and make it @camcommitted_cam the script wont move on to the next cycle please i need help
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Right! when are we gonna get this "oxygen"?
ReaperY2K replied to Gen.Carnage's topic in ADDONS & MODS: COMPLETE
the FN P90 can have a silencer -
Upon starting my Opflash, b4 the splah screens kick in a message saying "The countdown Begins" and a timer bar shifts underneath, please tell me Fade hasnt started as i have the retail copy
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was just about to post that i added that in the shortcut....thought that might have been the problem, thank u and sorry