Royal_Blackwatch
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Everything posted by Royal_Blackwatch
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Landser addon v1.0 is out
Royal_Blackwatch replied to stoppelhopser's topic in ADDONS & MODS: COMPLETE
Well, here´s my solution (a bit faster than expected) I´ve cut this together to the vital parts and (tried) to translate into english. The location this had happened is the village MELK in Austria (near LINZ) quotation "... And now it happened, the tanks with the red and white stars fought intense against each other. The Russians did not want to be the second here in MELK, like in AMSTETTEN, and did not want to loose the informations to the americans. Informations available to me, the russians won the battle and the americans withdrew, not without clarifying the "misunderstanding". ..." quotation end My Source: "Hitlers Siegeswaffen" by F. Georg page 117 As his source the author states an eyewitness -
Landser addon v1.0 is out
Royal_Blackwatch replied to stoppelhopser's topic in ADDONS & MODS: COMPLETE
Maybe I´ve expressed myself a bit unclear about the fighting. That American / SS "incident" wasn´t actually something like an ally. These German Soldiers were guarding a research facility and had the intention of surrendering to the americans (of course). The russian and american combat groups were both ordered to capture this facility. I don´t know who then shot first. I´m going to have a look at my books to get the exact happening but give me a couple of days for research plz. I´ll post my exact results HERE later -
Landser addon v1.0 is out
Royal_Blackwatch replied to stoppelhopser's topic in ADDONS & MODS: COMPLETE
As a matter of fact, there were some few incidents were Americans and Russians fought against each other (not accidently). In one case the Americans fought alongside Waffen SS Soldiers against the Russians somewhere in Austria. If I remember correctly the Americans took a beating down there. -
I was working on a warhammer but it was (and is) a low priority project and is currently laid on ice since I´ve got more important projects to work on. Maybe I´ll finish it later.
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Check which part of vehicle is dammaged?
Royal_Blackwatch replied to Royal_Blackwatch's topic in OFP : CONFIGS & SCRIPTING
I´ve tried it as you said with a bradley and a UH60 but I could not get this working. Could You PLZ write your Init entry of the eventhandler. I for my part copy/paste -d it from the comref of course with adapting it to my case. -
Check which part of vehicle is dammaged?
Royal_Blackwatch posted a topic in OFP : CONFIGS & SCRIPTING
Is it possible to check which part of a vehicle is hit? I mean you define the hit points lod for ofp to check what part of a vehicle is hit. So somehow you must be able to tell ofp what has to happen. The eventhandler dammaged only seems to work with soldiers and hit shows only the amount of dammage done. Plz drop me a line or two if you know something about this topic. -
Check which part of vehicle is dammaged?
Royal_Blackwatch replied to Royal_Blackwatch's topic in OFP : CONFIGS & SCRIPTING
I´ve tried this with my plane but maybe it did not work because my HitPoint Lod is not finished yet. I´m going to try this later -
Check which part of vehicle is dammaged?
Royal_Blackwatch replied to Royal_Blackwatch's topic in OFP : CONFIGS & SCRIPTING
Well, heres what I know about this topic. 1. (Already written) Eventhandler Dammage only seem to affect Soldiers (WHAT a pity ) 2. Eventhandler Hit works only when object is hit by a larger projectile (no infantry weapons). 3. I´ve found something in the commented config class HitEngine {armor=0.8;material=60;name=engine;passThrough=1;} class HitHull {armor=1;material=50;name=hull;passThrough=1;}; ... but I have no idea (at the moment) what the meaning of the variables is. Thats all I know about this. To be more precise what my intension is, I´m currently working on a three-engined plane. My idea is to check if one of the engines is hit and how severe the dammage is to show smoke or fire there (and some other ideas I´m not yet sure if ofp can handle that). -
Tie fighter addon.. sound sucks. ?config.cpp prob?
Royal_Blackwatch replied to shortylaforge's topic in OFP : CONFIGS & SCRIPTING
I have the same problem with my plane! I´ve changed nearly every value, tried stereo and mono, wav and ogg and with no effect. I think the problem is the editor using some compression (??) -
When changing vehicle in game ofp automatically updates the action menu with vehicle specific entries. In my special case I´ve made a sailplane and every time I enter the plane and use it: 1. My plane specific animation action menu entries disappear 2. My plane has no engine (ok its fuelcapacity=0) and NO flaps so how can I remove the flaps entry and how can i ceep my entries? c.u.
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I´ve made a bomb for my new plane and want it to show up on its pylon. So I´ve created my proxy gave it the name of the bombs p3d and written the config entry. The problem is that this THING!! isn´t showing up in game. When I release the bomb it appears and do its job. Can anybody tell me whats the special about it? P.S. Of course I´ve written the names correct. P.P.S. I also have the Proxyshape entry. (Maybe its something with creating the Proxy?)
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Problem with proxy weapon
Royal_Blackwatch replied to Royal_Blackwatch's topic in OFP : CONFIGS & SCRIPTING
I´ve got it I forgot to write the cfgnonaivehicles class in my config Now everything works fir (HE! HE! HE! Thank you -
Problem with proxy weapon
Royal_Blackwatch replied to Royal_Blackwatch's topic in OFP : CONFIGS & SCRIPTING
Well I´ve tried this, but it didn´t work! When starting my test mission I get the following error message: "cannot open object data3d\weaponname.p3d" So Ofp´s looking in the wrong directory. b.t.w. Does anybody know the correct "oxygen" word for the ailerons, to make them move? -
When a unit of your group spots an enemy unit, it broadcasts a message to you and the spotted unit is displayed on your map with the time when it was spotted. So how can you access these icons (tank, apc, man, etc) from a script?
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Need help with user defined markers
Royal_Blackwatch replied to Royal_Blackwatch's topic in OFP : MISSION EDITING & SCRIPTING
Err.. Thats not the thing I meant 1. My intention was to access the name (eg. the script is waiting for a user defined marker called Alpha1 (as a waypoint) and then moving a unit to this marker wether there are other markers or not) and 2. I meant to access the icons, whats the name of them (like "air" for an A10) -
Need help with user defined markers
Royal_Blackwatch posted a topic in OFP : MISSION EDITING & SCRIPTING
Exactly two questions: 1. When setting a marker in game you can enter a description for it. So how is it possible to access this from a script? 2. When an enemy unit is spotted, the game places unit markers on the map. How can you access these? -
Array of all vehicles?
Royal_Blackwatch replied to Royal_Blackwatch's topic in OFP : MISSION EDITING & SCRIPTING
Thank you! Although my question wasn`t precise enough you`ve brought me to the right way! -
I´m currently working on a mission and need an array were all the Refuel Trucks of my side are listed, not just those of my squad (not the amount of them). Is there a way to handle this?
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What about a Hovercraft for invasions? That would shurely be a nice surprise.