Scud
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Everything posted by Scud
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Woo hoo   it works. Man I would kiss yuh but yuh too ugly. Lol, only joking. I wouldn't kiss you. Â
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Yeah, use my pc to play it. Works fine. There is a fix on the way, just waiting on a couple of things before I release it.
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when building to the 1 metre scale I find you can not fit the right amount of units into the set cargo space. So I always fing the units too big. Maybe its just how you look at it
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Not wrong there, planes are not too bad but I am doing three choppers atm and I have had to scale up or stretch the birds to fit the correct number of ppl in. As I always said, the ppl in Ofp have such big butts.
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Another one is not being able to crouch if no weapon. Its either prone or stand no in between.
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1974 was a very busy year for all RAAF transport crews. I will never forget christmas morning when my old man got the call about 6am to head to Darwin. That following month effected him more then anything, including Nam.
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Glad I could make someone happy Â
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I just ran a test on Everon, Maldon, Nagova and several addon maps and can not recreate this problem. Just out of interest what game inhancement addons do you use? ----- ok after having a talk with Lupus[WD] I decided to make bou TAG compliant but if that doesn't fix your problem well you are on your own.
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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">#checkspeed ;check to see if plane is slowing _speedthen=(speed _plane) ~1.5 _speednow=(speed _plane) ; if so and plane is on ground then open chute ?(_speednow < _speedthen) and (getpos _plane select 2)<3 :goto "dragchute" goto "checkspeed" This is what I made for the Drag chute on the F100 Super Sabre. and I use the reverse for the afterburners. its very basic but it works.
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Live and Learn
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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 EventHandlers { Â Â Init = "[_this select 0] exec ""\nafinf\scripts\init.sqs""; [_this select 0,1] exec ""\nafinf\scripts\rocamcrank.sqs""; [_this,""NAFFal"",""NAFfalmag""] exec ""\NAFEvents\onPlayerInit.sqs"";" by putting ; inside the last quote wouldn't that thro up an err? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">exec ""\NAFEvents\onPlayerInit.sqs"" "; that's how I thought it would be.
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The wheelchair was suggested by 'Offtime' as being needed for a mission. So here it is - well nearly just have little problemo with it but should be fixable soon. Stats:max speed 1km unless you are going downhill then it picks up abit  Being my first V hicle car class model there are acouple of small things that I need to iron out. I have 2 animations in mind that would cap this off but I don't do animations - so if someone would like to help there would be much appreciated.
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Well its not officially released yet - just sorta snuck out. I have updated the origional pbo to get rid of acouple of generic problems. Just waiting for the it to be posted.
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try this canDeactivateMines=true; Maybe remove the last }; quick count seemed 1 too many.
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Might have to give Woodbridge a call
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Just for interest sake of mission makers. This wheelchair is based on the Everest and Jennings design from 1933 and this basic model is still widely used today. I will release as is, maybe then someone (animator) may add some cool animation later on.
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I have found how to adjust the tracks to suit the model so everything is honkey doorey.
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Anybody know how to remove/stop the tyre tracks that are laid down when vehicle moves?? thanx. --- hmmm.. only other question re this remains unanswered from a year ago. I will swap classes which should solve this problem but I would still like to know how to stop vehicle from leaving tracks on ground. plz
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Thanx KaseKasimir, The model is finished and working. But the right animation/s would be the icing on top. Either Person sitting working the wheels with arm action or Person walking pushing from behind. or both.
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Swift Boat and no Presidential hopeful in sight!
Scud replied to colonel_klink's topic in ADDONS & MODS: DISCUSSION
Sweeet, a boat with balls -
Swift Boat and no Presidential hopeful in sight!
Scud replied to colonel_klink's topic in ADDONS & MODS: DISCUSSION
looks good as usual Just quietly is there any chance of a Monitor? -
Thanx mate I haven't laughed so much for ages. sorry Pappy, you know I know how you feel.:crazy: I don't understand this limit? I have a model of the 'Hood' and that 262 metres (just hull and main frame at the mo). I can sink it, land a chopper on it etc in game.
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Try this in class CfgVehicles damperSize = 0.1; damperForce = 3; Just sounds like armour is too high