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Everything posted by soul_assassin
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Hi the group is hard at work on the Iwo Jima project and various software packages to bring out as soon as possible, the site is currently down so we sadly cannot show you anything at the moment but to finish everything as fast as possible we turn to the ofp community: We are desperately looking for people who are experienced at making good quality textures and/or able to retexture existing models as it is crutial. If you have any experience in those fields please drop me an email to: yvoluk@wanadoo.nl Thank you PS the release date of the B17 Flying Fortress depends on it...
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That is just a translation off all Czech words used in OFP.
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How would u b able to "get in" the SAM launcher? That just would be unreal...
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What is draganov sniperrifle sound?
soul_assassin replied to nierop's topic in OFP : CONFIGS & SCRIPTING
Here's the solution to this puzzle: Hmmm strange I opened up the config.bin and had a look, here's what I found: There is a class called SniperRiffle in the CfgWeapons main class, it's default sound is AKFire_Single, then this class has two subclasses: M21 and SVDDragunov. Now the M21 replaces the sound with file m21 however the SVDDragunov does not replace at all. So the sound file stays AKFire_Single. -
1)How do u define the transition animation? 2)What code is needed to define the action??
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What is draganov sniperrifle sound?
soul_assassin replied to nierop's topic in OFP : CONFIGS & SCRIPTING
It probably uses the same sound -
Custom animations on helicopters - help
soul_assassin replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
Try instead of writting </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">statement="this animate [""tail_wheel"", 0]"; statement="this animate [""right_wheel"", 0]"; statement="this animate [""left_wheel"", 0]";<span id='postcolor'> write this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">statement="this animate [""tail_wheel"", 0]; this animate [""right_wheel"", 0]; this animate [""left_wheel"", 0]";<span id='postcolor'> for every animation -
I rember a long time ago seing a picture of the LST with the front hatch (the big door) down. I searched around and found that picture, I believe it was still in early development but the LST is clearly open. I think that the LST was able to transport vehicles but that feature was excluded but the code: transportVehiclesCount = 15; was forgotten.
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I believe that is exactly how it is done right now. The breather has boat properties.
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:DI must agree with ExtracTioN (got it right m8) there, if its 3500 then it is perfect for OFP, nice work
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New island info posted on the site: InternalEditng
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Hmm i must agree with ExTraCtion (or whatever) that that model looks a bit too high poly, at least 7000 i must say
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Hmm i must agree with ExTraCtion (or whatever) that that model looks a bit too high poly, at least 7000 i must say
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World war 2 addon
soul_assassin replied to Tales_From_Topographic_Oceans's topic in ADDONS & MODS: DISCUSSION
Ok ill try to mention as many as I can: InternalEditing - which is under my lead (see link bellow my post) Invasion 1944 G8 Lost Brothers (no news lately) DKM Project Laavos North Star Whitenight Falklands mod Chain of Command hehe u must've passed out for a couple of months? -
World war 2 addon
soul_assassin replied to Tales_From_Topographic_Oceans's topic in ADDONS & MODS: DISCUSSION
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ Nov. 12 2002,17:29)</td></tr><tr><td id="QUOTE">what is this Invasion 1944? It appears the missions are still being developed. Can you download the units?<span id='postcolor'> what planet are u from? Â Â -
Custom animations on helicopters - help
soul_assassin replied to brsseb's topic in OFP : CONFIGS & SCRIPTING
the position filed is the name of a point in the memory lod around which (the distance is set in the radius filed) the animation can be executed for example make a point in memory lod at the same place as the front gear and name it "pos_nosegear" now in your config in the position param put "pos_nosegear" and set the radius to 10. Now to make it work in flight u gotta put radius to 18100 and add this in the end of conditions: and player in this just before the ";. hope it helps -
I want to try helping out since Im russian I have a natural instinct that wants me to do this
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YAY...three exactly identical models/textures how fun
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If I want to add to the game Config.bin file I write a Config.cpp and include it into the .pbo with the following class as a start </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { Â Â units[]={}; Â Â weapons[]={}; Â Â requiredVersion=#; }; <span id='postcolor'> Now here comes the question: How can I make a Resource.bin addon and what class needs to go on top? I ask BIS developers and OFP gurus and anyone else that might know.
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adding it would just not be enough, u would need to have a CfgPatches type class that would define the additions to the game code.
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Very nice models, I would love to try all of them, too bad OFP will not support either ATST or ATAT
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Without making people download a whole new resource.cpp file
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And again <b>FatJoe</b> has finished another amaizing model, the M1 Garand D. It is a scoped sniper version of the M1 Garand and was only produced in limited numbers a total of 6796 rifles (together with the C model). Here is a picture to feast yuo eyes on:
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I sorry but the Boba Fett model is unfeasable > 27500 polys but the rest looks good Keep up the good work
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I don't have anywhere to host this so is it ok to post here? Ok so now you're wondering: "how can i get the doors on my Uh-1 to slide open?" or "how can I open the bomb bay doors on my b52 bomber?", to tell you the truth its not that hard it's just a game of selection names, memory points and brains. PART 1 First of all for examples sake I've created this little model of a windmill thingy. Now I want to make the rotor part rotate whenever I comeup to it and in my menu press "Rotate windmill". See picture here. now we need to name that part so the game recognises it. Ok we have to name it something that we will remember: Select the object that will be animated and right-click in the selections list, choose NEW. Type windmill as the selection name. Now we move to the Memory LOD where we have to create two points that will define the axis' around which the object will rotate. Create the points by pressing Insert and place them as shown here. Select both and make a new selection called osa windmill. Now everything is set and everything that is left is to add the following code into the CfgVehicles class in the config.cpp. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> class All {}; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class House: NonStrategic {}; class windmill: House {  animated=1;  model="path to model.p3d";  displayName="Windmill";  class Animations  {    class animWindmill  {    angle0=0    angle1="2  *  3.1415926"; // 2 * Pi    multiplyer=20;    type="rotation";    animPeriod=1;    selection="windmill"; // this is the selection we named in resolution LOD    axis="osa windmill"; //the points selection acting as axis  };  }; <span id='postcolor'> Now you want to add that function to your menu everytime you walk up to the windmill. Just after that add this code: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> class UserAction {  class rotateWindmill  {    displayName="Rotate windmill";    positon="osa windmill";    radius=10; //how far from the object u gotta be to be able to activate it.    condition="this   animationPhase ""windmill"" < 0.5";    statement="this animate [""animWindmill"", 1]";   }; }; <span id='postcolor'> save, Suff and play So you see its really not that hard, now I hope I dont have to tell you how to use that for more complex stuff I'm sure you can figure that out... Have a nice time plain with it.