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Everything posted by Sniperwolf572
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Another bug (maybe not), when I shot down an Frogfoot, debris was hostile, and all of my tanks engaged the debris while ignoring other enemy tanks. I'm gonna post a screenie soon. EDIT: Quick screenshot, took down an Frogfoot with an Apache (Ain't I good? ), whitch clearly shows hostile debris is located here.
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If you have links to them, please PM me. @UNN: Thanks again, I will check that.
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Report on UNN's solution: Situation 1 - Client drags server: Vehicle spawns, client is put in, server does not respond, still standing around. Situation 2 - Server drags client: Vehicle spawns, server is put in, client does not respond, still standing around. Situation 3 - Server drags AI: Works fine. Situation 4 - Client drags AI: Vehicle spawns, client is put in, AI just standing around, no reaction. Same situation as brefore, only noone is getting ejected because lack of the #check, and vehicle does not delete after getting out, same reason. @ Whoever suggested adding action trough script via AddAction command: Action is visible in large radius, I'm guessing at least 10 meters, so I would be kind of weird.
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-- Yea! Should have used a Land Rover Defender or Discovery, Pajeros are pretty useless offroad! I meant in OFP, when not driving on roads, they move very slowly, like skodas, I think they should drive faster offroad.
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Pistol name is Mk.3, here is a shot of the optic. Picture clearly states what's wrong. Is the patch thing with the config.bin inside of it? I already have that. My Res RPG troop isn't having no texture problem. One more thing, please do review my last post, because I edited it after you posted. Once again, great work.
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Not sure if anyone noted, the pistol that pilots carry (can't remember the name), has horizontally inverted optics. Just a quick post while testing. EDIT: BTW I think you overkilled it with reflections, fine details are lost and even tires on chinook shine! Looks weird. EDIT 2: German pilots and crew have some issues with hands in first person view EDIT 3: Inverted optics on P8, GSH-18, Tokarev T33 pistols. EDIT 4: When tossing a flashbang: Music FFUR_FlashbangRing not found. EDIT 5: Is there a reason why German engineers carry SA-80? (I suppose they're compact, but could be a bug) EDIT 6: Two Wolf (MG3) entries, I wonder why. (I probably missed the answer cuz I did not read the WHOLE topic.) EDIT 7: All MAN support trucks do not have gunners nor spaces to put them in. (I suppose compatibility reasons?) EDIT 8: East camel pilot is in German personnel. I suppose it points to the same stringtable.csv entry. EDIT 9: Skorpion has no sound when firing. EDIT 10: Missing texture on left part of the torso on Russian Fighter Pilot EDIT 11: Gunner not visible inside BRDM-2 when viewing from outside. EDIT 12: BMP Ambulance commander when turned out, is really external. (You'll see what I mean ) EDIT 13: For a 4x4, Pajero is very slow offroad. (NOTICE: All above should be noted as constructive criticism, I still love it. )
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Need Addon makers for a New WW2 weapon pack
Sniperwolf572 replied to penguinman's topic in ADDONS & MODS: DISCUSSION
No, I'm familiar with you from OFPEC forums, but the post that was made here just asked for those kind of answers, you shouldve clearly stated your intentions. -
1.Yes I know, anims are placeholders ATM 2.If he can shoot, then why the f*** are they dragging him in the first place?
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I guess we have the same idea , I was planning on making the injury from 0.8 to 0.99 damage immobile one, so he isn't dead yet, but cannot move with an static animation played witch is kind of him faking death, and setting him captive. Also your solution is nice one too. I like it.
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Well, current system could also work for dead pesons, currently it doesn't because it checks for 2 crew and drag vehicle ejects dead cargo.
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Nah I live in Bosnia, whole different time zone. Also, I tossed aside the community stealing syndrome and "released" the script on the page 1, so it's already open source. And thank you for your support, shuffle trough the script and see if you can find something excess/left out from it, any help is appriciated. Also rom bobcats comment, I reseached a bit, and I found this picture: I was wondering would this be the thing he mentioned, as I understand there is a "handle" near the neck witch is meant for dragging? If so I would be happy to drop the current system because I have trouble positioning both weapons on the back of the guy who is dragging. EDIT: ROBINO's solution didn't work, same situations. Trying to figure out how to do what UNN said this time.
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Mind if I ask what is battleLAN, and if it is what I think it is then where can I get it?
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Of course Llauma, you are aware that the head model is also contained in facestex.pbo, don't know if by mistake, but it's there.
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Yes vehicle is enterable for both players. Mind helping me on how to do that, since obviously I suck in MP part. EDIT: ROBINO and UNN (or anyone interested in helping), if you have time or MSN please contact me at (underscore)(at)hotmail(dot)com
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Hovering is my fault, because I placed the proxy of drag vehicle too high. Ping is not my concern, it's problem of the guy who has it, my task is to make it work. Anyways, update, giving up on MP aspect, well actually giving up on whole idea (Unless someone can spot the problem and help), altough it works in SP, I don't know why should anyone use it there. I'm gonna research a bit on the latest BAS Littlebirds, there might be solution in there. Altough I was a great idea, I suppose if it was doable, someone with more experience than me would already do it. EDIT: ROBINO, Thanks for your continuing support, I will try that.
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the difference between resitance and cwc addons?
Sniperwolf572 replied to goldendragon's topic in GENERAL
1. Big difference. 2. Buy it, you won't regret it. 3. No, except addons who are designed for CWC 4. Don't add complex res-only scripting and you don't have to add CfgModels section (AFAIK) -
Bit of seaching would lead you here.
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Need Addon makers for a New WW2 weapon pack
Sniperwolf572 replied to penguinman's topic in ADDONS & MODS: DISCUSSION
I agree with LoTekK, whats the f***** point? I assume that you know of Jackal326? He did about 100+ weapons, not to say he did it all on his own, AFAIK he had alot of contributors, not even from OFP community (AFAIK), but the majority of work he did on his own. Youre doing just the opposite. I ask you once again, what's the point? Youre asking people to help you make weapons, models, textures etc. and what are you going to do except provide blueprints and sounds? I've seen people get "famous" in OFP community from using different peoples work (for example, Jackals), and thats not correct way of doing it. I started out just like majority of community (not that I have accomplished anything ), without no clue of modeling, scripting, configging, texturing (well I'm still awful at making textures ), but I learnt, not that I'm saying that I gave much to the community but I did all the stuff I did on my own, and yes, I had a mod of my own, but people who were thinking like you really ruined it. (Big holla' at thos people ) FFS, Even Marek Spanel works even tough he has fully capable company to do it for him (Altough you can't actually see that they work from those pics on OFP Fun page, but they do ). Just my 2 cents. -
NearestObject does not include the player
Sniperwolf572 posted a topic in OFP : MISSION EDITING & SCRIPTING
I'm trying to script something but I've ran into a problem, I'm trying to do something in condition field of UserActions in a certain config.cpp of an addon, the line goes like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">condition="this distance (nearestObject [this, ""TEN_TestMarine""]) <2"; The code works fine, but the problem is that script detects me, because I'm the same unit class (TEN_TestMarine) and I have another unit of that class 50m away, condition triggers right away because it detects me as that class, but I want it not to detect me, but the next closest soldier of the same class. Is there any way to do this? -
Any Good Mod Need a Modeler,designer, idealist....
Sniperwolf572 replied to sysdevja's topic in ADDONS & MODS: DISCUSSION
http://www.flashpoint1982.co.uk/ is the correct link. -
Ask for the password mate, you will get the answer in your face. Altough it is weird what are their using it for in this way, if BAS used this method they would crash this forum with number of PM's on their accounts. Did this hint you on anything?
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Addon is standalone, and anyone will be able to incorporate it into other infantry addons. As you can see, I'm not refering to SFTY_Marines in any part of the script or config.cpp. What I meant to say is that Safetys marines will be the first addon that uses them by default, without using triggers. From the current setup, it's easy to add this to any available soldier out there via trigger.
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Maybe facestexUKF.pbo facestexDEFAULT.pbo facestexRHS.pbo etc... and facestexCPP.pbo would contain config offcourse. So everyone would need to have specific facestex for their addons and mods could update facestex on their own and have newest version on their site?
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Well, anyways, ROBINO's solution didn't work, so I'm gonna post the script in it's current state for everyone to view, might get better support that way. Important lines from config.cpp: drag.sqs: Also testing conditions and results with the above script: Player 1 server Player 2 client Situation 1 - Player1 drags Player2: Drag vehicle created, Player 1 jumps in Player 2 remains stationary, Player1 is ejected because vehicle only contains him Situation 2 - Player2 drags Player1: Clicking "Drag" option, nothing happens Situation 3 - Player1 drags AI: Works fine for Player1, Player2 can see Player1 dragging AI Situation 4 - Player2 drags AI: Impossible, same result as situation 2
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@ROBINO: Thanks I will try your suggestion, I don't have an MP server to check this atm. @LoTekK: Yeah, I am aware, but I suck at making dynamic (read: moving) animations. EDIT: ATM Animations are placeholders, I want to make the addon usable first, then comes the eye candy.


