TheRedBaron
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Everything posted by TheRedBaron
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just a random thought but it sounds like it would be possible.  To make some sort of soccer modification so that when you got so far from a soccer ball it would kick it with setvelocity, could be an online mod  I think it would be fun there already is a soccer field. just a thought any suggetions on how to do it?
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Im going to be getting a new computer soon and was wondering what to get. I am considering getting a dell but was wondering if they are good gaming computers in general and what to look for in a computer that would be best for games.
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ok I know that this has been answered a 1000 times but for some reason im not quite understanding it. Im trying to get my custom music to work. Ive allready converted it to an OGG file but am not sure what to do next. Ive tried creating a music folder and i put it in user\profile\missions\Mymissionfolder. In my music folder ive put the OGG file and created a discription.ext file. In the ext file i have this<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic { tracks[]= { metalica5 }; class metalica5 { name = "metalica5"; sound[] = {\music\metalica5.ogg, db+0, 1.0}; }; } then im not sure how to open it in the game. Can someone tell me if im messing up at any point through this and how to use the music in game?
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ok I know that this has been answered a 1000 times but for some reason im not quite understanding it. Im trying to get my custom music to work. Ive allready converted it to an OGG file but am not sure what to do next. Ive tried creating a music folder and i put it in user\profile\missions\Mymissionfolder. In my music folder ive put the OGG file and created a discription.ext file. In the ext file i have this<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic { tracks[]= { metalica5 }; class metalica5 { name = "metalica5"; sound[] = {\music\metalica5.ogg, db+0, 1.0}; }; } then im not sure how to open it in the game. Can someone tell me if im messing up at any point through this and how to use the music in game?
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I finally understand how to use setpos & getpos(ty for all that helped). Now im trying to drop bombs in a general area. Ive searched and tryed several combos but have had no success. these are some that Ive tryed... "laserguidedbomb" setpos [getpos object 20913 random 0,dido on y with1 being last#, (getpos object 20913 random 2) +100] - "laserguidedbomb" setpos [getpos object 20913 (random (50+50)) -50, getpos object 20913 (random (50+50)) -50, +100] as you can see I have no idea how to do it please help.
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man this is really fun, though I did break my jeep and unfortunatly my legs and was unable to repair either. Along with fixing the jeep problem you should add a medic kit to heal you enough to walk. Here is a screeny of the first rag head i bagged [mg]http://img72.photobucket.com/albums/v219/victor78/taliban2.jpg[/img] >100kb you might also think about doing some sort of camera thing so that we could pose for a pic with our prize. but not camera.sqs cause you could cheat gj though
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Good luck and keep safe
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Good luck and keep safe
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A convoy that has been ambushed flipped truck air support Addons: DxDll cat afgahn island llauma sky Y2K3 mod
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ok I have finnally gotten my custom rpg into the game but when i select it on the action menu it just say that it is selected but nothing happens and the is no ammo indicator. the guy does not reach for the rpg and it is in the wrong position on his pack. Here is a screenshot of what it looks like: here is a copy of my config, do i have to reposition it in O2 or do I have to make an animation? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//custom rpg // Basic def. #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class cstm_rpg { units[]={civilianRPG}; weapons[]={"cstm_rpg","cstm_rocket"}; requiredVersion=1.75; }; }; class CfgModels { class Default{}; class weapon: default {}; class cstm_rpg: weapon {}; }; class CfgAmmo { class default {}; class AT3: default {}; class LAW: AT3 {}; class RPG: LAW {}; class cstm_rocket: RPG { model = "\cstm_rpg\cstm_rocket.p3d"; proxyshape="\cstm_rpg\cstm_rocket.p3d"; minRange=100;minRangeProbab=0.8; midRange=500;midRangeProbab=1.0; MaxRange=2000;maxRangeProbab=1.0; initTime=0.1; ThrustTime=.200000; thrust=500; maxspeed=300; soundHit[]={"\cstm_rpg\boom.wav",31.622778,1.0}; soundFly[]={"\objects\noise",0.023100,2}; hit=80; indirectHit=60; indirectHitRange=5; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {} class cstm_rpg: LAWLauncher { modelOptics="\cstm_rpg\APILAS_optics.p3d"; Â Â OpticsColor[]={0.30000,0.300000,0.00000,1}; picture="\cstm_rpg\gear1.paa"; model="\cstm_rpg\cstm_rpg"; displayName="cstm_rpg"; displayNameMagazine="cstm_rpg"; magazines[]={"cstm_rpg"}; ammo="cstm_rpg"; sound[]={"\cstm_rpg\launch.wav",0.2500000,1}; reloadMagazineSound[]={"\cstm_rpg\reload.wav",0.2300000,1}; }; class cstm_rocket: cstm_rpg { picture="\cstm_rpg\gear2.paa"; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class soldierGB:Soldier{}; class soldierGLAW: SoldierGB{}; class CivilianRPG: soldierGLAW { access=2 displayName="CivilianRPG"; weapons[]={"ak47","Throw","Put","cstm_rpg"}; magazines[]={"ak47","ak47","ak47","cstm_rpg","cstm_rpg","cstm_rpg"}; }; };
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American civil war mod close release!!!
TheRedBaron replied to OVERWATCHangel's topic in ADDONS & MODS: DISCUSSION
man they look good, maybe this has been metioned but are you adding more smoke to the riffles like with marine assault pack? -
I think that leaning would be a better substitute. That way you could lean around corners to shoot but it you get caught out in the open you cant pull some CS shit and dodge your way to saftey.
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nope flashsize dosnt do it. I figure that it is possible since other weapons like rockets give off a much bigger light.
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Is there a way to change the brightness of the flash from your gun at night. I want to make it brighter.
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no I dont mean the brightness of the texture I mean the light that it emits like at night how it lights up your face.
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Addons: llauma sky Custom revolver
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ok, Im making a gattling gun and I want the four barrels to rotate when i turn it on. Im just not quit sure how to do this in my config. The model has the two point axis called barrels_axis and the barrels are called...well barrels. I want to have an action to start the barrels rotating and an action to stop the barrels from rotating,or if possible to rotate the barrels while firing. Here is the config ,I have the barrels set up to rotate on startup and just keep rotating because i dont know how to do the other things i mentioned. They arent rotating though. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Terroristgat { units[]={Terroristgat}; weapons[]={gat}; requiredVersion=1.00000; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class gat : Weapon{}; }; class CfgRecoils { gatRecoil[]={0.002,0.002,0.005,0.005,0,0}; }; class CfgAmmo { class default {}; class BulletSingle: default {}; class gat: BulletSingle { hit=7; indirectHit=1; indirectHitRange=0.050000; minRange=1; minRangeProbab=0.100000; midRange=50; midRangeProbab=0.900000; maxRangeProbab=0.050000; cartridge="FxCartridgeSmall"; }; }; class CfgWeapons { class Default {}; class MGun: Default {}; class Riffle: MGun {}; class m60 : Riffle {}; class gat: m60 { access=2; autoReload=0; model="\gat\gat.p3d"; displayName="gattling gun"; displayNameMagazine="gattling mag"; magazines[]={"gat"}; dexterity=1.5; shortNameMagazine="gat"; MagazineType=32; count=500; initSpeed=500; reloadTime=.010000; magazineReloadTime=10; picture="\gat\mp5k.pac"; drySound[]={"\gat\none.wav",0.003162,1}; modes[]={"FullAuto"}; animated=1; Â Â Â Â Â class FullAuto { Â Â Â Â Â Â ammo=gat; Â Â Â Â Â Â multiplier=1; Â Â Â Â Â Â burst=1; Â Â Â Â Â Â displayName="gattling gun"; Â Â Â Â Â Â dispersion=0.015000; Â Â Â Â Â Â soundContinuous=0; Â Â Â Â Â Â reloadTime=0.010000; Â Â Â Â Â Â ffCount=1; Â Â Â Â Â Â recoil=gatRecoil; Â Â Â Â Â Â autoFire=true; Â Â Â Â Â Â aiRateOfFire=1.000000; Â Â Â Â Â Â aiRateOfFireDistance=50; Â Â Â Â Â Â useAction=0; Â Â Â Â Â Â useActionTitle=""; reloadMagazineSound[]={"\gat\reload.wav",0.000316,1}; sound[]={"\gat\fire.wav",0.131623,0.95000}; }; class Animations { class ani_barrels { type="rotation"; animperiod=10000; angle0=0; angle1="-20000 * 3.141592654"; multiplyer=20; axis="barrels_axis"; selection="barrels"; }; }; class eventhandlers { init="(_this select 0) animate [""ani_barrels"", 1]"; }; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierGB:Soldier{}; class Terroristgat: SoldierGB { access=2 displayName="Terroristgat"; weapons[]={"Throw","Put","gat"}; magazines[]={"gat","gat","gat"}; }; }; class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyTerroristgat : ProxyWeapon {}; };
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well i got it to turn real slow but i cant speed it up
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Nope didnt work, I think its because its not an animation class. Maybe something like revolvingSpeed or something.
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well i figured it out by looking at the anaconda(revolver) from the crime city weapons pack but the barrels turn very slowly and i dont know how to speed them up Incase you want to know you just make an axis in the memory lod, define your rotating part in o2 and name it cylinder( i think other names will work but havent tested), then in your weapon config add in <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> revolving="cylinder"; revolvingAxis="axis";
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Thanks for the help scud, could a mode move this to Breathe/Addon Config and Scripting.
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I have learned how to make addons in O2 and was wondering if there is a benifit to using milkshape over O2. Is milkshape easier to use than O2 and is it easy to import models from other games using milkshape. Just wanted to know what most of you use to make addons.
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What about a vote poll instead of judges?
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This is the first real attempt Ive made at making a custom weapon. Its an MP5Ka4 and other modifications of it. The othere three are just things Ive made up. Just tell me what you think, and suggetions are welcome. MP5Ka4(with some place holder textures) MP5dc: added a drum magazine and thicker barrel MP5se: added scope, planning on adding folding stock) MP5sc: Sten style clip with 30 rounds instead of 15
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Ya I wasnt planning on releasing it or anything,like anyone would download it anyways , just seeing what other people thought. I like them anyways