Tanelorn
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>>> Solution discovered <<< In the main config.cpp there is a section called cfg.Surfaces In here you can see listings of surface types, texture names (often with wildcards), and sound references. If you texture a roadway with a texture that meets the criteria of a cfgSurface item, the specified sound will be made when you walk on it. These specific sounds are within the cfgVehicles : Man section. The classes are numerous, some of them being Concrete, Rock, Wood, Sand, Mud, etc. There are other wildcard textures that are followed by a series of question marks. I don't recognize how this wildcard works. Any ideas?
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I never used scripts that checked an animation phase, but this is great information for the future. Thanks for sharing.
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I would say hearing the CNN coorespondant saying "What the Hell?!!" right before a shell blows up near them is pretty authentic. That wasn't made up, it hapened today.
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HellFish I doubt they are FROGs because air patrols took out artillery threats to troops near the border already.
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>>> === ATTENTION: === <<< I am listening to CNN radio, and somebody isn't paying attention because behind the normal pre-recorded broadcasts I can hear a reporter talking to Atlanta. SHe's on a carrier somewhere in the region. She has reported that 7 aircraft are returning to the carrier after dropping bombs. As she is talking she is reporting more planes taking off. Is this the beginning of the air war? Possibly. There's definitely activity and I don't think this is being reported on the networks yet. >> update << The aircraft carrier is the U.S.S Abraham Lincoln
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Ahh so it's not Radio Baghdad, it's US Electronic Warfare... I read that the US will be jamming GPS systems as well, so only Allied GPS systems will work.
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My god 315 pages, this really is the mother of all threads!!! Hey has anyone else heard about Baghdad radio going pirate? I think this is awesome how the US is letting reporters broadcast what they are seeing coming off the carriers, missiles launched, etc. You wanna talk about PsyOps? How about hearing that thousands of planes and cruise missiles are coming your way, and knowing that it's true...
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Jeepmg/wheeled vehicle optics question
Tanelorn replied to Ares1978's topic in OFP : CONFIGS & SCRIPTING
Here's the lowdown according to my experience. In wheeled vehicles, when you hit 'v', your view is completely dependant on your proxy position. If your proxy is not set to raise and lower with the gun, then the optic will not raise or lower either. Basically, this is another way of saying there is no "true" gunner optic. The standard memory point "gunnerview" is completely ignored, and therefore you are looking out of your proxy's eyes. You must also bear in mind that "view gunner" LOD is worthless. In my experience, there is one and only one view in wheeled vehicles. If you add a gunner view, everyone inside the vehicle gets that view. If you add a pilot view, everyone uses that view, even the gunner. So, you must accept that wheeled vehicles are quite limited and probably were never designed for use as wheeled tanks. I would recommend that you make the model a true tank, and use the tank wheel names for your wheels. THey will still rotate as you move. They just won't pivot left or right. -
SOunds good to me. I would say that putting addons in your OFP addons folder instead of your Res addons folder is a BAD idea, and I blame addon makers for requiring you to do this. The use of requiredaddons{} solves this problem.
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So is this a new discovery, or are you just not answering? In any case, I made a discovery: A road isn't a road unless you texture the roadway LOD correctly. My roads wouldn't let you drive fast on them until I textured the roadway with the airfield texture. Very interesting...
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I have made roads by making a flat model, setting all the points to "on surface", giving it a roadway, and setting the named property to class : road. Works fine, vehicles speed up when on it. But there's one problem. They still kick up dust. ANy idea why?
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Ai target building routinely - possible?
Tanelorn replied to scousejedi's topic in OFP : CONFIGS & SCRIPTING
If it is a vehicle class, I don't think you can give it paths, and I also think it will have a headlight. Correct me if I'm wrong but that's been my experience. -
*sigh* cfgModels has been known and documented for months now. It's sad how few people actually do forum searches and visit the OFPEC tutorials section.
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I'm sure you guys have noticed that some objects have special sounds when you walk on them. The industrial building in Nogova is a great example. It pings as you walk on the metal walkways. Anyone know how to set this in the model? I noticed in the opflash demo models that they would texture their roadways, and these textures didn't always match the texture in the resolution LODs. I also saw in the config file there's a cfgMaterials section that defines sounds to certain textures, which seem to use wildcards in their names. I wonder if there are special textures you put on the roadways that cause a certain sound to be heard. If any of you know how this is done, would you please post that information?
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PicVert, I don't think that's the problem or he would have complained about the muzzle flash being visible on the gun itself. I think your cfgModels section is correct. I've never messed with the special face properties other than setting damage material values, so sorry I can't confirm a correct answer.