Trenchfeet
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Very nice Update diesel! I have no CTDs Did everyone overwrite/delete the old version? Im not fussing but....something you may like to try if you still interested in this project is when you change weapons perhaps you could setobjtex the Hud display? For EG when swaping from Gun to sidewinders you get the sidwinder bigger circle maybe even play that anoying tracking sound? @ Parvus what graphics card are you using ?
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Unified zombie pack release imminent
Trenchfeet replied to tracy_t's topic in ADDONS & MODS: COMPLETE
Hey guys im not sure what your on aboout with the TV animations, but why not try setobjtex ? It might be easier then doing anims -
Very Nice mission BergHoff!!! Hard Too..... Im still trying to find that darn radio cheers TF
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Paradropping Vehicles from Aircraft
Trenchfeet replied to Trash Can Man's topic in OFP : MISSION EDITING & SCRIPTING
Try this, 1st You need to find out the vehicle name (Not the one in the mission editor but the one under vehicle class in the config file) eg for my crate its WW2EC_C47crate This script is from my C47 I've edited it so it shouls work for you. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; _ju52 = vehicle (_this select 0) ~1 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;BOX1;;;;;;;;;;;;;;;;;;;;;;;;;; #parachuteCargo _ju52 sidechat "Prepare to Drop Supplies" (group _ju52) setspeedmode "limited" ~3 _ju52 sideChat "Door Open." ~3 _ju52 sidechat "Supplies Dropped" _c47BOX1 = "WW2EC_C47crate" createVehicle [getpos _ju52 select 0,getpos _ju52 select 1,getpos _ju52 select 2]; this is where it creates the object _x = (GetPos _ju52) Select 0 _y = (GetPos _ju52) Select 1 _z = (GetPos _ju52) Select 2 _c47BOX1 SetPos [_x -1.9, _y-3, _z +1];this is where is positions the object accoring to the plane _c47BOX1 setdir getdir _ju52 _c47BOX1 setvelocity (velocity _ju52) ~0.2 ;below this creates the parachute - change it to east if is an axis plane dropping the vehicle _chute = "ParachuteWest" createvehicle [getpos _c47BOX1 select 0,getpos _c47BOX1 select 1,getpos _c47BOX1 select 2] _chute setpos [getpos _c47BOX1 select 0,getpos _c47BOX1 select 1,getpos _c47BOX1 select 2] _n = 0 #flight;this keeps the object under the parachute until the chute is on the ground _c47BOX1 setvelocity (velocity _chute) _c47BOX1 setpos [getpos _chute select 0,getpos _chute select 1,getpos _chute select 2] ~0.05 _n = _n+1 ? (alive _chute):goto "flight"; exit Copy and paste this in to note pad and save it as drop.sqs put drop.sqs in to your mission folder. open up you mission in mission editor and name your plane c130 then create a trigger set it to a radio, and in the init field, type [c130] exec "drop.sqs" Unless you've got my c47 this wont work because it won't know what the hell WW2EC_C47crate is, so you'll need to swap that for something else Good luck! If you need this better explained i can type it out better but......... -
Those trucks tex are freeking awsome noice work! BTW cribbian i've been working on a dive bomber script so far its working but still needs alot of love'n Is Scavenger ?(was that his name) still working on the stuka?
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createVehicle for a plane plus waypoints
Trenchfeet replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
(check your pm Wadmann) hope this isn't off topic but did anyone notice that planes will always attack an AA soldier after destroying any armour target? are we able to make all soldiers have the AA soldiers class? -
createVehicle for a plane plus waypoints
Trenchfeet replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
Hi Avon! Glad to have come across this post as this is sort-of   exactly what im doing. First of all <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dotarget/dofire commands never work   or at least not for planes as they go to quick and they usualy do what they want anyway.  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _apos = [getpos soldier select 0,(getpos soldier select 1) - 1100,(getpos soldier select 2)+900]; this just sets the plane to spawn behind soldier vpilot = [] "SoldierWPilot" createUnit [getmarkerPos "start",GROUPp51,"vpilot=this",1] _p51 = "ECA_P51Dstrike" createVehicle _apos ;WW2EC_D3A1 _p51 setpos [getpos _p51 select 0, getpos _p51 select 1, (getpos_p51 select 2)+900];sets plane height to make sure its there [_p51] exec "marker.sqs"; this just shows the planes position on the map _p51 setdir (getdir soldier) _p51 engineon true vpilot moveInDriver _p51 _p51 setpos _apos ~1 GROUPp51 setSpeedMode "Normal" _p51 domove (getpos soldier) _p51 setBehaviour "Combat" _p51 setCombatMode "RED" _apos2 = [getpos soldier select 0,(getpos soldier select 1) + 100,getpos soldier select 2] ~5 _target = "LesIAETA" createVehicle _apos2;see below _p51 dotarget _target _p51 dofire _target exit Being playing around with your script. And this is what i have. Its a script that i hope to use with the onmapsingleclick but i need help. For now its set up for testing Ok so its very much a carbon copy   (i would ask for permission before releaseing  ) Now LesIAETA is an East Armoured target, which spaws invisable, which makes the plane appear to the player, to be attacking a defined spot. (so to indicate a targeted strike by the plane) Have you thought of doing something like this? where the player clicks his target on the map and the plane then attacks? instead of those waypoints. Does anyone know of onmapsingleclick tutorials? i need to know how to get the position of the click and create a marker/icon. Thanks TF edit: Forgot to say BTW this script works %110 of the time for divebombers -
wow this is interesting to know! Im not sure tho as for my situation it proberly wont effect the plane. Was your test plane  a jet with the wheels aligned with nose and wings/belly? Or was it a prop with wheels aligned wings, tail? and also when you define your plane it inherits the call sound in game of it.eg "Thunderbolt 12 O' clock" which is kind of anoying if its not an a-10 or p-47  do you know how to change this? 1 More thing  Not that i was peeking   but in Scud caribu he did a trick i didn't even think of which makes so much sence. if you look at the land contact placement in the nose,  well when the plane picks up speed, because ofp thinks the  nose has a wheel it tips the plane level quicker. This should also work for a  jet by placing a point near the tail?
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Hey nice work scud, and as said thanks for releasing this as its great for air ops missions
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Hunt the intruder - out-flank him
Trenchfeet replied to Footmunch's topic in ADDONS & MODS: COMPLETE
Here here -
Forgot to say, Sorry to throw your hard work out of a plane, MiG
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OPERATION: mOOOO Cow yes i had nothing better to do  Download this which is a demo mission. I forgot to change the mission name   so it shows up in the menu as "C47 cargo demo" (or something like that) you need tha animal pack and the c47 with pilot. The demo is the same as the cargo drop but with a cow instead. I was gonna add a cow mooooooooooooo sound as it drops, but i had better stuff to do Â
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I Hope Not Finally got around to downloading the units Guys, Great Job, Im liking it Very promising and its great to too see some Oz units BTW Is there a website? for this mod / team and is that other ADF mod still active from ages ago? i lost the link
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Nasty Class 80' Vietnam PTF Boat
Trenchfeet replied to Pappy Boyington's topic in ADDONS & MODS: COMPLETE
VERY AMAZING WORK KLINK I didn't get time before to test these so i would have replied quicker And i dont think anyone can appreciate how good the scripting involved in these addons is until they try and do it for them selves    Also a quick point id like to say is that scripting your used to keep the turrets from bouncing is awsome .  too good for me  Textures ***** Bofors gun with flack bursts ***** (did anyone notice this?) Only thing i think left is to use that raft dployment scrip i sent you in the destroyer (it needs works as i never set it up properly) but it'd be great if you could deploy a "commando"team and keep the pt patrolling Final words    -
How is aircraft handling determined in addons?
Trenchfeet replied to havocsquad's topic in ADDONS & MODS: DISCUSSION
a Couple of things you can try most has been said *1 wheelSteeringSensitivity = X; in the class CfgVehicles section, X = a number from 0 to a bigger number   , bigger = better wheel turing, this also effects the rudder. *Make sure all your memory points are as close to the plane as possible any points along way from the centre make the plane fly real crap. *maneuvrability=48.0; play around with this value -
Interesting news, I don't suppose the ADF have a position for me (and no not the MOD )
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hey has anyone seen this config feature ( it swaps damage textures with the origionals) work on planes? im not sure if its me   or if its not able to work on planes? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dammageHalf[]= { \ECA_P-51D\glass1.paa,\ECA_P-51D\glass2.paa, }; dammageFull[]= { \ECA_P-51D\glass2.paa,\ECA_P-51D\glass3.paa, }; thats what ive got int the config and its in the  class CfgVehicles section
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dammageHalf & dammageFull on Planes
Trenchfeet replied to Trenchfeet's topic in OFP : CONFIGS & SCRIPTING
Thanks guys for the extra info, I was thinking of doing that same thing Footmunch, (apart from lazyness ) but it looks like i'll have to do something now if i want a different set of glass textures I dont think i'll do this as most of the time you proberly wouldn't see it happen as the target would be too far away -
I dont think its a config prob, and that wheelSteeringSensitivity = 1.3; works well i just tried it. 1 more post Avon for 5000 club
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only the rudder movement that you mentioned. It takesoff smoothly and lands well and flies slow like an a10. a small adjustment like wheelSteeringSensitivity = 1.3; will fix the small turning bug. hmm.... i tried it again and no ctd then
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nice work diesel2 it flies real well and the wep load outs great! i too also have the ctd with the gray version? it happened when i was firing at it with guns (from my p51 ) it seems you have no hit points lod? maybe this is effecting it, but the green version doesn't either so i don't know.
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for more info read this article Here  It is my favourite Modern day fighter  And a tribute Â
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dammageHalf & dammageFull on Planes
Trenchfeet replied to Trenchfeet's topic in OFP : CONFIGS & SCRIPTING
Thanks klink I suppose the other way is just a script running in the back ground that detects the vehicles damage and set the required tex. But i didn't want another script running -
Vampires/Undead Pack Beta Release
Trenchfeet replied to General Barron's topic in ADDONS & MODS: COMPLETE
I hang my head in shame I ran from battle like a coward when my team were dead in < 2mins A quick change to the Bas M.gunner made for a more balanced fight After playing those demo missions it was clear straight away how good your script work is Great Job. I haven't had any of those problems and Another battle field for OFP is a good thing! Just for something else if you get time? maybe make the civils have a bloody face? like that other mod? Im not sure if you can just swap face textures or if it worked on a health system? -
Vampires/Undead Pack Beta Release
Trenchfeet replied to General Barron's topic in ADDONS & MODS: COMPLETE
This sounds really good ! downloading now I like your ideas for the campain only which side do i play