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Trenchfeet

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Everything posted by Trenchfeet

  1. Trenchfeet

    Mcdonnell douglas c-47

    I don't have that probelm ? what island were u on heres that AA thing CLICK HERE
  2. Trenchfeet

    Time between sounds

    try this  #start _nrand = random(10) ?_nrand >= 5: goto "sound1" ?_nrand >= -10: goto "sound2" #sound1 playsound "??" ~120 GOTO "start" #sound2 playsound "??" ~120 GOTO "start" or #start _nrand = random(10) ?_nrand >= 5: goto "sound1" ?_nrand >= -10: goto "sound2" #sound1 playsound "??" ~120 GOTO "sound2" #sound2 playsound "??" ~120 GOTO "start" Dont forget that the ~120 should be 120 seconds after the time of you music? track. eg if your track was 60 seconds long it would then be this #sound1 playsound "??" ~180 GOTO "sound2"
  3. Trenchfeet

    Wargames addpak 4.0 released

    You aswell I'll be dling this great pack next month aswell, Great job guys!
  4. Trenchfeet

    Mcdonnell douglas c-47

    No mirrors i know of yet? I'll see if ww2ec will add 1
  5. Trenchfeet

    Mcdonnell douglas c-47

    Hi all if you were getting lag with the Pathfinders mission go here to Igors website http://www.freewebs.com/igordrukov/missions.htm he has updated it to test the benchmark score of your pc and make the required adjustments Ps i'll rply about the flack script when i get time, dont worry i didn't forget
  6. Trenchfeet

    Mcdonnell douglas c-47

    Ok here are the updates. goto " TrenchfeetOFPAddons " Â Â the 25mb file isn't uploaded yet. I wont be fixing the cargo script till the other versions are released and because the script does work .
  7. Trenchfeet

    Mcdonnell douglas c-47

    Ok that texture problems fixed. I'll upload the files later, what i'll do is make it so there will be 3 ways of fixing the bug 1) You depbo the addon replace the old addon .p3d file with the new 1's which will be a 1.3mb dl, then you just have to pbo it again 2) I'll upload just the MTYc47.pbo file for those who dont know how to do that 3) the whole 25mb thing so new dlers dont get a f'd up version These links are some of the skins by red devil http://www.webhost-online.co.uk/theirfi....Day.jpg http://www.webhost-online.co.uk/theirfi....own.jpg http://www.webhost-online.co.uk/theirfi....een.jpg http://www.webhost-online.co.uk/theirfi....rey.jpg http://www.webhost-online.co.uk/theirfi....own.jpg http://www.webhost-online.co.uk/theirfi....ica.jpg http://www.webhost-online.co.uk/theirfi....Day.jpg http://www.webhost-online.co.uk/theirfi....sia.jpg http://www.webhost-online.co.uk/theirfi....een.jpg http://www.webhost-online.co.uk/theirfi....Li2.jpg The nam AC47 will use that roundell system for it but were still a long way from finishing that
  8. Trenchfeet

    Mcdonnell douglas c-47

    Can you post a screen shot of it? or send me a pic And does anyone else have this problem? how bad is it? to Bonko the Sane check the damage script mission Ok so far we got 2 bugs right? 1 this white thing and the other the cargo drop script this below is the quick cargo script, any 1 c the prob    (yes i know im a lazy script writer but it sorta works ) ; **************************************************** ;    McDONNELL DOUGLAS C-47 SKYTRAIN ; **************************************************** ;                25/03/04 ;      By Trenchfeet ; **************************************************** _ju52 = vehicle (_this select 0) ~1 ? (_ju52 animationPhase "c47cargochecker" < 0.2): goto "parachuteCargo" ? (_ju52 animationPhase "c47cargochecker" < 0.3): goto "parachuteCargo2" ? (_ju52 animationPhase "c47cargochecker" < 0.4): goto "parachuteCargo3" exit ;;;;;;;;;;;;;;;;;;;;;;;;;;;;BOX1;;;;;;;;;;;;;;;;;;;;;;;;;; #parachuteCargo (group _ju52) setspeedmode "limited" _ju52 animate ["mtydoor",1] _ju52 say "C47outeropen"; _ju52 setobjecttexture [16,"\mtyc47\instra.pac"] _ju52 say "c47wind",0.5; _ju52 animate ["c47cargochecker",0.2]; ~3 _ju52 setobjecttexture [9,""] _c47BOX1 = "WW2EC_C47crate" createVehicle [getpos _ju52 select 0,getpos _ju52 select 1,getpos _ju52 select 2] _x = (GetPos _ju52) Select 0 _y = (GetPos _ju52) Select 1 _z = (GetPos _ju52) Select 2 _c47BOX1 SetPos [_x -1.9, _y-3, _z +1] _c47BOX1 setdir getdir _ju52 _c47BOX1 setvelocity (velocity _ju52) ~0.2 _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 _ju52 say "c47wind",0.5; #flight _c47BOX1 setvelocity (velocity _chute) _c47BOX1 setpos [getpos _chute select 0,getpos _chute select 1,getpos _chute select 2] ~0.05 _n = _n+1 ?(_n == 10): _ju52 animate ["mtydoor",0];_ju52 setobjecttexture [16,""]; _ju52 say "C47outeropen"; ? (alive _chute):goto "flight"; c47BOX1 = "WW2EC_C47GndCrate" createVehicle [getpos _c47BOX1 select 0,getpos _c47BOX1 select 1,getpos _c47BOX1 select 2] deletevehicle _c47box1; exit ;;;;;;;;;;;;;;;;;;;;;;;;;;;;BOX2;;;;;;;;;;;;;;;;;;;;;;;;;; #parachuteCargo2 (group _ju52) setspeedmode "limited" ? (_ju52 animationPhase "mtydoor" > 0.1): goto "skip1" #skip1 _ju52 animate ["mtydoor",1] _ju52 setobjecttexture [16,"\mtyc47\instra.pac"] _ju52 say "C47outeropen"; _ju52 say "c47wind",0.5; _ju52 animate ["c47cargochecker",0.3]; ~3 _ju52 setobjecttexture [10,""] _c47BOX2 = "WW2EC_C47crate" createVehicle [getpos _ju52 select 0,getpos _ju52 select 1,getpos _ju52 select 2] _x = (GetPos _ju52) Select 0 _y = (GetPos _ju52) Select 1 _z = (GetPos _ju52) Select 2 _c47BOX2 SetPos [_x -1.9, _y-3, _z +1] _c47BOX2 setdir getdir _ju52 _c47BOX2 setvelocity (velocity _ju52) ~0.2 _chute = "ParachuteWest" createvehicle [getpos _c47BOX2 select 0,getpos _c47BOX2 select 1,getpos _c47BOX2 select 2] _chute setpos [getpos _c47BOX2 select 0,getpos _c47BOX2 select 1,getpos _c47BOX2 select 2] _nb = 0 _ju52 say "c47wind",0.5; #flight2 _c47BOX2 setvelocity (velocity _chute) _c47BOX2 setpos [getpos _chute select 0,getpos _chute select 1,getpos _chute select 2] ~0.05 _nb = _nb+1 ?(_nb == 10): _ju52 animate ["mtydoor",0];_ju52 setobjecttexture [16,""]; _ju52 say "C47outeropen"; ? (alive _chute):goto "flight2"; c47BOX2 = "WW2EC_C47GndCrate" createVehicle [getpos _c47BOX2 select 0,getpos _c47BOX2 select 1,getpos _c47BOX2 select 2] deletevehicle _c47box2; exit ;;;;;;;;;;;;;;;;;;;;;;;;;;;;BOX3;;;;;;;;;;;;;;;;;;;;;;;;;; #parachuteCargo3 (group _ju52) setspeedmode "limited" ~3 ? (_ju52 animationPhase "mtydoor" > 0.1): goto "skip2" #skip2 _ju52 animate ["mtydoor",1] _ju52 setobjecttexture [16,"\mtyc47\instra.pac"] _ju52 say "C47outeropen"; _ju52 say "c47wind",0.5; _ju52 animate ["c47cargochecker",1]; ~3 _ju52 setobjecttexture [11,""] _c47BOX3 = "WW2EC_C47crate" createVehicle [getpos _ju52 select 0,getpos _ju52 select 1,getpos _ju52 select 2] _x = (GetPos _ju52) Select 0 _y = (GetPos _ju52) Select 1 _z = (GetPos _ju52) Select 2 _c47BOX3 SetPos [_x -1.9, _y-3, _z +1] _c47BOX3 setdir getdir _ju52 _c47BOX3 setvelocity (velocity _ju52) ~0.2 _chute = "ParachuteWest" createvehicle [getpos _c47BOX3 select 0,getpos _c47BOX3 select 1,getpos _c47BOX3 select 2] _chute setpos [getpos _c47BOX3 select 0,getpos _c47BOX3 select 1,getpos _c47BOX3 select 2] _nc = 0 _ju52 say "c47wind",0.5; #flight3 _c47BOX3 setvelocity (velocity _chute) _c47BOX3 setpos [getpos _chute select 0,getpos _chute select 1,getpos _chute select 2] ~0.05 _nc = _nc+1 _ju52 animate ["c47cargochecker2",1]; ?(_nc == 10): _ju52 animate ["mtydoor",0];_ju52 setobjecttexture [16,""]; _ju52 say "c47wind"; ? (alive _chute):goto "flight3"; c47BOX3 = "WW2EC_C47GndCrate" createVehicle [getpos _c47BOX3 select 0,getpos _c47BOX3 select 1,getpos _c47BOX3 select 2] deletevehicle _c47box3; exit
  9. Trenchfeet

    Mcdonnell douglas c-47

    to colossus the flack (flack.sqs) script is in the we stand alone together mission, u'll need some scripting know how to make it work, but just add an event fired class to the shilka and check which plane it is targeting, you could also make a trigger that does the same thing to GoOB thhat will be released when its more user friendly to da_ofp_man its well worth as it has the 2 plane addons and 2 great missions
  10. Trenchfeet

    Any new eyewear addons lately?

    Now pictured
  11. Trenchfeet

    Poly count

    yep for the first lod try and keep it below 10000. and don't forget the lods you need to break each 1 down till your last 1 which should be less then 300
  12. Trenchfeet

    Ardennes island v1.0 by reinhard

    i can confirm that eraba is an i44 addon that i dont think they wanted its kind of a beta addon has a few bugs, not binarized etc... but maybe im confuessed too i thought that all objects placed on an island had to be binarized
  13. Trenchfeet

    P3dedit

    ok, but..... Smarter (i hope) and would stop them pestering addon makers as they can now learn for them selves ( what thry would learn for them selves ) i c your point tho
  14. Trenchfeet

    C130 - spectre gunship!

    @Miles Teg thats only how it operates atm. An also you didn't see my post on page 1 Â to keep it short go to this link http://www.flashpoint1985.com/cgi-bin....=storch
  15. Trenchfeet

    P3dedit

    So is this a comparison like “its all right for the US to have nuclear W’s but no one else can† ***hehe bad point i know  Or is it, We made it and wrote it so ya's can all go get Â
  16. Trenchfeet

    Wwiiec - churchill pack released

    hi, i think it was in the brit pack ?? there is a link at the WWIIEC download page for it
  17. Trenchfeet

    Two new addons.

    nice addon m8 hmmm how do we know the sign on the right has sharpe edges has an one tried it i c no fingers and what of the bridge
  18. Trenchfeet

    Custom anims

    try this http://www.flashpoint1985.com/cgi-bin....t=35800 ? does it help
  19. Trenchfeet

    Aircraft rear gunner(turret)

    This is the closest i got to it working. http://www.flashpoint1985.com/cgi-bin....=storch hope the links work It was a rush job but with more time it could work better/smoother. the script could be written better to be more automatic
  20. Trenchfeet

    Aircraft variables.

    yeah use an afterburner script or some sort of acceleration script, there is some at ofpec if you need help with that. rather use a script then the go messing around with the weights because the lighter an object the more it will move on an explosion ie. grenade explosion. If you've got one of the carrier addons (the hermes) i think it was? had a demo mission that showed how with the use of a trigger to slow a plane down. That can also be used as a script like the afterburner
  21. download my p51 and or storch addon it will show you what to do http://ofp.gamezone.cz/_hosted/trenchfeet/index.htm
  22. Trenchfeet

    Make wheels turn on aircraft

    Hi scud great work there! If you hit the wall again email me and i'll help you add the animations  (Or even if you need help add me to your msn trenchfeet@hotmail.com ) Its all jus an eye trick, if you look at the p-51's checkgear script that starts the wheel animation and constantly checks when its ready to sart the wheels rolling oh an Colonel_Klink  WHAT A BEAUIFUL ADDON, please don't let that go to waste on your hd, if you get sick of it, im sure me or bratty could help you out
  23. Trenchfeet

    View lod vs geo lod

    i also made some grass http://ofp.gamezone.cz/_hosted/trenchfeet/Images/grass.jpg i have a similar prob, but when i put it on the map the enemy ai dont shoot at me straight way as long as i crouch most of the time they dont shoot, stand up =dead. i've used the normal lods , geo lod (has no object in it, and view geo lod heres the simpe config file // some basic defines #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 class CfgPatches { class field { units[] = {field}; weapons[] = {}; requiredVersion = 1.46; }; }; class CfgVehicles { class All{}; class Static: All {}; class Building: Static {}; class Strategic : Building {}; class field: Strategic { scope=public; side=TCivilian; cost=1; vehicleClass="Objects Grass"; setdammage= 0; mapSize=1; destrType=destructno; displayName="field grass"; model="\field\field"; icon="\field\grass.paa"; }; };
  24. Trenchfeet

    Large ships

    yes but it is very hard, time consuming & boring, there is quite a bit of scriptsing needed to keep all the turrents in place all the time (well with my scripts. i'd like to know if anyones got some purfect 1's )
  25. Ok i've done a search and im going to be PO if i missed it after all that but im looking for some info on how too add a static animation to an addon for the pilot of a plane. I have the animation .rtm file, im just a a blank as how and where to set it up in the config file. I've depbo'ed a number of addons and modt of them are set up for movement anims instead of just static. Can someone please point me towards the light
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