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TonyDaMan

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About TonyDaMan

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core_pfieldgroups_3

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    Interests? Naaah.
  1. TonyDaMan

    Unified zombie pack release imminent

    I'm the one who's generally being the nube again. sorry 'bout that.
  2. TonyDaMan

    Unified zombie pack release imminent

    You should be talking to MiG. His team was the one that made the vampire mod. I wonder if you just forgot that it was him who you were talking to?
  3. TonyDaMan

    Unified zombie pack release imminent

    That's zombie woman 6 that has been retextured. The eye thing is because she really has no eye there, it's just bone, obviously the depth hasn't been taken into account there so a hollow hasn't been carved into it with o2. [EDIT] Oh yeah, B.T.W Zombie mod, I reckon you should take a look at the movie ummm... Roadkill or streetkill, I can't remember which, it has a guy who has his bottom jaw ripped off in that, I heard you talking about jawless zombies, that's all.
  4. TonyDaMan

    Unified zombie pack release imminent

    That would be possible, except you'd have to make him in the tank category because you can't attach weapons to men, plus, you'd need an advanced addon maker, and new anims, the textures wouldn't be hard, you can get them from the game if you get permission.
  5. TonyDaMan

    Unified zombie pack release imminent

    New zombie pack out, good, I should have the modified campaign soon. Cya, I'm outta.
  6. TonyDaMan

    Unified zombie pack release imminent

    Thanks for the tip Munk cause some of this is really getting out of hand. Look at the picture below because of what that usmc pack did to it! It looks like a frikkin' picasso! http://img66.exs.cx/img66/7210/Strange.jpg
  7. TonyDaMan

    Commercial Passenger Plane

    With some addons you can put someone inside cargo and make switchmove "null" and they'll stay standing up inside. But that doesn't always work with them, I'll test it on this later.
  8. TonyDaMan

    Unified zombie pack release imminent

    Wow, that new zombie thing sounds great! I'm sorry but I think I will leave it until the new zombie mod comes out because you have to drive a bus around for like 3 missions trying to evacuate the island by getting as many people as possible while things are going horribly horribly wrong. So that new zombie damage to the cars thing would be great for it. Also on the topic of this campaign, my operation flashpoint beta has really screwed up. I'm pretty sure it's something to do with the new 1.1 version of the Marine assault pack I downloaded because none of the scripts work, and it has stuff coming up about it. But just in case it IS a virus I won't release it just yet. I don't wanna be sued! Â I hope you all understand. Sorry. But anyway, about the voices, It's pretty much your choice whether you want to do the voices so just email me at my e-mail address or to my messenger. I'll send you list of voices back and you can choose which voices you want to do. It's nice to see some people volunteering! Thanks a lot! Here are some pics: http://img87.exs.cx/img87/3430/Pic25.jpg http://img87.exs.cx/img87/3645/Pic7.jpg http://img87.exs.cx/img87/7348/Pic6.jpg http://img87.exs.cx/img87/3514/Pic26.jpg
  9. TonyDaMan

    Unified zombie pack release imminent

    Well, since the new zombie mod update is so close I guess I'll leave it a little while before I release my zombie campaign (which I only just finished today). I'm sorry that it took a little longer than expected, I had to tweak and switch things around all month. But really, now I !really! need some people to volunteer for voices in my zombie campaign, please! If you could see me I'd probably be on my knees. Just so anyone who is thinking of participating knows, they will not be receiving any profit. It is merely a volunteer situation. For those wondering about my campaign I will be including 5 new soundtracks in it, featuring Muse, Slipknot and Marilyn Manson also including around 15 minutes of cutscenes. Can't wait to see the new dead dudes zombie mod!
  10. TonyDaMan

    Unified zombie pack release imminent

    Thankyou so much for the sound pack!!! I'm the first one downloading it now, this will actually be the first time I've listened to them.
  11. TonyDaMan

    Unified zombie pack release imminent

    This is the title for my zombie campaign which, should be released in around about a month if everything goes well. Email me if you want screenshots or a demo mission. B.T.W. Would anyone be interested in voicing for my OFP missions? (non-profit) I just can't do all the voices myself. Email me if you're interested and I will send you a list of the types I need.
  12. TonyDaMan

    Unified zombie pack release imminent

    do always put downloadeble stuff in the addon folder or in the res\addon folder The addons folder was the first folder I put it into! But now I think I have it all found out. Apparently the Description.ext file inside it is missing so I just have to download it again.
  13. TonyDaMan

    Unified zombie pack release imminent

     say i was thinking... maybe you can script lights! yes! custom lights!  the streetlamps now available brighten up 5 KM˛ , but what about a pack with small bundles of light?  sometimes flickering , sometimes swiching etc, that would be UBER! please think about it , what you could do with it  Well I do know how to make the flickering lights, I've made them flicker in one of the zombie campaigns that I've almost finished , (can't wait to release it!!!) basically what you do is you click on the "SHOW ID" button and then zoom in on the light (it won't have the light object shown on the map, only the ID, you need to go into preview for where it is) and then, get the ID for the light and type in: (OBJECT *type in ID of light here*) switchlight "off" that just makes the light turn off, so you want to make it into a loop like this #LOOP (OBJECT 173884) switchlight "off" ~.45 (OBJECT 173884) switchlight "on" ~.7 (OBJECT 173884) switchlight "off" etc. etc. etc.... You get the idea. but CUSTOM light packs  now you've got a lightpole with a flare setpossed to it, problem is it illuminates too much, i just want to see a beam (like those car lights) wich illuminates a small part , imagine you see a zombie entering into the light, and then it's gone again! FUCK! you dash to another small lightbeam, and stare into the darkness (since it illuminates a small claustrifobic part) and suddenly the light begins flickering, you hear something crying to your right, but the zombie you saw was to the left! but you can't see a fuckign thing!  Well gees, to do that, you'd have to check the addon scripts, check the car light scripts, attach those scripts to a certain object and then make sure that light is on with LightIsOn=True... Sounds like a hell of a lot of work to me... Or you could just modify the original lightpole and add on the car lights instead of the original ones but even then you'd have to create a whole new island to use them.
  14. TonyDaMan

    Unified zombie pack release imminent

    This is really annoying, when I got my ZombieFX pack it didn't come with a readme soooo, I decided to try and find out where it went myself. (MISTAKE!!!) I have put it into every folder I could find but, Jesus, it's gotten to the point where I had to put it on this forum. I think I'm gonna have a nervous breakdown!!!
  15. TonyDaMan

    Unified zombie pack release imminent

     say i was thinking... maybe you can script lights! yes! custom lights!  the streetlamps now available brighten up 5 KM˛ , but what about a pack with small bundles of light?  sometimes flickering , sometimes swiching etc, that would be UBER! please think about it , what you could do with it  Well I do know how to make the flickering lights, I've made them flicker in one of the zombie campaigns that I've almost finished , (can't wait to release it!!!) basically what you do is you click on the "SHOW ID" button and then zoom in on the light (it won't have the light object shown on the map, only the ID, you need to go into preview for where it is) and then, get the ID for the light and type in: (OBJECT *type in ID of light here*) switchlight "off" that just makes the light turn off, so you want to make it into a loop like this #LOOP (OBJECT 173884) switchlight "off" ~.45 (OBJECT 173884) switchlight "on" ~.7 (OBJECT 173884) switchlight "off" etc. etc. etc.... You get the idea.
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