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ThoMpsoN*

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About ThoMpsoN*

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  1. ThoMpsoN*

    Config Problem

    M16A1Recoil[]={0.03,0,0, 0.045,0.013,0.025, 0.045,0,0.02125, 0.255,0,0}; Actually what may throw up the err is requiredVersion = 1.96; remove the []. hope this helps thank you so much CSJ. the required version was the problem. oh and THANK YOU AGIAN.
  2. ThoMpsoN*

    Sell ARAS online

    I wouldn't mind buying ArmA through a program like steam. I've bought from steam from before and it was painless. But it's BIS' choice so.....
  3. ThoMpsoN*

    Next gen pc game Featured in Pc Gamer

    Is this availiable in the US. I have the August 2005 issue in my hands and I can't find anything on the 'next generation game'.
  4. ThoMpsoN*

    Config Problem

    I don't know if this is intended but usual - #define TEast 0 Â Â #define TWest 1 fixed, but i still have that problem, lol
  5. ThoMpsoN*

    Config Problem

    thanks i'll add those
  6. ThoMpsoN*

    Config Problem

    does anyone have a slight guess as to what might be wrong any suggestion is a good one.
  7. ThoMpsoN*

    unit's face from eyes to legs!!

    Here is how to host your image, Go to http://www.imageshack.us/ and upload ur picture, then use the last link they give you that is marked as a Direct Link to the pic, and copy that. then when posting type and your picture will be displayed.
  8. ThoMpsoN*

    Config Problem

    I posted in here because in Addons Discussion said for support I should post here. I get this error when I try to launch OFP. Here is my config, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// 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 #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 CfgModels { class Default { sections[]={}; sectionsInherit=""; }; class Weapon: Default { sections[]={"zasleh"}; }; class M16A1: Weapon{}; }; class CfgPatches { class M16A1 { units[] = {}; weapons[] = {M16A1}; requiredVersion[] = 1.96; }; }; class CfgAmmo { class Default{}; class BulletSingle : Default{}; class BulletSinglew : BulletSingle{}; class M16A1single: BulletSinglew { hit=8; indirectHit=2; indirectHitRange=0.10000; explosive=0; cost=0.7; maxSpeed=1000; minRange=0.5; minRangeProbab=0.100000; midRange=230; midRangeProbab=0.230000; maxRange=460; maxRangeProbab=0.460000; visibleFire=18; audibleFire=18; visibleFireTime=3; }; class M16A1auto: BulletSinglew { hit=8; indirectHit=2; indirectHitRange=0.10000; explosive=0; cost=2.1; maxSpeed=1000; minRange=0.5; minRangeProbab=0.100000; midRange=200; midRangeProbab=0.200000; maxRange=410; maxRangeProbab=0.410000; visibleFire=18; audibleFire=18; visibleFireTime=3; }; }; class CfgRecoils { M16A1Recoil[]={0.03,0,0, 0.045,0.013,0.025, 0.045,0,0.02125, 0.255,0,0,}; }; class CfgWeapons { class Default{}; class MGun: Default{}; class Riffle: MGun{}; class M16A1: Riffle { scopeWeapon=2; scopeMagazine=0; displayName="M16A1"; model="\US_Weap\M16A1\M16A1.p3d"; modelOptics="\US_Weap\Optics\optic_m16.p3d"; picture="\US_Weap\WeaponPics\w_m16.paa"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; distanceZoomMin=300; distanceZoomMax=300; magazines[]={M16A1mag}; reloadMagazineSound[]={"\US_Weap\Sounds\M16A1reload.wss",0.010000,1}; drySound[]={"\US_Weap\Sounds\M16A1dry.wss",0.010000,1}; initSpeed=884; dexterity=0.945; modes[]={"Single","FullAuto"}; class Single { ammo="M16A1single"; multiplier=1; burst=1; displayName="M16A1 Semi"; dispersion=0.0008; sound[]={"\US_Weap\Sounds\M16A1.wav",1.000000,1}; soundContinuous=0; reloadTime=0.075; ffCount=1; recoil="M16A1recoil"; autoFire=0; aiRateOfFire=0.50000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="M16A1auto"; multiplier=1; burst=1; displayName="M16A1 Auto"; dispersion=0.0008; sound[]={"\US_Weap\Sounds\M16A1.wav",1.000000,1}; soundContinuous=0; reloadTime=0.075; ffCount=100; recoil="M16A1recoil"; autoFire=1; aiRateOfFire=0.02000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class M16A1mag: M16A1 { displayNameMagazine = M16A1 Mag; shortNameMagazine = M16A1Mag; picture="\US_Weap\WeaponPics\m_m16.paa"; count=20; scopeWeapon=0; scopeMagazine=2; }; }; Can anyone help out? Thanks, -ThoMpsoN*
  9. ThoMpsoN*

    What do you play Ofp with?

    lets see here Intel P4 @ 3.0GHz Intel D915PCY Mobo 1GB Corsair Value Select RAM (DDR2, Single Channel), 1GB GEIL RAM (DDR2, Dual Channel) so that means 2GB o' RAM MSI NX6600GT 120GB Western Digital HDD Sony DVD+/-RW 16X Ultra X-Connect 500W ATX PSU Raidmax Full tower gaming case Windows XP HOME
  10. ThoMpsoN*

    US or USSR or Resistance weapons

    same
  11. I've search this, but could not find anything. I'm surprised no one has had this problem before. It might be something stupid that I am forgetting, but your help would be great. My textures are in my bulldozer folder. When ever I go into texture mode, when I load a texture, then select the vertices, and press B, an error comes up that says, No Texture Loaded. I've tried everything, but still can't get it to work. Help! -thompsoN*
  12. ThoMpsoN*

    Homeland

    very very nice going to try this
  13. Can someone post the weapons name because I am having a problem converting it. PLease
  14. ThoMpsoN*

    Sanctuary's Animation pack 1.7

    Yes how we would go about doing that?
  15. ThoMpsoN*

    Special Forces Vehicles

    in the quad pic, what map is that?
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