Wadmann
Member-
Content Count
122 -
Joined
-
Last visited
-
Medals
Everything posted by Wadmann
-
createVehicle for a plane plus waypoints
Wadmann replied to theavonlady's topic in OFP : MISSION EDITING & SCRIPTING
@ Trenchfeet I have been looking into this exact same idea for a short while now. I stopped looking into this as I quickly realized that I would like it to spawn an enemy to whoever clicks on the map and that would take a little more than my current level of scripting ability will permit. My very first script was made to attach one of Lester's invisible targets close to a unit and when that unit is eliminated, it would then attack the next group leader. I actually wanted it to attach an invisible target that was an enemy to the clicker's (players) side to a unit in the group closest to a singlemapclick and have it randomly attack a unit in that group until the group is destroyed or the player stops the attack. As this was beyond my means, I was happy to get a scaled down version to work by pre-placing the invis targets and then initiating the script bt way of a trigger of some sort. I was looking at skumball's napalm script that LCD updated as he used a singlemapclick initiate the script but have not had the time to implement this portion into my script. As I would like to pursue this further, perhaps PM me or start a new topic so we will not continue to hijack AL's topic. Â Wadmann -
Although I am less than 200 miles from the epicenter of this quake, I did not feel a thing while sitting in a staff meeting this morning. I did not even know it had happened until I looked at CNN.com and saw the news! As a side note, I also missed the great quake of '89 (?) when it stopped the World Series. I was driving home (home being 80 mile east of SF) in the Sierra foothills when that quake struck and was unaware of that quake until I got home and turned on the tube hoping to watch the World Series. Last tremor that I felt was when I was a little guy and my tinker toy spaceship toppled over without cause but that was back in the early to mid seventies. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
"Most realistic" is propably quite subjective, but I keep the postprocessing settings at: hard light: 0.5, 0.5, 0.9 desaturation: 0.2, 0.4, 0.2 glare strength 0.4 and size 4, darken sky on, 32bit glare on. Playing on 1448x1088 resolution with 16bit color. As the glare makes things quite bright I decreased the brightness settings from ofp video options a bit to compensate (brightness 1.0 and gamma 1.3) and it looks very good to me... Those are also the settings used in my screenshots. For all of those that have been "ignored", this is by Kegetys on thread page 17. A little reading never hurt one's chances of being enlightened. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
Hey EW! Although I do not know the answer to your question, I would suggest that you contact General Barron of the ECP mod as he made some changes to the aimprecision values. There was a topic the he started on this subject but I do not think that they discussed the ability to adjust the wounded value, although they did acknowledge that the wounded aimprecision value is increased. Hope that this helps a little! Wadmann
-
Hey Captain! Â Â I found this over at Digital Grenade: This should get you rockin' again! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann Edit: Did not refresh to see the above response. Sorry for the late (duplicate) reply!
-
Getting these jokers behind sandbags
Wadmann replied to Door a jar's topic in OFP : MISSION EDITING & SCRIPTING
You could also use General Barron's Simple Cover script available here. You can set the unit position either standing, crouching, prone, or sitting. I will admit that sometimes the units to stand up after engaging in a firefight for a while. So either GB's or Blancos will work for you. Wadmann -
Modern tanks posses thermal imagers that detect the difference in temperature between the soldier and any background temperature. If you did this with a WWII Tiger or Sherman, well that would be a game engine issue. I will try to test out the ability to block AI with JAM 2 smoke and see if it works for me. Wadmann
-
You could use a HALO script available here. Look for "Realistic HALO Script" by toadlife or get ECP. You can then set the opening height of your parachute in the script so they freefall to a lower height prior to opening their chutes. Wadmann
-
this addeventhandler Problems!
Wadmann replied to cain2001's topic in OFP : MISSION EDITING & SCRIPTING
Hello cain2001! Â Â As per snYpir's OFPEC Guide: Multiplayer Editing available here, this is what he had to say about eventhandlers: Read this tutorial and you may find a way to get it to work. That is about all the help that I can be, if I was any help at all! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann -
The lighter pattern is Rhodesian. Check my sig for some other styles of this pattern. @BAS I have not yet D/L this yet, and I may as well wait for the fix as I am one of those 56k'ers, but thanks for adding to these cool units to the Tonal storyline. Hate to see that the ingrates out there that have done little or nothing for the OFP community contributed to your hiatus until OPF2, but with fresh inspiration I really look forward to your addons for the next generation of OFP! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
Jackal14: Search the A&M Complete for General Baron's Enhanced ECP config topic, not the regular ECP by Red, or OFP updated by Pappy Boyington or the other one by Kurayami. In that topic someone has noted the lines in the config that must be changed to adjust the wobble when aiming weapons. I have no idea if FDF uses this method, but check it out and let us know. Wadmann
-
It appears that is has finally been done! See for yourself here. Wadmann
-
Hey Sgt Mix! Take a look at the topic that cj has over at OFPEC. Click here. I am not sure if it will answer your question but it could be due to some cpp (or lack thereof) problem. He has not posted there in over a month but several others have been very helpful in fixing problems that have popped up with this island. Wadmann
-
how to make infantry/vehicle invunerable?
Wadmann replied to akinkhoo's topic in OFP : MISSION EDITING & SCRIPTING
I do believe that there is a way to do it by using the eventhandler "hit" but I have forgotten exactly how to do it. You could go to this page and look for the "How to make tougher units" by snYpir. It will not work completely as you would like, but it is better than nothing at all! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann -
@ SelectThis Could you post a link to your readme as mine appears to be missing some information. I am not sure what else I am missing but mine appears as follows: Â Â Â Â Â Â Â Â Â Â Â Â Â Â Thanks! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
Maybe if you setpos them just a bit above ground level, they will then sit on a horizontal plane. Something like this in the init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0,getpos this select 1,.1] Let us know if it works. Wadmann
-
You could de-pbo the pbo containing the said Huey and look for the animated parts of the Huey. Then add the following line in the init of your chopper: chopper1 animate ["doors1", 1] This is only an example of the format for the syntax, not the exact code. You may need to change "chopper1" to the name of your chopper, the 1 to 0 (to open or shut) and "doors1" to the correct name of the door that you locate in the un-pboed pbo! Wadmann
-
Well, I did not as I thought it was a stand alone addon (I guess that is what I get for thinking ). In my defense, it was not noted that one must use CoC UA to get the V1 to target something. It flew well enough on its' own so I did not even think to use my CoC UA folder when starting OFP. Will try that tonight! Anything special that must be done when using UA or do I just use a "destroy" or even "move" WP to get it to explode on target? If this means that it is final, no worries as the color re-appears after leaving the "launch station". I just thought that you would want to know as you seem to take great pride in your work (as well you should) and may want to take care of the finishing touches! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
Nice addon although I do not know how to get the "Flying Bomb" to target something. I have tried dotarget, dofire, setdammage, and setfuel all to no avail and no readme for instructions. I would like to see something other than the missle just flying by! One other thing, the ramp goes white after launching the static missile. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
Hello knepoMan! Here is a link to a page about mercenaries. At the bottom of the page there are additional links for more information. Perhaps this will give you the information that you seek. There is also a mod about the Congo in the 60's being made but it is more about the Portugese colony than the mercenaries of that time. They may have additional resources that you could use for you mission but I have forgotten the name of the mod. If I come across more info, I will gladly pass it on to you. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
If you read it again, it only takes one hit to disable the APC as the crew bails out. If you want fireworks, then you need to pump a couple more RPGs into it. How many hits does it take to disable a t72? If it is more than one, then your answer is no, it does not take more hits than a t72. Looking forward to trying this out when time permits as it looks very promising! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann
-
Recon mission - any suggestions?
Wadmann replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Hello KeyCat! Only pointing you towards theory here and you probably have already read this, but here is a link to Dinger's tut on arrays. Maybe some use of metavariables could bring the results that you seek. Or ask the CoC crew for some ideas as they are a sharp lot! Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann -
Hello Benny212! Here is a demo mission that puts a weapon on a table for you. Modify to suit your needs! Weapon Only Demo                    Wadamnn EDIT: Use "Save Target As..." to download or go here. Will not accept a direct link. BTW-Nice avatar!
-
Great Job Colonel! One thing I noticed is the bombs on the rack go white after being destroyed (nice secondary effect though!). Not sure if this was fixed in the last texture update or due to the settings issue. Also, I did not see any door names for the animation phases. The reversed lettering was and on alot of switches, not just the one previously mentioned in an earlier post, but you probably figured that one out already. A keeper as is none the less. Keep up the fantastic work! Wadmann
-
I saw this discussed recently at OFPEC. Here is what Killswitch had to say on the matter: Here is a link to the topic. Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wadmann