wacko
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Everything posted by wacko
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I have searched and searched and searched BUT i can not seem to find a answer to my buldozer problem the problem being is i get an error when it trys to load up.. I do got the buldozer.exe in my ofp directory and also have added the -noland -dx -window AND i also have copyed and pasted the OFP confg to the O2 directory it seems to be a error with my PC but O2 works just fine without any other problems other than the buldozer and thats all I get when I try to open it up any takers or am I SOL Tanks WaCkO
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Bas island - working title "lost island"
wacko replied to Tigershark_BAS's topic in ADDONS & MODS: DISCUSSION
can the buildings on the map take a heavy beating or will they fall apart easy like the BIS models do -
Chopper wont fly from desert airport to lipany
wacko replied to Dauragon's topic in OFP : MISSION EDITING & SCRIPTING
make a waypoint half way between the two points -
Need help on having a helicopter hover upwards
wacko replied to Airwolf's topic in OFP : MISSION EDITING & SCRIPTING
is the chopper moving before hand? or just hovering?.....just from what I have seen with some choppers if the chopper isnt moving he will fly at 50 above ground and when it starts to move then the chopper will fly at the height given and stay at that height -
lol hey MLF you will probly get the same answer as i did "wait and see" but then again maybe not
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Problem with join and move in mp
wacko replied to Viper-SWE-'s topic in OFP : MISSION EDITING & SCRIPTING
try this place a trigger on the map where u want the unit to go make the dim 0 and 0 and give it a name like "marker1" or what ever u want and make it a "game logic" trigger then after they leave the group add this: unitsname doMove (getPos marker1) this works for me all the time -
ok I got a question bout the MH-60 (probly has an answer of "wait and see" lol) but I'm asking anyways... Is the tailwing on the BH going to be animated to move up and down with the movements of the chopper??
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Well it does work and works fine for me...If u want i can send u the lil mission i put together to see what will make it work do u want it?...lol or if u want send me the mission and ill do it for u..........but yes it will work and if u have more than one hmmwv it can still be done the same way but will take some more typing
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well i got an error after it DL'd "OFP Addons\INQ_CONST.zip: Either multipart or corrupt ZIP archive"
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lol i tryed that one also...I was still getting the same results
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the reason why he wont fire is because if there is a drive still in the hmmwv the gunner will be under the drivers control even thoe hes not in their group...... so add this to the gunners init fild.... this assignAsGunner hmmwv; this moveInGunner hmmwv; this setBehaviour "AWARE"; this setCombatMode "RED"; make him a group member and have to hole group set to "open fire" on a waypoint so they still can fight.......and at the waypoint BEFORE!! they all get out type this in on the on activation field of the waypoint "[hmmwv gunners name] join grpNull" this will take him out of the group and once everyone is OUT of the hmmve he will do his thing and will shoot...
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Ok this is annoying me all to hell... ok i got AI units on top of the apartment bulidings on nogova now im wanting them to climb "DOWN" the dam ladder... but no matter what i do they start at the bottom and climb up. or they will start at the top and go down but they climb right back up again..... unit action ["LADDERDOWN", (object ID)]<<ive tryed that does nothing also i have tryed theses down here that i found in the manactions list: (LadderOnDown) (LadderOff) (LadderOffBottom) SO!! what am i not getting right here, or what am i missing, or is it just not possible to do?
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nope its the apartment bulidings on nogova desert airport the 4 story ones actually but I didnt know there was a hotel
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Ok I must be doing something wrong.....I tried it and they start climbing the ladder and then it places the guy at the bottom of the ladder and he climbs up, I used the first one by its self same thing, then the second one by its self same thing, and then both and same thing....was doing it by a game logic trigger at first, then did it with waypoint..... same results
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try using the units name instead of "this"
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well I seen at the Specialoperations.com and heres what they are saying · The aircraft can be rapidly configured for Fastrope and STABO operations. Motorcycle racks provide the capability to insert and extract up to 2 motorcycles.
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Linking missions in a campaign
wacko replied to vitoal125's topic in OFP : MISSION EDITING & SCRIPTING
go here at the very bottom is probly what your looking for "Campedit1.0" -
Ok I have a cobra following my CH-47 my script im using is working just fine it does follow it....but the problem is the cobra is 200+M behind the CH-47 how and what do i need to do to make him follow closer to the chopper? but will fall back if he gets to close?.......heres my script #loop cobra1 domove (getpos chopper1) ~1 goto "loop" so does anyone have a solution? Â
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Well yes that does work and works just like mine was doing the cobra is still trailing far behind the ch47....one thing also when the cobra follows the ch-47 he trys and matches the speed....and the cobra is trailing behind the ch47 bout 450-500m....
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The reason why your chopper dont move is because u need to have a "get out" waypoint for the squad.....what u do is place a "get out" waypoint near the "transport unload" waypoint and synchronize the two.....
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make a Init.sqs then type this in grp1 setgroupid ["Delta", "groupcolor1"] make sure you have "grp1=group this;" in the init field of the groups leader then it should work fine
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Ofp's m2a2 bradley in the light of the iraq war
wacko replied to theavonlady's topic in ADDONS & MODS: DISCUSSION
well maybe this might help with finding specs of the armored Vehicle just go here you can find just bout everything there. but as far as a RPG taking out a M2A2 not a chance in hell when i comes to real life....only thing a RPG can do to a M2A2 is take its tracks out but that will take a good shot. RPG's and LAW's are mainly used for light armored vehicles M2A2 and M1 abrams are heavy armored vehicles -
ok i tryed and started up my OFP today and got this message "Canot memory-map file RES\addons\O.PBO"....Yesterday everything was working fine, and i did not install any new addons to my addons folder some im woundering what the deal is with the file? i even tryed to reinstall the game that didnt make any difference........i did try to search but couldnt find wot i was looking for  Tanks WaCkO
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ok i have a convoy that is supposed to come in and pick up my guys, i do have a load and get in WP and they are synchronized, but im not using the cargo truck or jeeps. im trying to use the M113's OR the M2A2, 12 guys into 2 vehicles, so is there something else different i need to put into the int field? I have tried to use the "assignascargo" but that did not do the trick...so any of u scripting wizards out there know the trick to get it to work?
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thanks bart that did the trick!!!.......and jap that is what i was doing at first but would not work, thats why it became confusing to me....but if i had the hmmwv's with the green camo with weapons i would use them instead, but all ive ever seen was the desert camo...but thanks again!!