WindWalker
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Everything posted by WindWalker
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Flew a Jetpack thru works great! Drove a HMMV thru works great ! Bounced an Abrams thru BTW flying a jet Pack thru...Be sure the other SG is not in a town... Really hurts when ya hit a building across from the SG.
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Works great in SP but in 2 player MP we get 2 gates and only one player can go thru. The other Gate is buried half way in the ground and not enterable. In mission 2 with 2 player still 2 gates with 1 half way in ground but the damn spez still come thru the one still standing. Hope you can get it working in MP soon. I LOVE IT! And yes its an admix of all types of addons..Purist can buy a boxed hasbro Game.
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So Far Works Great . Very IMPRESSIVE ! Working it into my MP mission to see if it works in MP tonight! If it does....HOT DAMN SAM. Will have Storm Troopers & Droids Swarming out O it ! or Entering the Tatooine City thats full of Storm Troopers & Droids. Will report later how it goes.
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Kool. Awaiting the opportunity to get killed sneaking around one of them.
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Well ! Â More ! Â Have made a MP mission for my M8's and I to play. "lsr_delta", "PCstormtrooper", "aca_lambda", "GIG_Wanzer", "TatooinePack_Buildings", "Speederbike", "aca_arc170", "MorigBlaster" "Landspeeder", "c7_yt1300", "6G30", "lsr_uswp", "bc_milleniumfalcon", "jetpackW", "droid_cccp", "CBT_HMMWV", "INQ_M1A2", "bis_resistance", "editorupdate102" Set on CAT_Afghan Map. Tried it on AfghanEveron but some M8 had lagg issues. Â Hell of a lot of fun. USA Army fighting an Alien Mixed Bag of Mis-Fits. Really need an AT AT Walker & A CITY IN THE CLOUDS However,.Your Buildings make it WORK
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The Lost world Mod - jarrasic park
WindWalker replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
If you have no Idea..then ! However, The jurassic Park addons are still quite an amazing peice of work... Too bad they wont be for OFP ! LOL Oh they are ! Well mabey you do get the Idea! If not NP M8. I have enough Ideas for now anyway -
The Lost world Mod - jarrasic park
WindWalker replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
Just viewed your video. AWESOME . Anxiously awaiting the coordinates of this Pre-Historic Planet your video was filmed on. Planning a Hunting trip with Hans & Chewbaka, No Divorced that Bitch Lea years ago. Although she would have been good bait for a T-REX. Just us Guys. The Transport repairs are almost finished and is due out of Star Dock by Sept 1st, 2005. What weapons would you advise. 5.56, 7.62, 25mm, 50cal , 105s, 155s, ION pulse or just a lil 22cal LR ? Seriously an impressive peice of work ! -
Great work! I had ignored the StarWars mods till i saw your buildings.. Only one comment ... More, More, More !
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My favorite one! All of the above Anxiously awaiting any one of your creations. Thanks for your efforts the community has benifited from your efforts.
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Med and wounds are handled by TACEVENTS quite well. Get the heart pounding more frequent black outs till you die or a MEDIC comes to your aid. One lil twist to this is "Your Leg is Broken. Med evac to nearest Hospital." Then when healed at a med bldg your combat ready. and need transport back to the front. Assuming the EVAC Vech survives the trip in and out and back. ROFLMAO. All of the above is dooable in OFP1 with a ton of scripts. OFP2 should have this as part of the engine. BUT! Drag, Shove and Carry like Maj. Fubar suggested is fantastic. Ever flip your jeep over on its side. However, STOP THE AI SEEING and FIRING THRU WALLS is my most feverent request!
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Cave, tunnel, and underground tunnel.
WindWalker replied to CuteQA's topic in ARMA 2 & OA - SUGGESTIONS
using PC_Commandocave.pbo the simulated cave is a reality in OFP now. In A Mission using the Research Complex adding a teleport trigger very close to the underground complex door I transport the player to the top of 3wx's grain elevator (triggered for exit at the doors to the room so player goes back to same point in research complex.) The point is once in the underground entrance room the player has 33meters of ladder to climb down into the cave area. Except for the teleport it plays like a real underground complex. With a lil ingenuiety you could make a car traveling a long way underground also. THE MOST IMPORTANT ASPECT FOR ME IN ArmedAasslt OR OFP2 IS COLLISION DECTION WHERE THE AI WHEN HITTING AN OBSTICAL DOESNT SPEND 30MIN. BUMPING IT. AND AI NOT FIRING THRU WALLS. BTW does digging a hole in Armed Assault make it a armedasshole ? -
ASUS P4 3.? ghz lianli alum case (keeping it kool works wonders) 512Mb DDR SDRAM PNY Geforce 5600 2x 120Gb SEAGATE HDD 2gig ram Logitec surround sound w/40w woofer 20" flat panel monitor (at work forget the name) cable connection system is 1.5 years old and will not be replaced within the next 3 years I make birgade size missions and have a little lag when GL2 decides to send 4 helo/para platoons after my but! or 3 CoC MRLS open up on the OPFOR. No I do not have any other PC games nor do I intend to have any other games but Operation FlashPoint1,2,3,4 (what ever they call it.)
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Armed Assault - should the name be changed?
WindWalker replied to theavonlady's topic in ARMA - GENERAL
yep LT forgot about that one OH well! ROFLMAO -
Armed Assault - should the name be changed?
WindWalker replied to theavonlady's topic in ARMA - GENERAL
How about; Tatctical Operations Command or Tactical Operations, FlashPoint or FlashPoint, Tactical Operations or Tactical Operations 2006 or TAC OPS or FLASH TAC OPS 2007 ("If you see the Flash you to are S.O.L.") personaly I lean towards TAC OPS FLASHPOINT   Covers Black Ops. thru Joint Arms Command and Control.  "If you can envision it you can create it! So Join Up and become an Army of ONE or a  Thousand. There all waiting your Command in  FLSAHPOINT TAC OPS." AVAILABLE SOON , AT LEAST WITHIN YOUR LIFETIME ! Hopefully !  On the box cover. With a Radio man at his side an Officer using Bino overlooking a City Battle Field that has Tanks, Helos, etc lots of flame,tracers and smoke Just under that a caption "It's you and your Men out there! Victory or FUBAR its up to you!" -
Not concerned with the ingame men,equip, only the engine .Hopefully it solves the shoot thru walls and vid clipping. not to mention semi intel. AI. The community of amazing addon makers, Scripters will supercharge an improved game engine causing OFP2 to be put off another year because of the brilliance in the OFP community. Hats off to all OFP persons. Yall are incredible. Ill but 10 copys of Armed Assault just to show my appreciation to BIS for keeping the engine open source.
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Rudedog Can you make a HEMMT Ammo Truck ? I really need one for my TOC/FARP. The 5t Ammo Truck is OK but the TOC/FARP is carrried by the Covered HEMMT and an HEMMT Ammo Carrier would be great! Espically one that has all the CBT Ammo already config'ed and the stinger pods for the LineBacker. Have used these since you first introduced them. Great work!
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LSR Deltas/Rangers/Weapons 2.0 Released
WindWalker replied to Laser's topic in ADDONS & MODS: COMPLETE
error: NO ENTRY CONFIG.BIN/CFGWEAPONS/M16GRENADELAUNCHER.DISPLAYNAMEMAGAZINE Help!! -
Done that and yes its the aalauncher. However, the CBT_Linebacker will only load 4 missiles not the 2 extra (4 stingers )packs it starts with. Yet, if you park it next to any ammo truck it will fire aalauncher(stingers ) till hell freezes over. LOL Now I could getpos Me setposAmmotk and drag an Ammo truck around behind me. ROFLMAO. However: Trying to restock the Linebacker to game start capacity.
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Help! Cant figure out how to rearm the CBT_linebacker with stingers. parking at ammo truck does not work will only allow changing the 25mm from ap to he ammo but no Stingers.
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LSR Deltas/Rangers/Weapons 2.0 Released
WindWalker replied to Laser's topic in ADDONS & MODS: COMPLETE
Just d/l and will put in my new mission (My Squad M8's are gonna kick my ass out) . Everytime they see WW on line they say *hit the addonjunky is here everybody show your status "Off Line, seek cover and fire when he clicks in!" Amazing work to an already Amazing Mod. Have used Sucheys and LSR for over a year in my missions. None better.! Thanks again, again and again. But Damn these are so GREAT why would anyone not want to d/l and use them? -
Praise to OFP's script engine!
WindWalker replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
I'm basicaly a noob at writing code. But, I have to agree with KeyKat. Â However if youre not making missions using KeyKat's GL2 with snYpir's Support pack youre not making Missions your making Arcade Romp and Stomp Games like AA. Â . Seriously, I have never left OFP since its beginning and I still am a noob when it comes to coding. However Thanks to the masters that do document their scripts, I have been able to cut and past a kludged together sqs that works for a particular need! May the Force be with and bless all of you guys! Â Where else can an Idiot (Like myself) create a good (I didnt say GREAT) Mission that works in an MP environment ? ! OFP engine rules! (for now!). Â Code Scripters, Modders, Island Makers and Players, I salute you! Â Oh and you Forum Moderators and Host are beyond belief. To have the patience to put up with all this is beyond remarkable. -
Chopper area suppression script
WindWalker replied to klavan's topic in OFP : MISSION EDITING & SCRIPTING
snYpir support pack solves all battle Field Suport problems ! http://www.ofpec.com/editors/spt_pack.php -
Vechicles moving out of the building
WindWalker replied to Gedis's topic in OFP : MISSION EDITING & SCRIPTING
Open Nogova Map Place an East man Save as   Hidden Tank alt Tab out find Hidden Tank in your USER missions folder using notepad make an INIT.sqs as follows ;************for relative positioning *************** RelPosCoord=preprocessfile "RelPosCoord.sqf" ;********************************************************* exit then Then using notepad again make an sqs file in your mission directory named    Hiddentank.sqs Note: (object 61291) is the map oblect tag for the southern hangar on nogova) If you use a Harden Shelter then name it shelter and change (object 61291) to shelter Or whatever name you choose. Be Carful with the direction of the addon some have 0 degree that point to the rear like on nogova hanger. If the tank spawns and has to turn to get out edit the dir+180 to  dir-90 or what ever direction gets the tank pointen out the GD door! paste this as follows ;*******START hiddentank.SQS SETUP ************************************************** _post1=[(object 61291),0,0] call RelPosCoord;t1 setpos _post1 _dir=getdir (object 61291);t1 setdir _dir+180 t1 setpos [(getpos (object 61291) select 0),(getpos (object 61291) select 1),.9] t1 setfuel 1 ~9 ;********************************************************************************** _post2=[(object 61291),0,0] call RelPosCoord;t2 setpos _post2 _dir=getdir (object 61291);t2 setdir _dir+180 t2 setpos [(getpos (object 61291) select 0),(getpos (object 61291) select 1),.9] t2 setfuel 1 ~6 ;********************************************************************************** _post3=[(object 61291),0,0] call RelPosCoord;t3 setpos _post3 _dir=getdir (object 61291);t3 setdir _dir+180 t3 setpos [(getpos (object 61291) select 0),(getpos (object 61291) select 1),.1] t3 setfuel 1 ~5 ;********************************************************************************** _post4=[(object 61291),0,0] call RelPosCoord;t4 setpos _post4 _dir=getdir (object 61291);t4 setdir _dir+180 t4 setpos [(getpos (object 61291) select 0),(getpos (object 61291) select 1),.1] t4 setfuel 1 ;********************************************************************************** EXIT That done open Nogova Map set a Platoon of East Tanks anywhere away from the airport and name each tank t1, t2, t3, t4  set their formation to none  ( preferably place then in column but not really necessary just lets them exit the hanger faster) and slide their fuel to none .Then on the map select waypoints click on the leader t1 then place the waypoint west of the southern hanger aligned to the center of the hanger about 70m west there of, set the speed to full and formation column. set the next waypoint due north about 1000 m and set engage at will, speed full, status combat and formation wedge. Now on the map place a trigger radius 5 infront of the man (who is hopefuly set facing the Hanger) set Activation by EAST (if you want to live and watch them)  activation ONCE and on the Activation line place   [] exec "HiddenTank.sqs" save mission again and run it. Walk thru the trigger. The Tanks will spawn in the hanger one at a time and exit  about 8 seconds apart move in column to the first waypoint then fan out into wedge and proceed north . I would have sent the mission but no Email addy found for you. BTW if you like this you can Thank  IGOR DUKOV he a pro ! and a Damn good M8 -
Vechicles moving out of the building
WindWalker replied to Gedis's topic in OFP : MISSION EDITING & SCRIPTING
Gedis: I will try to remember when i get home to email you a simple mission using the relPosition script with the readme inclosed. ment to do it last evening but altzhimers struck me. LOL Hell I am 63 and allowed to forget ! -
Vechicles moving out of the building
WindWalker replied to Gedis's topic in OFP : MISSION EDITING & SCRIPTING
Gedis: I thought that the really great scripters on this forum were a bunch of arrogant, egotistical small minded pricks. When i or others would ask for help they would point us in the direction of OPEC script files. Well i had that reversed! I was the arrogant, egotistical small minded prick. I expected some one to give me the answer. Glad to this day they did NOT! To solve your script problem: Check out CamCreate vehicle. Check out RelPosition (Search for IGOR on OFPEC) or give leader a way point and set formation to column name your vehicles tank1 setfuel = 0 (that way the waypoint is kept with the group even though they cant move.) (etc etc) then study the RelPosition sample of Igor once you grasp this you will admire and thank Igor. it opens a whole new world of OFP possibilitys. then at the spawn point (if you already have the vech on the map) create trigger to an sqs file that sets vehicle1 fuel to 1. spawns the leaders vech, ~4 seconds then sets vech2 fuel to 1 and spawns etc ect. and off they go. Yes a lot of steps are missing here but thats the fun of Creating Mission and SQS files. " If something is worth doing, it's worth doing wrong untill you get it right." I have spent months trying to get a script to function properly only to find it will not work in MPMissions.. But that's another story