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ww2weasel

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Everything posted by ww2weasel

  1. ww2weasel

    Thyria: sands of resistance.

    Prototype and actual vehicles... Here's a few from: www.defense-update.com http://defense-update.com/images/Terraquad.jpg http://defense-update.com/images/ACC-R.jpg http://www.defense-update.com/Images_new3/ripsaw_team.jpg http://www.defense-update.com/Images_new3/ripsaw_ms1.jpg http://www.defense-update.com/Images_new3/tradec_unmanned_convoy_gdrs.jpg http://www.defense-update.com/covers/cover_large/gcv_notional.jpg http://www.defense-update.com/Images_new3/Bradley_Mortar_Vehicle.jpg http://www.defense-update.com/images_lr/conceptual_afv.jpg http://www.defense-update.com/images_lr/gcv_notional_tracked.jpg http://www.defense-update.com/images_lr/ranger_slope.jpg http://www.defense-update.com/images_new2/oshkosh_matv.jpg http://www.defense-update.com/images_new2/coyote.jpg
  2. I think you are also referring to MP... Always had this problem in MP... use this command as it gets overlooked quite alot: {_x leaveVehicle vehiclename}foreach units group player This permanently unassigns group from vehicle however...
  3. Well a Solution may be to have triggers detect when two sides are next too each other. then detect which one is civillian - then switch side to west or east by joining leader of east group / or join east group. Then when condition for trigger deactivates - swaps unit back to Civilian side. You never described how/what your mission would work. Could even do this with script - ?civ distance westsoldier <=100:[civ] join groupeast. If you know scripting at all create a function with nested loops to compare conditions to get appropriate desired effects... soldier1 setCaptive true Mark unit as captive. If unit is vehicle, commander is marked. Captive is neutral to everyone. Note: This function does not remove unit's weapons. Note: If you make a unit captive, that unit will still fire on the enemy, but the enemy will not fire back Try playing around with this: player addRating 1000 Add number to unit rating. This is usually used to reward for completed mission objectives. Rating for killed enemies and killed friendlies is adjusted automatically. When rating is lower than zero, unit is consider "renegade" and is enemy to everyone. Also: knowsAbout Checks whether the side knows about the target (and how much). east knowsAbout jeepOne --> can help with trigger condition With Resistance (1.91): No matter what class of unit the target is and no matter what the skill/class of the enemy AI, the magic 'knowsAbout' number is 0.105. What this means is, the AI will not fire on an enemy soldier until his 'knowsAbout' level of that enemy has reached the 'magic number' or higher. This suggests that the knowsabout level must reach the magic threshold before a unit knows if another unit is an enemy or friendly unit. Triggers and knowsabout level: "Detected by xxx" triggers also follow the above rules. For a detected trigger to be set off, the knowsAbout level must reach the magic number. Also: Reveal Reveal unit to group, not caring if it can know about it or not. Confirmed: in OFP, the reveal command will set knowsAbout to 1 for targets which have not been spotted/reported by any units of the same side. The effect is that units turn to face the direction of the revealed target, but do nothing more. Reveal will increase knowsabout relative to how much is known about the target unit by any units of the reporting group's side. Also give binoculars to units - speeds up sighting... All are excerpts from: OFPEC click on link for more resources... http://www.ofpec.com/COMREF/index.php?action=list&game=OFP&letter=a Yes it is possible but requires intermediate to expertise in scripting skills/understanding scripting.
  4. ww2weasel

    Thyria: sands of resistance.

    No Entry 'config.bin/CfgVehicles/CfgGroups.scope - something to do with the way CfgGroups was setup?
  5. ww2weasel

    Big problem

    Called up a friend who fixed this problem. He set all the opflash graphics to their lowest settings and gradually incremented them up to an acceptable gaming level and no longer gets the out of memory error....
  6. ww2weasel

    WW1 Mod Release

    ProfTournesol, I have admired your hard work over the years... I had recently created a spawn script that handles all the different races in WH40k. It's called Spawnwave2. If you have the WH40K mod - why not check out that set of definitions/script/function There is a working demo of it as well. I was thinking why not set it up for Napoleon era and your new WW1 addons... If you like it; you have my blessings to create your own mod centric versions of it. If you have questions for setup - I can also give you quick pointers. There is also a decent readme file as well... This way peeps can have a quick ready made spawn script w/o the pain of hunting down class names... Cheers ~WW2Weasel
  7. ww2weasel

    ww4 anims beta

    @Sanc & Jklv About disembarkation of units... As an option use the script I wrote for WH40K. The vehicle slowly moves and units will disembark while moving. http://s1.zetaboards.com/OFPWH40K/topic/656703/1/#new Deploying Cargo Just adjust time as you need - I have aprox. 4 sec delay. There's a video there too... Never liked a squad popping out all at once from an armored vehicle... Unless the vehicle has an orifice and a large tube of preparation H - then I suppose it could be possible.... If talking a p/u truck - then ya all should be able to jump out at once.
  8. ww2weasel

    Ww2 barrage balloon pack

    @ProfTournesol Contact WW2EC and ask them if ok to use. They were part of that team for awhile; they might have insight - or been bequeathed as caretakers of the Addons. Red Devil or Fab would be the ones to ask I think - at least they could give you a direction to go in.
  9. ww2weasel

    WWII Pacific addons

    Hmmmm, I remember making a bombing mission with dauntless's and corsairs - verse a few Zero's and Japanese Destroyer. Â You could fly to a zone and reammo up - very difficult to sink Destroyer - but it could be done. Â Â Think it was Phil Commando's Destroyer. Â Â Will look at/for the mission again; if I find it - maybe I can pay homage to the folks at Pacific War mod by releasing it in this thread... Â Â Also had a MP game - involving Dukw's, AIA Marines or Army vs. AIA Japanese on a Pacific Island. Â It's been two years since I worked on them. Â Hope I got em. Â Â Â Need to find them - will update when I find them. OK I found the Destroyer mission... Converting to MP mission. Mission very loosely based on: In the spring of 1942, the Asagiri was assigned as part of the destroyer screen for Admiral Yamamoto's main body at the Battle of Midway. The Destroyer Division was transferred to the Solomon Islands area in August of 1942 to oppose the American landings on Guadalcanal. On 28 August 1942, the division now composed of the Asagiri, Amagiri, Yugiri, and Shirakumo, left the Shortland Islands with the intention of landing reinforcements on Guadalcanal. Because of a hasty departure, they arrived in the Guadalcanal area during daylight hours and were attacked by United States Marine Corps SBD Dauntless dive bombers from Henderson Field. The Asagiri was sunk and the Yugiri was damaged. The surviving destroyers returned to base without landing the reinforcements. Only used one Destroyer as it was quite lethal vs. Aircraft in opflash.
  10. ww2weasel

    US Civil War Mod ver.1.0 Beta Released

    Didn't review all pages of your forum, but an FYI: aTsTwALKER's   2cm flak 30 <AA gun> Existing script to prolong canon Prolong is unlimbered cannon being drawn by men or horses while in a "fire ready" condition. <Mod> Berlin 45  / WW2EC http://www.storiamilitare.org/be45/b45artGE.php Video: http://www.storiamilitare.org/be45/germana...t/2cmflak30.wmv                      860 kb <If the above link does not work goto WW2EC's forum page and look for Berlin 1945 < 2cm flak 30 UPDATED ! > You can access video from there. http://www.3dactionplanet.com/flashpoint/ww2ec/forum.html> Might ask aTsTwALKER if he could share the script with you. You may need to detach limber from artillery addon to do this effectively. BTW - Nice job with this mod. Â
  11. ww2weasel

    Horse with rider

    All future and present Horse addon makers visit this site: http://www.cse.ucsc.edu/projects/fauna/Equus/animation.html
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