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andersgrim

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Everything posted by andersgrim

  1. andersgrim

    Best storyline

    I'd say resistance. CWC was a great campaign, but playing as a resistance force was something (almost) new. And i like the effects,cutscenes and the whole experience of resistance.
  2. andersgrim

    Addons at ease

    probably, but as many people say they refuse to use installers, and say addonmakers should make one zipversion of the addon, the linux guys can prolly just use this zip...
  3. andersgrim

    Addons at ease!

    probably, but as many people say they refuse to use installers, and say addonmakers should make one zipversion of the addon, the linux guys can prolly just use this zip...
  4. andersgrim

    Cfgmodels prob

    First of all i'll say this bug looks liek another bug, but it is not the same one..so don't blame me for not searching the forums before posting The thing is that you can see the helmet from the inside when riding in vehicles. The other bug i was talking about is that you can see the glasses and mouth from the inside.. well, this is fixed. I have re-selected the helmet into about 7 diffrent selections, because of some special effects(wait and see ). Let's call them "helmet1" to "helmet7". Now i persume this is a CfgModels problem. The thng is that i have no clue where to list the selections. Anyone have any ideas? anyone know how to solve my problem? I'll be thankful for all help.
  5. andersgrim

    Cfgmodels prob

    yer i know what u mean...thats what i said.. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">but by moving the "driver" position, you move the "head" and the camera..so the player can then look back at his body.. that looks a bit weird, and then i'd rather have a bug when inside vehicles than a "bug" / weird effect ALL the time <span id='postcolor'>
  6. it sounds real great to me! And no matter what time it is - the modificationpossibilities will be amazing! You want modern war simulator? Wait half a year after the release, and i bet there are a thousands of mods making exactly that! Will any screenshots be published at the E3? Or is it yet too early for screenshots? can't wait can't wait can't wait can't wait can't wait can't wait as said b4 "Gonna be the best game ever"
  7. andersgrim

    Cfgmodels prob

    it's viewpilot.. but by moving the "driver" position, you move the "head" and the camera..so the player can then look back at his body.. that looks a bit weird, and then i'd rather have a bug when inside vehicles than a "bug" / weird effect ALL the time
  8. andersgrim

    More weapon effects

    I'd like to see some more effects availible at the weapons. As of now it's not possible to stick a flashlight onto a gun, mabye it could be possible to make a real laser effect. Place a laserpointer at the weapon, and the laserdot would be visible for everyone. And make the magazine as a proxy would be nice. Then the magazine model would change if you reloaded ie. a Cmag, normal mag, double mag and so. And at the same time, it would be easier to make reload animations where the magazine (proxy) is stuck to the guys hand!!!
  9. andersgrim

    Urban combat formations

    My new addons (I'm a real ego today ) are using a closer formation than the normal ones.. Not as close as swat 3, cause i think the AI would then run from right to left to get in the right position, but their formations are about half as wide as the normal ones.. so "Form column" will make them stand in a short line... But i think this is all about the AI.. As I said above, the AI runs around to get into the right position..and in CQB, it's not smart to run across the street and back, just to form a small line..
  10. andersgrim

    Gears!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ 03 May 2003,21:20)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Goeth[kyllikki] @ 03 May 2003,15:50)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpeedyDonkey @ 03 May 2003,15:38)</td></tr><tr><td id="QUOTE">In battlefield some soldiers should randomly shit their pants. Once they´ve done that, movement should be slightly more difficult. And they should  be embarrassed and blush. Now thats realism!<span id='postcolor'> Lol now that would be realism. After that game increases awerness of the enemy ai which represents the smell effect.<span id='postcolor'> The AI will probably die of that smell<span id='postcolor'> And the AI could be programmed not to see or hear, but also to smell nearby enemies...
  11. andersgrim

    More weapon effects

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Sharpshooter @ 04 May 2003,09:01)</td></tr><tr><td id="QUOTE">there should be horizontal recoil<span id='postcolor'> You can always config the recoil yourself.. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgRecoils { MyRecoil[]={0.050000,0.010000,0.140000,0.350000,0,0}; }; <span id='postcolor'>
  12. andersgrim

    More weapon effects

    And another thing - at this time, the sound of a weapon is defined in the magazine (if i am right). So to make a weapon sounddepressed, you will have to config a new magazine for the sd version... cannot this be changed? so the sounddepressor/weapon is the place to define the sound...
  13. andersgrim

    More weapon effects

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (haunted @ 03 May 2003,08:47)</td></tr><tr><td id="QUOTE">We're not dealing with modern weapons, we're dealing with vietnam<span id='postcolor'> Which doesn't neccessarily mean they cannot develop new actions,proxies and animation effects to the weapons... another little idea - make it so the gun disappears from the holster when the player has got it inhand. Mabye it's possible to swap the gun in the holster depending on what gun you have chosen. ie. if you have got a beretta, the beretta model is shown in the holster. And for this not to screw up when bigger secondary's are holstered - mabye a holster can be defined with the gun model.. But all this is things which would be fine to the current ofp game..mabye they wouldn't fit into a nam type of game....
  14. andersgrim

    More weapon effects

    yes...
  15. andersgrim

    More weapon effects

    best post seen today agree to everything, and the last thing - weapon effects is probably most neccessary for spec ops. And the sad thing on ofp is that ofp is not very good at close combat at the moment.. That you can pop through some walls and so. So mabye some CQB fixies would be nice too. And it's not hard to make player able to choose gear/loadout/pouches/backpack and so.. The problem is, as you know, to add ammo slots depending of what loadout you choose... mabye a script command for adding/removing magazine slots via script would be able.. and another command for reducing max speed.. Mabye even make ofp calculate maxspeed itself depending on how much you choose to carry... that people can add "weight=1" or so to their config...!
  16. andersgrim

    Gears!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (L00s3r @ 02 May 2003,13:46)</td></tr><tr><td id="QUOTE">I would love to see gears on OFP vehicles.  I would be cool to burn some rubber  And then there could be atuomatic and manual gears on the vehicles. I know OFP aint a racing game, but it would be COOL!<span id='postcolor'> why not rather focus on "tie shoes" action before you walk out of the door, press E to start running, and then S to sprint away. I know ofp aint any running game, but would be cool anyway. or would it? go buy WorldRallyChampionship man
  17. andersgrim

    More weapon effects

    i think someone missed my point. What i am saying is that if a group is easier to control as they have one guy with three LAW missiles than a group where everyone has got one missile (which may cause that EVERYONE in the group engaged at a tank because of it's high priority, and forgot normal units) I would rather had a game (as ofp) with one 3rocketcarrying soldier. Another example would be that many people (most newbies) miss a jump button for the game. To jump is realistic, but it is not really needed in such a large-scaled battle game as ofp. hope you got my point now mates
  18. andersgrim

    More weapon effects

    That is an excuse. If a game was 100% realistic it wouldnt be any fun. You can die by being stinged by bees. You can suddently fall everywhere. You can get cancer. Thats realism, but it's not fun. A game has to balance between realism and fun. If adding 3 lawrockets to a soldier makes the game better than adding 1 lawrocket to each, i'd say "hurray" and start playing.
  19. andersgrim

    More weapon effects

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (rufusmac @ 02 May 2003,01:18)</td></tr><tr><td id="QUOTE">In real life, soldiers are trained to run "together" not "as fast as they can".<span id='postcolor'> True. And soldiers are also trained to save one's strenght so they are able to cross large-scaled areas as a part  of their mission - not use all their strenght on running as fast as they can the 200 first meters. Ofp is a game which focuses more on the battlefield - not the soldier abilities... I think the have solved the LAW pretty good. Only thing to point the finger at here would be the size of the LAW when it is on his back. Actually its about half of the lenght as it is ingame now. But, as said, I think the LAW is good enough as it is.
  20. andersgrim

    Model prob. oversized and missing textures

    are you sure you have written the right texture directory? If you use a texture called "M4.pac" which is in a folder called "MyM4", the texturepath would be "MyM4\M4.pac", and the addon must then be called "MyM4.pbo"
  21. andersgrim

    Grass and tree animations

    true.. and by some scripting, it wouldnt be too hard to make the trees move in the direction of the wind.. so not one tree moves to the right while the otherone moves to the left... and if ofp2 should be nam, it would be real cool to see some good water effects for the vietnameese rivers! But heatseeker - i agree that it might require a bit better computer because of the big isles, but bf1942,for instance, has this effect on the isles.. And i believe there are other causes to make the game lag more than tree-animations...
  22. andersgrim

    New design

    And most graphics are great, but there are three small details which may be fixed Look at the three graphics at the bottom of every topic - "Track this topic" , "Email this topic" and "Print this topic". The corners of the images are white, and they have a white border around. Probably because they are supposed to be used on white background. But the rest of the design is great!
  23. andersgrim

    Animations

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LaPoieto @ April 24 2003,21:10)</td></tr><tr><td id="QUOTE">and the ability to rifle butt an enemey. <span id='postcolor'> ever heard of strikefist and strikegun? it makes u able to hit the enemy either with your hands or with your gun (only when you are empty of ammo) try add this into a players init field: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> removeallweapons this; this addMagazine "StrikeGun"; this addWeapon "StrikeGun" <span id='postcolor'>
  24. andersgrim

    Is there a tut on lods?

    you should find some help at http://www.flashpoint1985.com/cgi-bin....t=22765
  25. andersgrim

    Animation adding in the cpp?

    If you havent done already, adding some anims to the CfgMovesMC part of the config wouldnt be stupid. as you see the m113 gunner is configed like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class M113Gunner: Driver { file="M113Gunnerstat.rtm"; speed=10000000000.000000; looped=1 variantsAI[]="M113GunnerV1",0.700000,"M113Gunner"}; interpolateWith[]={"M113GunnerV1",0.500000}; equivalentTo="M113Gunner"; interpolationSpeed=1 connectTo[]={"M113GunnerDying",1}; }; <span id='postcolor'> so mabye you can use: connectTo[]={"M2GunnerDying",1}; or what your dying anim is called  and the whole serie of m113gunner anims goes like: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class M113Gunner: Driver { file="M113Gunnerstat.rtm"; speed=10000000000.000000; looped=1 variantsAI[]={"M113GunnerV1",0.700000,"M113Gunner"}; interpolateWith[]={"M113GunnerV1",0.500000}; equivalentTo="M113Gunner"; interpolationSpeed=1 connectTo[]={"M113GunnerDying",1}; }; class M113GunnerV1: M113Gunner { file="M113Gunner.rtm"; speed=4294967292 looped=1 }; class M113GunnerDying: DefaultDie { actions="NoActions"; file="M113Gunnersmrt.rtm"; speed=4294967295 looped=0 soundEnabled=0 connectFrom[]={"M113Gunner",1}; }; class M113GunnerDead: M113GunnerDying { actions="DeadActions"; file="M113Gunnersmrt2.rtm"; speed=10000000000.000000; terminal=1 connectFrom[]={"M113GunnerDying",1}; connectTo[]={"DeadState",1}; }; <span id='postcolor'>
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