ag_smith
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Everything posted by ag_smith
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Hmmm, I remeber somebody has already made air traffic/airspace control mission/scripts like 2 years ago. I think it can be found on OFPEC.
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I have just counted that there are 49 models, of which, 31 are brand new.
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If it was up to me, I'd tag them and then release to save confusion.
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Some pics of updated Industrial Pack. Unedited ingame shots. Great thanks to Lupus[WD] for the specular highlight effects. They look truly amazing. Note: pics taken on upcoming MIA Iraz isle.
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Nope. The LSD that's ingame (made by TOW) is about 80 meters long. The Arleigh Burke is 140 meters long and it has to be made in 2 or 3 pieces.
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    That's nothing but just plain silly... Where are the "community" rules, and which member(s) of the community wrote them?? Pretending that there are no rules (even if not written down anywhere) is silly. That's it. I'm not going to start a flame war here and I'll not respond to further posts about it here. ExtracTioN, sorry for going off-topic, mate.
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Time to change my sky. Good job.
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PBO Decryptor 1.3 Cheers Â
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They're looking good, as usual, Miles! Â One question here, though: have you guys considered rearming the old HK Pack units with JAM Weapons (especially HD versions)? That pack contains some really great units (even though made 2 years ago(!), they match today's standards) that could form a really good OPFOR for Middle East missions (I am thinking of these terrorists & fundamentalists). Unfortunatelly, the way it is now, these units are very (too) deadly and sometimes totally ruin the game balance. So, how about that?
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This only leads me to a conclusion that we need some kind of better possibility to select & create loadouts via Mission Editor dialogs and we can only hope, that something like this will be included in OFP2. Still, this doesn't excuses you from using OFPEC tags at all. We both know this. After all, your not going to use this addweapon "blablalbalbalba_very_long_ofpec_tag_hh60_version_99_block_66_jayhawk" for anything anyway.  But as you already said, it's up to you what you do with your addon. Sadly, with some addons like these, I'll probably end  up editing them by myself one day, because the conflict will arise and instead of "GearUp" sound I'll hear some other nasty noise (really happened with 1st version of Scorpio's CH-53!). That's why I ask you to reconsider this matter.  Edit: Read your edit. Thanks.
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@Bucket man, pssst, lookie here. Let's stop stealing this thread.
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Can't see the pic.
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... or visit MIA Forum: http://ofpcentral.com/mia/index.php
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If your island doesn't come out before, let's say, Sunday...
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By NOT using OFPEC tags, you clearly show your disrespect for the community rules. Even BIS have sanctioned the OFPEC tag system as the proper way to avoid class/pbo name conflicts. Quote from official OFP page (here) I don't really know why you hate OFPEC so much. Your "blahblahblah_coolgun_reallyneatthing_weapon_" are just 3 to 5 letters (!!!), that let you identify the given objects. It's just childish... You say "i dont know of to many other USCG mods out there makin the same cutter"? I say sometimes you may be surprised. PS. I don't really know where you could have found 2.9GB of OFPEC non-compatibile addons, unless you edited them all by yourself  Edit: Sorry to sound harsh, but my point still stands.
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Are these temporary textures or is it snow camo? Â EDIT: BTW, I don't understand why you guys are still using the old WRPEdit, when there're 2 other tools, thousands times better.
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Thanks!
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Still no mirrors?
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Nope, this is not Mapfact Nogova. It's another island. I have the version 1.2 and do everything as per readme instructions and still get this error.
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To open the gate exec this command: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">your_gate_name animate ["arm", 1] To close it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">your_gate_name animate ["arm", 0]
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches {       class HH60Jay       {             units[] = {HH60Jay,60ropeladder};             weapons[] = {};             requiredVersion = 1.91; requiredAddons[] = {"BAS_MAH60"};   // <-!!!!       }; }; Once again, your addon is missing OFPEC tags. Â
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I used just a standard script invocation: [(object 1234)] exec "\jof_objects1\Radar.sqs" or something like that (I just copied it from the readme) and the effect is what you can see here.
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Thx, fighter, I'll check them out. Also, I had reports that I've truned down streetlamp's brightness too much. I'll adjust it more in the next version. Also, I'll add some new objects like crops known from JC Normandie and more.
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I've been waiting for something like this for a loooong time. Thanks.
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Oh come on, maybe your addons are somewhat limited visual-wise, but usually very innovative and/or fun and I'd love to play with the new ones.