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bennie1983nl

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Everything posted by bennie1983nl

  1. bennie1983nl

    WWII MP Released!

    For the SP mission are some addons missing like NIM-clouds and mission editor update?? or something like it.....
  2. bennie1983nl

    WWII MP Released!

    Yeah! Downloading!
  3. bennie1983nl

    Trouble with I44 2.5

    @Bielow is your 2.7 version standalone? (No overwriting?)
  4. bennie1983nl

    WWIIEC : Caen 1944

    ..... Dear OFP players can't you wait!! PLZ stop this "begging" before a mod close this topic!!
  5. bennie1983nl

    Legend Of Madness - WIP

    Eum How about a youtube movie of some monsters in-game?
  6. bennie1983nl

    Dutch infantry -- Holland May 1940

    ---------- Post added at 08:24 PM ---------- Previous post was at 08:22 PM ---------- Well the island maker doesn't reply on my mails anymore ..... pity .... I will look on the CD if i find the missing addons. He send me a copy of his RES folder maybe they are in there.
  7. bennie1983nl

    Legend Of Madness - WIP

    May i trow up? Really sick pics! Great work!
  8. bennie1983nl

    add a units as crew tank

    You use a "empty"t80 and take 3 units. (3 members - commander , driver, gunner) And you put this in the INIT line of a unit This moveincommander this moveindriver this moveingunner
  9. bennie1983nl

    Units with soundeffect (With script??)

    I was thinking about something completly else Radio "chatter" on behavore. Exsample Save " Squad radio check" Aware "look out for hostiles over" Danger "Oh Shit aliens , hostiles" "You got nothing" Pain sounds "We have causitles"
  10. Hello to all, like some of you know i will make an update of these units http://forums.bistudio.com/showthread.php?t=70830&highlight=half+life+marines But i would like to add radio chat in the units like in Half-Life. (ECP effect??) Is it possible? If you put a Marine in game and it starts "talking" . http://www.youtube.com/watch?v=XLWUHoeYHlc&feature=related I converted this vid into MP3 and will take pieces of it and make small radio sounds. I need proberly a script or not? TIPS, TUTS or Demos or links are welcome! Here is the present config #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class HLMARINES { units[]={"mARINE1","MARINESG","MARINE2","MARINEMG","MARINEMED","MARINEOFF"}; weapons[]={}; requiredVersion=1.96; requiredAddons[]={}; }; }; class CfgModels { class default {}; class Man:default {}; class NLsoldaat:man {}; class SPETS2:man { sections[]={"head injury","body injury","l arm injury","p arm injury","l leg injury","p leg injury","hlava","krk","osobnost"}; sectionsInherit=Head; }; }; class CfgVehicles { class All {}; class AllVehicles:All {}; class Land:AllVehicles {}; class Man:Land {}; class Soldier:Man {}; class SoldierWB:Soldier {}; class SoldierWMG:SoldierWB {}; class SoldierWMedic:SoldierWB {}; class SoldierWLAW:SoldierWB {}; class SoldierWAT:SoldierWLAW {}; class OfficerW:SoldierWB {}; class MARINE1:SoldierWB { displayName="MARINE MP5GL"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; side=1; wounds[]={}; armor=3; armorLegs=1.500000; cost=400000; nightVision=1; camouflage=0.8; audible=0.04; accuracy=2.500000; sensitivity=1.0; sensitivityEar=0.15; hitSounds[]={hitSound1,0.12,hitSound2,0.1,hitSound3,0.1,hitSound4,0.1}; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put"}; magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINESG:SoldierWB { displayName="MARINE ShotGun"; model="\HL_MARINES\SPETS3.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"DRG_SPAS12","NVGoggles","Throw","Put","SJB_TOS_Glock17C"}; magazines[]={"DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINE2:SoldierWB { displayName="MARINE M4"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SJB_TOS_M4_M203","NVGoggles","Throw","Put"}; magazines[]={"SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M203_Grenade"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINEMG:SoldierWMG { displayName="MARINE SAW"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SJB_TOS_M249","NVGoggles","Throw","Put","SJB_TOS_Anaconda"}; magazines[]={"SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINEMED:SoldierWMedic { displayName="MARINE Medic"; model="\HL_MARINES\SPETS3.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_DesertEagle"}; magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINEOFF:OfficerW { displayName="MARINE Officer"; model="\HL_MARINES\SPETs2.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_Glock17C"}; magazines[]={"HK","HK","HK","HK","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; };
  11. bennie1983nl

    The Lost world Mod - jarrasic park

    Hmm i did not knew that file .... But there is also a C-site island? build by a not Lost World member.
  12. bennie1983nl

    Mipmap errors. What are the causes?

    I use Texview2 for OFP normally i never had problem but with a old project lately i start to have mipmap errors. Is there a link towards the older version of Texview?
  13. bennie1983nl

    Dutch infantry -- Holland May 1940

    #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class IOH_music { units[] = {}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgMusic { tracks[]= {"back_battle", "escape", "grenzen", "kuch", "kuch2"}; { class back_battle { name = "IOH back_battle"; sound[] = {\IOH_music\long_battle.wav, db+5, 1.0}; }; class escape { name = "IOH Soundtrack - Escape"; sound[] = {\IOH_music\escape.ogg, db+5, 1.0}; }; class grenzen { name = "IOH JongensAanDeGrenzen"; sound[] = {\IOH_music\Grenzen.ogg, db+5, 1.0}; }; class kuch { name = "IOH KuchRatsenBonen kort"; sound[] = {\IOH_music\Kuch.ogg, db+5, 1.0}; class kuch2 { name = "IOH KuchRatsenBonen lang"; sound[] = {\IOH_music\Kuch2.ogg, db+5, 1.0}; }; }; What is wrong with this config?
  14. bennie1983nl

    WW 2 mod

    Good to hear that you have the permissions! Are you going to make Kreta1941/crete1941 scene?
  15. bennie1983nl

    Units with soundeffect (With script??)

    No errors but also no radiosounds ......... I add the sounds into a trigger but that is not realy the real plan.
  16. bennie1983nl

    Units with soundeffect (With script??)

    ....... I hate configs.....
  17. bennie1983nl

    Units with soundeffect (With script??)

    If i do that i get errors .... ---------- Post added at 08:52 PM ---------- Previous post was at 08:33 PM ---------- :mad: I don't see it .... why do i stil get error "sound nameoffile not found" #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class HLMARINES { units[]={"mARINE1","MARINESG","MARINE2","MARINEMG","MARINEMED","MARINEOFF"}; weapons[]={}; requiredVersion=1.96; requiredAddons[]={}; }; }; class CfgModels { class default {}; class Man:default {}; class NLsoldaat:man {}; class SPETS2:man { sections[]={"head injury","body injury","l arm injury","p arm injury","l leg injury","p leg injury","hlava","krk","osobnost"}; sectionsInherit=Head; }; }; class CfgVehicles { class All {}; class AllVehicles:All {}; class Land:AllVehicles {}; class Man:Land {}; class Soldier:Man {}; class SoldierWB:Soldier {}; class SoldierWMG:SoldierWB {}; class SoldierWMedic:SoldierWB {}; class SoldierWLAW:SoldierWB {}; class SoldierWAT:SoldierWLAW {}; class OfficerW:SoldierWB {}; class MARINE1:SoldierWB { displayName="MARINE MP5GL"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; side=1; wounds[]={}; armor=3; armorLegs=1.500000; cost=400000; nightVision=1; camouflage=0.8; audible=0.04; accuracy=2.500000; sensitivity=1.0; sensitivityEar=0.15; hitSounds[]={hitSound1,0.12,hitSound2,0.1,hitSound3,0.1,hitSound4,0.1}; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put"}; magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}"; }; }; class MARINESG:SoldierWB { displayName="MARINE ShotGun"; model="\HL_MARINES\SPETS3.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"DRG_SPAS12","NVGoggles","Throw","Put","SJB_TOS_Glock17C"}; magazines[]={"DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINE2:SoldierWB { displayName="MARINE M4"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SJB_TOS_M4_M203","NVGoggles","Throw","Put"}; magazines[]={"SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M203_Grenade"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}"; }; }; class MARINEMG:SoldierWMG { displayName="MARINE SAW"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SJB_TOS_M249","NVGoggles","Throw","Put","SJB_TOS_Anaconda"}; magazines[]={"SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINEMED:SoldierWMedic { displayName="MARINE Medic"; model="\HL_MARINES\SPETS3.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_DesertEagle"}; magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINEOFF:OfficerW { displayName="MARINE Officer"; model="\HL_MARINES\SPETs2.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_Glock17C"}; magazines[]={"HK","HK","HK","HK","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}"; }; class CfgSounds { class Rch1 { sound[]={"\HL_MARINES\Sound\marineR1.ogg",.7,1}; name = "marineR1"; titles[] = {}; }; class Rch2 { sound[]={"\HL_MARINES\Sound\marineR2.ogg",.7,1}; name = "marineR2"; titles[] = {}; }; class Rch3 { sound[]={"\HL_MARINES\Sound\marineR3.ogg",.7,1}; name = "marineR3"; titles[] = {}; }; }; }; }; Present config _soldier= _this select 0 #loop ?!(alive _soldier):exit _ChatterArray =["marineR1","marineR2","marineR3"] _Sample = random count _ChatterArray _Sample = _Sample - (_Sample % 1) _soldier say (_ChatterArray select _Sample) ~6 goto "loop" present script ANd how do i do i add 2 scripts on a unit?
  18. bennie1983nl

    Units with soundeffect (With script??)

    ..... I used the sound files of the Stryker addon for testing ..... Some how there is a "link" between both addons when i put the strycker addon in the folder i can hear the sounds .... BUT that is bad ... want i want to put my own files into it.
  19. bennie1983nl

    Units with soundeffect (With script??)

    #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class HLMARINES { units[]={"mARINE1","MARINESG","MARINE2","MARINEMG","MARINEMED","MARINEOFF"}; weapons[]={}; requiredVersion=1.96; requiredAddons[]={}; }; }; class CfgModels { class default {}; class Man:default {}; class NLsoldaat:man {}; class SPETS2:man { sections[]={"head injury","body injury","l arm injury","p arm injury","l leg injury","p leg injury","hlava","krk","osobnost"}; sectionsInherit=Head; }; }; class CfgVehicles { class All {}; class AllVehicles:All {}; class Land:AllVehicles {}; class Man:Land {}; class Soldier:Man {}; class SoldierWB:Soldier {}; class SoldierWMG:SoldierWB {}; class SoldierWMedic:SoldierWB {}; class SoldierWLAW:SoldierWB {}; class SoldierWAT:SoldierWLAW {}; class OfficerW:SoldierWB {}; class MARINE1:SoldierWB { displayName="MARINE MP5GL"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; side=1; wounds[]={}; armor=3; armorLegs=1.500000; cost=400000; nightVision=1; camouflage=0.8; audible=0.04; accuracy=2.500000; sensitivity=1.0; sensitivityEar=0.15; hitSounds[]={hitSound1,0.12,hitSound2,0.1,hitSound3,0.1,hitSound4,0.1}; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put"}; magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}"; }; }; class MARINESG:SoldierWB { displayName="MARINE ShotGun"; model="\HL_MARINES\SPETS3.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"DRG_SPAS12","NVGoggles","Throw","Put","SJB_TOS_Glock17C"}; magazines[]={"DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINE2:SoldierWB { displayName="MARINE M4"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SJB_TOS_M4_M203","NVGoggles","Throw","Put"}; magazines[]={"SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M203_Grenade"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}"; }; }; class MARINEMG:SoldierWMG { displayName="MARINE SAW"; model="\HL_MARINES\SPETS.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SJB_TOS_M249","NVGoggles","Throw","Put","SJB_TOS_Anaconda"}; magazines[]={"SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINEMED:SoldierWMedic { displayName="MARINE Medic"; model="\HL_MARINES\SPETS3.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_DesertEagle"}; magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}"; }; }; class MARINEOFF:OfficerW { displayName="MARINE Officer"; model="\HL_MARINES\SPETs2.p3d"; vehicleClass="HALF-LIFE MARINES"; weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_Glock17C"}; magazines[]={"HK","HK","HK","HK","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"}; class EventHandlers { init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}"; }; class CfgSounds { class Rchatter { sound[]={"\HL_MARINES\Sound\RChatter.wss",.7,1}; name = "Rchatter"; titles[] = {}; }; class Rch1 { sound[]={"\HL_MARINES\Sound\Rch1.wav",.7,1}; name = "Rch1"; titles[] = {}; }; class Rch2 { sound[]={"\HL_MARINES\Sound\Rch1.wav",.7,1}; name = "Rch2"; titles[] = {}; }; class Rch3 { sound[]={"\HL_MARINES\Sound\Rch3.wav",.7,1}; name = "Rch3"; titles[] = {}; }; class Rch4 { sound[]={"\HL_MARINES\Sound\Rch4.wav",.7,1}; name = "Rch4"; titles[] = {}; }; class Rch5 { sound[]={"\HL_MARINES\Sound\Rch5.wav",.7,1}; name = "Rch5"; titles[] = {}; }; class Rch6 { sound[]={"\HL_MARINES\Sound\Rch6.wav",.7,1}; name = "Rch6"; titles[] = {}; }; class Rch7 { sound[]={"\HL_MARINES\Sound\Rch7.wav",.7,1}; name = "Rch7"; titles[] = {}; }; class Rch8 { sound[]={"\HL_MARINES\Sound\Rch8.wav",.7,1}; name = "Rch8"; titles[] = {}; }; class Rch9 { sound[]={"\HL_MARINES\Sound\Rch9.wav",.7,1}; name = "Rch9"; titles[] = {}; }; class Rch10 { sound[]={"\HL_MARINES\Sound\Rch10.wav",.7,1}; name = "Rch10"; titles[] = {}; }; class Rch11 { sound[]={"\HL_MARINES\Sound\Rch11.wav",.7,1}; name = "Rch11"; titles[] = {}; }; class Rch12 { sound[]={"\HL_MARINES\Sound\Rch12.wav",.7,1}; name = "Rch12"; titles[] = {}; }; }; }; }; }; ... i getting error of sounds-file missing .... freaky! (Yes that are in the folder!!) ... FREAKY! ---------- Post added at 11:54 AM ---------- Previous post was at 11:38 AM ---------- Oke well i wanne use 2 scripts on a units Noflee and Chatter.
  20. bennie1983nl

    Units with soundeffect (With script??)

    found it http://ofp.gamepark.cz/index.php?showthis=10680 ---------- Post added at 11:13 AM ---------- Previous post was at 11:05 AM ---------- I found this in the script _Apc= _this select 0 #loop ?!(alive _Apc):exit _ChatterArray =["Rch1","Rch2","Rch3","Rch4","Rch5","Rch6","Rch7","Rch8","Rch9","Rch10","Rch11","Rch12"] _Sample = random count _ChatterArray _Sample = _Sample - (_Sample % 1) _APC say (_ChatterArray select _Sample) ~6 goto "loop" But can APC stays APC or must be changed into something else? Men? And why do i get errors with using more scripts? ....
  21. bennie1983nl

    Units with soundeffect (With script??)

    http://operationflashpoint.filefront.com/file/Vixs_Stryker;74059 an armorded car?
  22. bennie1983nl

    Urban Marines

    Hello A new release Urban Marines based on the Half-life game West--Half-life Marines - units Medic Marine with M4 GL Marine with MP5GL Marine with Shotgun (Spas12) Marine SAW Officer Some units have a side-arm Rapidshare DL 125 MB New DL link http://www.savefile.com/files/1968988 SJB weaponpack ftp://ftp.ofpr.info/ofpd/unofaddons2/SJB_WeaponsPack_v1.1.cab JAM 3 ftp://ftp.ofpr.info/ofpd/unofaddons2/JAM3_FIXED6.rar _ Needed Addons: All in the zipp file that's why it is so big!! Many thanks towards Burner for the No-Flee script Sanctuary for his MP5 SJB Weaponpack Farmland for the GasMask model ENJOY!!
  23. bennie1983nl

    Urban Marines

    Hello to all. I was thinking about a script to play a radio chat. Like the Marines in HL. Is a basic script for playing sounds difficult? playsound "L02"; or something like that. http://www.youtube.com/watch?v=XLWUHoeYHlc&feature=related i will try to convert this youtube movie into MP3 or ogg. And cut it in sort pieces.
  24. bennie1983nl

    OFP Addon request thread

    Zulu your are Super!
  25. bennie1983nl

    Urban Marines

    Sorry for digging up my old topic. I have planes for an update. But i have to find out some things. Is it possible to give it somekind of special effect to the units? (ECP effect) Radio sounds like in HL? Possible to play it with a script? I mean not with a trigger! (within in the config) Because of the zombie danger in the OFP world (like Dr Pepper's zombie and/or Legend of madnes) there sould be a team who make the OFP world a little bit safer..... From who may i use a modern soldier model to update the Marines? Now i used standard BIS man model. I can't remeber what model i used for this http://img24.imageshack.us/img24/4483/hlm2.jpg
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