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bennie1983nl

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Everything posted by bennie1983nl

  1. bennie1983nl

    Dutch infantry -- Holland May 1940

    IOH_DP is the class of a regular Dutch soldier (DP DienstPlicht) Should i send you the other dutch regimenst that i have?
  2. bennie1983nl

    Dutch infantry -- Holland May 1940

    proxy:M113gunner.01 ?
  3. bennie1983nl

    Dutch infantry -- Holland May 1940

    How do we solve this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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 #define WeaponNoSlot     0 #define WeaponSlotPrimary  1 #define WeaponSlotSecondary 16 #define WeaponSlotItem    256 #define WeaponSlotBinocular 4096 #define WeaponHardMounted  65536 #define CanSeeRadar  1 #define CanSeeRye   2 #define CanSeeOptics  4 #define CanSeeEar   8 #define CanSeeCompass 16 #define CanSeeRadarC  CanSeeRadar+CanSeeCompass #define CanSeeAll   31 class CfgPatches {  class iohstaticmg  {   units[]={};   weapons[]={};   requiredVersion=1.96;   requiredAddons[]={};  }; }; class CfgModels {  class default {};  class Weapon:default {};  class iohstaticmgah:Weapon{}; }; class CfgWeapons {  class default {};  class MGun:default {};  class MachineGun7_6:MGun {};  class iohstaticmgmag:MachineGun7_6  {   ammo="Bullet7_6";   displayName="Machinegun";   displayNameMagazine="Machinegun";   shortNameMagazine="MG";   count=250;  }; }; class CfgVehicles {  class All {};  class AllVehicles:All {};  class Land:AllVehicles {};  class LandVehicle:Land {};  class Tank:LandVehicle {};  class APC:Tank {};  class M113:APC {};  class M2StaticMG: M113 {};  class iohstaticmgah: M2StaticMG  {   displayName="MG Schwarzlose";   model="\IOH_MG\iohstaticmgah";   vehicleclass="IOH MG";   picture=m2;   crew ="IOH_DP";   gunnerOpticsModel="optika_pk";   gunnerAction="ManActT80Gunner";   gunnerInAction="ManActT80Gunner";   side=1;   cost=1000;   weapons[]={"iohstaticmgmag"};   magazines[]={"iohstaticmgmag","iohstaticmgmag","iohstaticmgmag"};   class Turret   {    gunAxis="OsaHlavne";    turretAxis="OsaVeze";    soundServo[]={};    gunBeg="usti hlavne";    gunEnd="konec hlavne";    minElev=-20;    maxElev=+20;    minTurn=-60;    maxTurn=+60;    body="OtocVez";    gun="OtocHlaven";  }; }; //class CfgNonAIVehicles //{ //  class ProxyWeapon{}; //  class Proxytpillbox: ProxyWeapon{}; //}; // //class CfgVehicleActions //{ //  m2pGunner="LyingToBinocLying"; //};
  4. bennie1983nl

    Urban Marines

    holy cow! Are so many DL it?
  5. bennie1983nl

    Half-Life Marines

    Hi to all! http://content.answers.com/main....oon.jpg I was a little bit bored with all ww2 stuff so I created this within a week: Marines based of the Game Half-Life (1 or Classic) I will use SJB weapon pack for this addon. And i am Sanctuary very greatfull for his MP5GL Half-Life based Soldiers *Soldier with MP5SD-GL *Soldier with ShotGun - Spas 12 *Soldier with MG SAW *Soldier with M4-GL I am thinking to give them a sidearm like a Clock17 or beretta. Gasmask model is form Farmland NBC units i tried to contact MIG. Where can i find him (or her)? Burner (Dennis) give a no-flee script. Is there a way to make these units "Pain-in-the-ass"? I know that there are mods like SLX and ECP Some small modifications and it is done. PS Something else; i am looking for a Osprey Plane/helicopter.
  6. bennie1983nl

    Half-Life Marines

    released http://www.flashpoint1985.com/cgi-bin....t=76835 this maybe locked/closed
  7. bennie1983nl

    UN addonpack 2.0

    not @ me the link is working!
  8. Hello I use Farmland Zombie pack. I was wondering is there a script that the zombies actack everone? (different sides) André
  9. bennie1983nl

    Dutch infantry -- Holland May 1940

    Youtube Same movie who you can download a few post above BUT DeadParrot and I will work further on this mod and will work on a new part. Grebbeberg Battle between Dutch troops and German Wehrmacht and Waffen SS group "Der Fürher" Info about the Grebbeberg battle in english! Plan *Update the Grebbeberg map/island *Make artillery *AT-canons *Bunkers with MG's *Other defence stuff And on this project are just 2 persons working ..... We can alwasy use help from addons builders And for i forget Happy Holidays!
  10. bennie1983nl

    WW1 Mod Expansion Pack

    Same one like the German rifle? And i saw that early Belguim troops doesn't have helmets? THX HxCxFxL
  11. bennie1983nl

    Are there Chernobyl MOD missions?

    Chernobyl MOD v1.0 Hi to all I really like this MOD because the LARGE map and the sticky soundtracks I was wondering if others are working on "Chernobyl" missions. Well i am working on a mission pack  (a fiction one) AND i can use some help small update - 1 april 2007 Story line: Years after the major excident at Chernobyl, things looks quited... But in a covert operation the Americans are searching for unused chemical matrials and remains of Russian labs. The local civillians notich straings things around them... like missing police men and other VIP's and seeing of "Living Dead". The russian coverment send a Special Observation Unit to Chernobyl, to find out what really is happening there. you are one of those Russian soldier. Mission types like; Recon, Clean sweep, Protect items/humans, Patrol and more other thing i am working on: If during a  patrol mission in to unkown area's, and things looks safe the Russian amry will make more camps into Chenobyl. When things don't looks safe and the enemy or zombies will actack the camp and you unit and you can't hold it you will lose a safe area and have to fight it back in the next mission. little bit like command&conquer :b PROBERLY needed (it is just int he planning fase) an zombie pack http://ofp.gamepark.cz/_hosted/evaddons/NBC.zip Cpt. FrostBite's NBC Units skipped! I wouldn't uese these/ My e-mail; swatben17@hotmail.com
  12. bennie1983nl

    Are there Chernobyl MOD missions?

    I losy my missions files .... I am sorry for that.... BUT How about "restart" it with combination with a new Addon? http://www.flashpoint1985.com/cgi-bin....t=75838
  13. bennie1983nl

    Are there Chernobyl MOD missions?

    holy cow i forgot i will look in my HD for the missions and clue it together.... too many projects in mind.....
  14. bennie1983nl

    WW1 Mod Expansion Pack

    Â I was already busy with something...... But what for rifle had the Belgium army in 1914.... Does someone have pictures of early Belguim troops?
  15. bennie1983nl

    WW1 Mod Expansion Pack

    http://www.schipperfabrik.com/belg_uniforms.html that means no belguim ww1 soldiers?
  16. bennie1983nl

    Dutch infantry -- Holland May 1940

    Hello everyone! I know to make a model and i know the basics of skinning. But can some one help me with selections ? to make the model work? who has time left?
  17. bennie1983nl

    Dutch infantry -- Holland May 1940

    wrong colour .. i know BUT i made a mistake.... it schoot the wrong direction..... and if i am the "gunner"... the canon rotate and rotate... (spinning) commander view "looks" good.....
  18. bennie1983nl

    Dutch infantry -- Holland May 1940

    I am working on this http://www.grebbeberg.nl/bibliotheek/bewapening/weap0003.html
  19. bennie1983nl

    Dutch infantry -- Holland May 1940

    something else new movie for DL
  20. bennie1983nl

    Dutch infantry -- Holland May 1940

    The other one is working fine! THX ProfT for your help!
  21. bennie1983nl

    Dutch infantry -- Holland May 1940

    Oke a step forward .... we can select (with mouse) a target and shoot @ it, still the turret doesn't move...
  22. bennie1983nl

    Dutch infantry -- Holland May 1940

    DeadParrot http://ofp.gamepark.cz/index.php?showthis=3597 this is 1
  23. bennie1983nl

    Dutch infantry -- Holland May 1940

    there is a problem with the selections ... that's why the turret not move..
  24. bennie1983nl

    Dutch infantry -- Holland May 1940

    Who can help me with this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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 IW2_BRX { units[] = {"IW2_BRX","IW2_BRX_STAT"}; weapons[] = {}; requiredVersion = 1.90; }; }; class CfgModels { class Default{}; class Vehicle: Default{}; class 47_32: Vehicle     {     sectionsInherit="Vehicle";     sections[]={"cannone","sospensione","ruote"};     };     class 47_32_stat: Vehicle     {     sectionsInherit="Vehicle";     sections[]={"cannone","sospensione","ruote"};     }; };  class CfgAmmo {         class Default{};     class Shell: Default {};     class Heat: Shell {};     class Heat73: Heat {};     class Shell73: Shell{};     class IW2_BRXAP: Shell {       hit=46;     cost=900;     indirectHit=12;     indirectHitRange=25;         minRange=10;         minRangeProbab=0.5;         midRange=600;         midRangeProbab=1;         maxRange=900;         maxRangeProbab=2;         displayName="47mm AP";  displayNameMagazine="47mm AP";  shortNameMagazine="47mm AP"; count=20;  initSpeed=640;  reloadTime=5; //RELOAD TIME 5  sound[]={"\IW2_BRX\Gun.wav",10.000000,1}; }; class IW2_BRXHE: Heat {         hit=84;     cost=1000;     indirectHit=3;     indirectHitRange=1;         minRange=10;         minRangeProbab=0.5;         midRange=600;         midRangeProbab=1;         maxRange=900;         maxRangeProbab=1;         displayName="47mm HE'";  displayNameMagazine="47mm HE";  shortNameMagazine="47mm HE"; count=20;  initSpeed=840;  reloadTime=0;  sound[]={"\IW2_BRX\Gun.wav",10.000000,1}; }; }; class CfgWeapons { class Default{};   class Heat73:Default{};   class IW2_BRXHE: Heat73 { scopeWeapon=0;     scopemagazine=2; displayName="47mm HE"; displayNameMagazine="47mm HE"; shortNameMagazine="47mm HE"; initspeed=500; magazines[]={"IW2_BRXHE"}; reloadTime=0; sound[]={\IW2_BRX\Gun.wav,db20,1}; ffCount=1; irLock=true; airLock=false; laserLock=false;     ammo="IW2_BRXHE";     nameSound="heat";     count=20; };     class Gun73:Default{};     class IW2_BRXAP: IW2_BRXHE { ammo="IW2_BRXAP";     magazines[]={"IW2_BRXAP"}; count=30; displayName="47mm AP"; displayNameMagazine="34mm AP"; shortNameMagazine="34mm AP"; sound[]={\IW2_BRX\Gun.wav,db20,1};         nameSound="shell"; irLock=true; airLock=false; laserLock=false; };    }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {};     class LandVehicle: Land{}; class Tank: LandVehicle {}; class APC: Tank {}; class M113: APC {}; class M2StaticMG: M113 {}; class IW2_BRX: M2StaticMG { side=1;     vehicleClass="IOH PAG"; crew="IOH_SAdienst"; //picture="\GST_Pak36\Pak.paa"; displayName="PAG 4,7cm"; model="\IW2_BRX\47_32.p3d"; hasDriver = 0; hasGunner = 1; hasCommander = 1;     mapSize = 2; viewGunnerInExternal=1 viewcommanderInExternal=1 castGunnerShadow=1 castcommanderShadow=1 hideProxyInCombat="false"; unitInfoType="UnitInfoVehicle"; forceHideGunner="false"; forceHideCommander="false";     /*     gunnerAction="ManActPAKGunner"; gunnerInAction="ManActPAKGunner"; CommanderAction = "ManActPAKcommander"; CommanderInAction = "ManActPAKcommander";*/ armor=60; secondaryExplosion=0; armorStructural=2; cost=4000; camouflage=2.5; namesound="weapon"; weapons[]={"IW2_BRXAP","IW2_BRXHE"}; magazines[]={"IW2_BRXAP","IW2_BRXHE"}; //icon="\GST_Pak36\Gun.paa"; commanderCanSee="2+8"; gunnerCanSee="2+8"; getInRadius = 4.5;     gunnerOpticsColor[]={}; // gunnerOpticsModel="\GST_Pak36\sight.p3d"; //commanderOpticsModel="optika_dalekohled";     extCameraPosition[]={0,0.800000,-5}; //threat[] VSoft, VArmor, VAir threat[]={0.3, 1, 0.0};     //hiddenSelections[]={"gungren","hitch","hitchh"};   class ViewOptics { initAngleX=0; minAngleX=-40; maxAngleX=17; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.3; minFov=0.3; maxFov=0.3; };         class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={Vehicles\gun_elevate,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-4; maxElev=+20; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "Otoc Hlaven"; }; class Turret: TurretBase {   soundServo[]={"\GST_Pak36\traverse.ogg",0.09162,2.000000}; minElev=-5; maxElev=+18; minTurn=-45; maxTurn=+45; };          class ComTurret { turretAxis=   "OsaVelitele"; gunAxis=     "OsaHlavneVelitele"; soundServo[]={Objects\noise,db-160,1}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-4; maxElev=15; minTurn=-40; maxTurn=40; body="OtocVelitele"; gun="OtocHlavenVelitele"; }; class animations { class rinculo { type=rotation; animperiod=0.03; selection=cannone; axis=osa_cannone; angle0=0; angle1=-0.001; angle2=0; }; class sospensione { type=rotation; animperiod=0.1; selection=sospensione; axis=osa_sospensione; angle0=0; angle1=-0.1; angle2=0; }; class body_rec { type=rotation; animperiod=0.1; selection=body_rec; axis=osa_rec; angle0=0; angle1=-0.01; angle2=0; }; /*            class useractions       {       class pakhook         {          displayName="Hook Pak";          position="hitch";          radius=4          condition="(nearestobject [this, ""GST_Pro""]) distance this < 10 and this animationphase ""hitch"" == 0";          statement="[nearestobject [this, ""GST_Pro""],this,1.9,.19] exec ""\GST_Pak36\towing.sqs""";         };              class pakhookb         {          displayName="Hook Pak";          position="hitch";          radius=4          condition="(nearestobject [this, ""BMP""]) distance this < 10 and this animationphase ""hitch"" == 0";          statement="[nearestobject [this, ""BMP""],this,2.3,.24] exec ""\GST_Pak36\towing.sqs""";         };          class pakuhook         {          displayName="UnHook Pak";          position="hitch";          radius=4          condition="this animationphase ""hitch"" != 0";          statement="this animate [""hitch"", 0];this setObjectTexture [1,""\GST_Pak36\pak1.pac""];this setObjectTexture [2,""""]";         };           }; class eventhandlers { fired ="[_this select 0] exec ""\IW2_BRX\blow.sqs""";     init="[_this select 0] exec ""\IW2_BRX\manager.sqs"""; };        }; };    class IW2_BRX_STAT: IW2_BRX { side=1;     vehicleClass="IOH PAG2"; crew="IOH_SAdienst"; //picture="\GST_Pak36\Pak.paa"; displayName="Controcarro 47/32 Stat"; model="\IW2_BRX\47_32_stat.p3d"; }*/ }; "Well what wrong with this? " you think... Alot!  It schoot faster then a M16 and the turret don't rotate (doesn't move) Well the Dutch "PAG" Canon only move "up" and "down". but for gameplay this may move 60 degrees "up" and "down"  and 60 degrees "left" and "right" And there is only 1 pag found in the editor and not 2. Here is the DL link to the PAG Canon http://www.savefile.com/files/1900109 dl link Here is the IOH demo Demo DL link
  25. bennie1983nl

    Dutch infantry -- Holland May 1940

    The Dutch Army had 2 different ammo pouches. "big" blocks pouches And "Little" block pouches
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