Jump to content

col_kurtz1979

Member
  • Content Count

    66
  • Joined

  • Last visited

  • Medals

Everything posted by col_kurtz1979

  1. col_kurtz1979

    A proper sniper

    Arma could do with some extra sniper units with better camo. The default sniper units are fine, but they are no good for the types of sniper maps I want to make for Arma.
  2. col_kurtz1979

    SP demo on the back burner?

    This is what drew me to ofp, I remember playing that demo mission over and over before I went out and bought the full version. The cut scenes, diologue, buildup before the battle, the mission ending.... Arma could do with a demo like this.
  3. col_kurtz1979

    ArmA Ambience

    Here's a local landmark Roche Abbey (about 2 miles from me) I've offered to include. Not a world landmark, but gives a good ambience. Still pretty much WIP
  4. col_kurtz1979

    Adding pictures to ArmA briefings

    Im having the same problem as ManDay. Any solutions?
  5. col_kurtz1979

    How big is Sahrani again?

    I imported one of my old maps (sniper GPS) onto Sahrani. You can see the general outline of everon on there and its relative size.
  6. col_kurtz1979

    keyboard doesn't respond

    Keyboard works fine on my comp, except for the delete key on the numeric keypad for deleting units in the mission editor. Anyone else have this problem? Backspace wont delete units either
  7. col_kurtz1979

    Config Changes Name Of Gun

    The problem here is that the .pbo file doesn't recognise the the different display names for each of the individual weapons. It simply applys the display name for the original M40A1 (grass) to all of them, when it shouldn't.
  8. col_kurtz1979

    Floating M2 / spotting scope

    Thanks for the reply. I've tried the different vertex settings and its not very consistent for this addon, also the model bends and stretches with the terrain which distorts it. Ideally the model needs to just drop to the surface level, like when you camcreate a tank in mid air.
  9. I've created a (static) spotting scope using the M2 browning weapon config. The scope is deployed by the sniper/spotter unit via a script I wrote. Every thing works fine except for this 'floating' problem as the screenshots show.... it works ok on flat terrain, but on steep slopes the spotting scope floats awkwardly. http://i33.photobucket.com/albums/d64/col_kurtz79/sniperspotter.jpg http://i33.photobucket.com/albums/d64/col_kurtz79/float.jpg I've added some weight to the model in O2, and I've set canfloat=false in the config. Is there a way around this problem? Thanks
  10. col_kurtz1979

    Still no shadow

    Sorry to bring up an old thread here, im having the same problem as the guy who began this thread, ie. no weapon shadows. Ive followed all the suggestions put forward, with no success. The only thing I havent tried is what Ebud suggested... The trouble is I dont know what he means by 'mlod' and 'odol', I dont understand his post correctly. Heres a screen, if anyone can tell me what im doing wrong here... http://i33.photobucket.com/albums/d64/col_kurtz79/lod.jpg
  11. col_kurtz1979

    Reticle And Sighting In Problem

    Yep this does the job. Thanks.
  12. col_kurtz1979

    MODUL SKY v0.85

    Its great, it just doubles the visual quality on the screen.
  13. col_kurtz1979

    ArmA Progress Updates

    Looks like they got a publisher
  14. col_kurtz1979

    Formula one car

    Been playing ofp for 4.5 years and i decided it was finally time for me to make an addon so here it is... Formula One Ferrari F2004 Id like to do the full F1 grid but theres just no way I have the free time. There are some minor scripting bugs that i was unable to fix also. top speed : 350kph acceleration : 0 - 350 in 15 seconds
  15. col_kurtz1979

    Formula one car

    Only time I've ever got to 350 kph was on the airstrip on Nogova. The top speed for an F1 car is somewhere between 350 and 360 kph, however its only on a few circuits where 350kph+ is actually possible. The driver needs a very long straight and a low downforce setup to reach top speed.
  16. col_kurtz1979

    Formula one car

    There could be a way to make an external script for the brakes on other cars, but most other cars dont really go fast enough to require the extra braking. we'll see... Anyone wishing to make a Michael Schumacher driver addon should use this as their template.
  17. col_kurtz1979

    Formula one car

    Dont go there
  18. col_kurtz1979

    Formula one car

    heh, if you dont like the Ferrari team you could always take an RPG to it Personally, Williams is the team ive most supported.... but everyone seems to like Ferrari.
  19. col_kurtz1979

    Formula one car

    Thanks guys Cell7 you were a big help with the scripting suggestions and links, cheers
  20. col_kurtz1979

    Car acceleration

    This is my first addon and im not sure how to set the config for acceleration. Ive set the max speed to 300 but this doesnt do much as the gear shift become longer ratio and so theres no gain in acceleration. Ive played around with the damper settings  but this doesnt seem to change much. I need drag racer type acceleration!! Is there anyway to change the gear ratio? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">   class f1car: Car   {         scope=2;         side=3;         crew="Civilian3";         hasDriver=1;         icon="\Formula_One_Car\f1icon";         picture="\Formula_One_Car\f1pic";         maxSpeed=320;          displayName="Formula One Car";         nameSound="target";         accuracy=8.00000;         armor=10;         cost=1000;         fuelCapacity=45;         transportAmmo=0;         model= \Formula_One_Car\f1car;         armorWheels=0.140000;         hasgunner=0;         turnCoef=3.7500000;   terrainCoef=0.45;         damperSize=0.00000000011;         damperForce=0.0000000001;         brakeDistance=0.0000001         precision=999.00;         steerAheadSimul=999,000000;  steerAheadPlan=999,000000;         predictTurnSimul=999,00000;  predictTurnPlan=999,000000;         preferRoads=1;         wheelCircumference=2.400;         soundEngine[]={"\Formula_One_Car\f1.wav",0.25,1};   soundGear[]={"\Formula_One_Car\gear.wav",1,1};                 driverCastShadow = false;         driverAction=ManActJeepDriver;        }; Ive searched and found just the one topic on the subject, which didnt help either Â
  21. col_kurtz1979

    Car acceleration

    Its all finished now m8, your nitro/boost script came in very useful, thanks. Ive set a 'full throttle' and a 'handbrake' option for the action menu, which works nicely. The handbrake is basically a reverse of your nitro script, set to cut out when the car slows to 100kph. Ive capped the top speed at 320 kph, dont want the car to become airbourne. Using brattys (modified) script... acceleration rate as follows : 0 - 60 1.641 seconds 0 - 100 4.282 seconds 0 - 300 14.829 seconds Just some textures to finish off now
  22. col_kurtz1979

    Car acceleration

    lol cell that nitro script is more than enough acceleration, very cool, thanks Using bratty's script i get : 0 - 60 in 2.203 0 - 100 5.531 ..which is very poor for an F1 car... might see an improvement after ive tinkered with the nitro script
  23. col_kurtz1979

    ArmA Progress Updates

    Modified screenshot.... res water, brightness toned down on buildings
  24. col_kurtz1979

    ArmA release date leaked out?

    Yeah Grand Prix 4 is on that list and I was playing that game back in 2002. Im pretty sure that it was released on the US market at that time too (UK here). Grand Prix 5 would do me nicely. Edit : Ok its listed for XboX, my bad
  25. col_kurtz1979

    ArmA release date leaked out?

    4 hours for a kill, was it somekind of hardcore sniper deathmatch? We must have a game sometime  I disagree
×