col_kurtz1979
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Everything posted by col_kurtz1979
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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.
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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.
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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
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Adding pictures to ArmA briefings
col_kurtz1979 replied to evilnate's topic in ARMA - MISSION EDITING & SCRIPTING
Im having the same problem as ManDay. Any solutions? -
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.
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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
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Config Changes Name Of Gun
col_kurtz1979 replied to Silverguy82's topic in OFP : CONFIGS & SCRIPTING
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. -
Floating M2 / spotting scope
col_kurtz1979 replied to col_kurtz1979's topic in OFP : O2 TROUBLESHOOTING
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. -
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
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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
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Reticle And Sighting In Problem
col_kurtz1979 replied to Silverguy82's topic in ADDONS & MODS: DISCUSSION
Yep this does the job. Thanks. -
Its great, it just doubles the visual quality on the screen.
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Looks like they got a publisher
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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
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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.
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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.
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Dont go there
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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.
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Thanks guys Cell7 you were a big help with the scripting suggestions and links, cheers
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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
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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
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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
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Modified screenshot.... res water, brightness toned down on buildings
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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
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4 hours for a kill, was it somekind of hardcore sniper deathmatch? We must have a game sometime  I disagree