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Sneeper

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Posts posted by Sneeper


  1. Well, I don't know. I looked at the BIS configs for t80 amd M1A1 and it loads Heat rounds before Sabot in the magazine section. I really don't know what else to try.

    Well it worked but it wasn't on the location you said it was, it was very similar though.

    Do you know a mod that realisticly represents the nowadays AH-64?

    I tried some but they were not up to standard


  2. @Riffleman

    That is almost the earliest version as I have, there are much later versions.

    @Sneeper

    This is a T90 by Timamas, uses ICP models but that's it, std. east crew.

    http://dl1.ofpc.de/addons/t90tim.rar

    There is also the old T90 from 2001, but I don't think you want that.

    Looks good but do you know how to edit the ammo with which the tanks starts loaded?

    At the moment it's HEAT and i want to switch it to sabot because the AI is shooting my tank with the HEAT rounds..

    Thanks in advance


  3. Does anyone know a mod or mod pack that includes a T-90

    Not ORCS i don't feel like installing that much mods

    I tried SIG's tank pack but when i edit the hit value of the T-90 in his mod it doesn't appear anymore in the game.

    Very odd since the only thing i changed was the hit value..

    So anyone know another mod i can use or a solution?

    Thanks in advance


  4. I was wondering how i could lower the armor on the M1A2, when i open the pbo with Eliteness it says "Extraction has strange values in product header"

    When i make it back into a pbo the file is larger and the M1A2 aren't in the game anymore

    Can anyone help me out?

    Thanks in advance


  5. You can use this in the initialization field:

    Make the last "4" a negitive number and you can put it under ground.

    You can also just place another object on top of the IED. There are lots of objects in the AGS, FWX and Farmland addons.

    Hmm i could not find AGS and FWX

    The objects must not look out of place in the desert though :)


  6. That's not a nice answer, he's only trying to help :mad:

    Hmm yeah i guess you're right :rolleyes:

    Sorry

    Put a trigger on the map, activated by the side you want, present, and write this on the on activation line :

    ms="mortarshell" camCreate getpos (thislist select 0);

    You can replace mortarshell by other ammunitions more powerful.

    I will test it out at once! :)

    EDIT: I tested it out, it works perfectly! It disabled my tow humv when i drove close to it :D

    Is there any list of ammunitions i can use mate?

    The mortar was a little to weak for my preferences, i will use that one as a minor IED

    I found this it seems good is it? http://www.ofpec.com/COMREF/index.php?action=read&id=67

    EDIT2: Hmm i noticed with your activation line the effect always happens beneath whatever you are controlling

    Isn't there a way to assign a certain spot on the map where the explosion has to occur when something comes within a certain radius?

    Nvm after searching for a pretty loong time i found it out by myself

    I know it's supposed to do that, maybe it doesn't work i'm playing on Afghaneveron

    Still stumbled about this one :confused:

    How does one edit the force a explosion has, i mean the blast

    I find that Laserguidedbombs blow tanks up in the air even hitting a distance away from the tank, i don't like this

    Can i edit it that it still does the same damage but less "moveage"

    class LaserGuidedBomb : Default

    {

    hit=5000;

    indirectHit=3500;

    indirectHitRange=15;

    minRange=50;

    minRangeProbab=0.500000;

    midRange=300;

    midRangeProbab=0.950000;

    maxRange=2500;

    maxRangeProbab=0.500000;

    soundHit[]={"\LaserGuided\expl2",100.000008,1};

    cost=20000;

    model="Snake";

    proxyShape="Snake";

    irLock=0;

    laserLock=1;

    maxControlRange=100000;

    maneuvrability=16.000000;

    sideAirFriction=0.100000;

    simulation="shotMissile";

    maxSpeed=100;

    initTime=0;

    thrustTime=0;

    thrust=0;

    };

    Does anyone know how to add the explosion crater effect from ECP to the IED?


  7. All the support waypoint does is send the unit to a given point where he waits for a call for support. If you (the player) wants support you need to call via the radio.

    0-backspace-5, (or just backspace-5) then

    1-Call support, then

    1-Medic

    2-Repair Truck

    3-Rearm Truck

    4-Refuel Truck

    Something interesting I found is that to be able to call for support you need to have at least 1 other in your group, otherwise you don't have the option.

    When you make the support call, the unit will then drive to your location, but they do nothing more than that. If they did not move closely enough to you to add a new option to your action list then you must move the vehicle closer to support truck or vise-versa. When close enough you'll see a new action list option like "Refuel at Refuel truck", but only if you are in the vehicle.

    I know it's supposed to do that, it doesn't work i'm playing on Afghaneveron

    Oh and is it possible to make an IED in OFP?

    Maybe one could place a satchel somewhere on the map and let it explode when something enters it's activation radius?


  8. Put the waypoint over the vechicle by clicking than the unit will get in vechicle.

    Please say no more..

    This was puzzling at first, but has a simple solution. Within your group (squad) you'll need to assign a driver, and possibly a gunner and a commander, the rest will be cargo.

    First name the vehicle {Example APC1}

    Then;

    In the initialization field for each unit you need to put the following [without quotation marks]:

    "This AssignAsDriver APC1" (For 1 unit) For any vehicle

    "This AssignAsGunner APC1" (For 1 unit) For all except truck/car

    "This AssignAsCommander APC1" (For 1 Unit) For tank, bradley/bmp

    "This AssignAsCargo APC1" (For balance of group)

    Now click on the group (squad) commander and hit (F3) waypoint button and make a "Get In" waypoint and place it over the vehicle. From there just make a "Move" and or a "Getout" waypoint" where you want them to disembark. Then if you want them to patrol around just set some more "Move" waypoints, then put another "Get In" waypoint over the "Getout" waypoint and they'll re enter the vehicle.

    Thanks mate it works perfectly! :)

    I have a new question though i CANNOT for the life of me get a trigger to activate a waypoint..

    You can't even name a waypoint :confused:

    How do you do that?

    I have been trying and trying but i'm clearly missing something, i just can't figure it out.

    What i did was

    I have placed a trigger which activates if a certain unit comes within it's radius

    the plan is that when that unit enters that radius an ammo truck which has a hold waypoint and after that a move waypoint which is synced with the trigger

    but the truck just moves to the hold waypoint and when i enter the radius it just remains at the hold waypoint, when it's supposed to move to the move waypoint

    Hmm nevermind i synced the move waypoint instead of the hold waypoint

    Actually why i'm doing this is because i want a fuel, ammo, repair truck to come supply me when i land with my plane

    There is a supply waypoint but it does not seem to work..


  9. Damn..

    Awesome stuff right there, thanks mate!

    Oh do you perhaps know a Brit infrantry pack to supplement these vehicles?

    Is there any mod with which you can make a US military base?

    Does anyone know of a mod that adds a ammunition type of which the explodes could represent the detonation of an IED?

    Why does the squadleader or commander always tell me to target civilian buildings on afghaneveron?


  10. Does anyone know of a mod that adds HMMWV with the "shield" at the front of the .50 cal?

    Picture of what i'm talking about: http://media.moddb.com/images/mods/1/5/4338/m998_hmmwv01.jpg

    EDIT: Also does anyone know where i can get a Challenger 2 mod?

    I know there is one which seems very good at http://ofp.gamepark.cz/index.php?showthis=6510

    but the first link does not work and the second one asks for a username and password..

    Thanks in advance


  11. As the title implies i'm having a problem with COMBAT! HMMWV Pack (1.0), whenever i fire a TOW missle from a TOW HMMWV nothing comes out of the launcher.

    It makes the sound and the smoke but nothing happens at where aim..

    This is the mod i'm talking about http://operationflashpoint.filefront.com/file/COMBAT_HMMWV_Pack;39352

    I use CBT Misc pack 1.2 with it since that's the latest version.

    Can anyone help me out please, thanks in advance.


  12. When i start the game at the main menu it says: No entry 'config.cpp/cfgweapons.Jam_45ACP_UMP_25SDMag'

    I don't know what the problem is, could anyone help me out?

    Thanks in advance

    EDIT: i found out lsr us weapons pack is the one asking for the entry but it is supposed to be compatible with JAM so i don't know what the problem is


  13. Thanks guys, i'll test it out, hopefully it's not too unfinished, i would really like to use this vehicle.

    It's a shame nobody completes this mod, imo it's pretty essential to OFP.

    EDIT: I tested it in a hurry and it seems pretty decent, the only thing i noticed is that when going in turret mode it doesn't give you a sight but instead you see the inside of the Stryker.

    It's really a shame if you want to gun.. Is it that hard to implement? I mean it's a vanilla feature isn't it?

    EDIT2: Does anyone know a mod that adds IED's and such to OFP?

    Or what about desert camo attack choppers?

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