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Author Topic: Landser addon v0.98 released  (Read 2570 times)

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stoppelhopser

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Landser addon v0.98 released
« on: 05 Feb 2003, 23:20:45 »
hi,
a fully working version of my landser addon is now available. Only for resistance yet though but i am currently testing a version under v1.3 thatÂ'll be done these days.

Wilco

  • Guest
Re:Landser addon v0.98 released
« Reply #1 on: 06 Feb 2003, 00:58:51 »
Hey, nice work stopple, I was reading over in flashpoint 1985 and you were talking about how an animation wouldnt work, well did oyu fix it and what type of animation was it???


Quote
am trying to put an animation made with OFPAnim into my addon.

i looked at the decrypted config cpp and started off like this:

class CfgMovesMC{};
class CfgMovesDX : CfgMovesMC{};

and in CfgVehicles i added:
class DX_Soldier : SoldierEB
{
     moves="CfgMovesDX";
    ....
};

it works like that... evem though that doesnÂ't help much since my unit uses CfgMovesDX instead of CfgMovesMC, but as the one is derived from the other and nothing is overridden, itÂ's the same....

now i have to come to the point where i can define in my CfgMovesDX class:

class States
{
     class Combat{};
     class CombatDX : Combat
     {.....
            file="\myaddon\mymove.rtm";
     };
};


now ofp keeps asking me for undefined members, like "NoActions.stop" aso....
i donÂ't get it...
any ideas?

stoppelhopser

  • Guest
Re:Landser addon v0.98 released
« Reply #2 on: 06 Feb 2003, 01:31:04 »
wilco,
i thought i already posted the solution...
you got no chance but copy the entire content(!) of the CfgMovesMC class into your own class.

that would be:
class CfgMovesMymoves
{
       //entire content of cfgMovesMC class
};

then specifie the path to your own animation for those u want to replace.

to make a unit use it add to your cfgVehicles:
class cfgVehicles
{
       //blabla
      class mysoldier : SoldierWB

stoppelhopser

  • Guest
Re:Landser addon v0.98 released
« Reply #3 on: 06 Feb 2003, 01:34:25 »
 ;Dooops.... hehe hit some wrong keys :P

class cfgVehicles
{
      //blabla
      class mysoldier : SoldierWB
      {
              //blabla
              moves="CfgMovesMymoves";
       }
}

there u go...

works fine, i already got 5 replacement anims working...

Offline zip

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  • Zip mission maker of WW2ec team
Re:Landser addon v0.98 released
« Reply #4 on: 06 Feb 2003, 13:32:12 »
Look great as ussual :) I like your addos ! but what I really love is your textures !! I have just seen Enermy at the gates ! and thire rifles looks excactly like yours ! keep up the great work
"words wich isnt is bringed to action, isnt worth saying.."

Offline Lt_Phoenix

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Re:Landser addon v0.98 released
« Reply #5 on: 06 Feb 2003, 16:15:47 »
excellent work
weapons are nice and detailed
Maybe add Officers, MG and MP40 versions of the troops with coats. Would be excellent for winter missions
In memory of Police Chief Inspector Arne Sigve Klungland 1950 - 2004
Killed in the line of duty 5. April 2004




Check out the new Norwegian Forces Studio's temporary site at: http://marsuitor.tripod.com/mmb/

Wilco

  • Guest
Re:Landser addon v0.98 released
« Reply #6 on: 06 Feb 2003, 22:58:46 »
Yeah I know, but what was all that for, i mean what animation???

stoppelhopser

  • Guest
Re:Landser addon v0.98 released
« Reply #7 on: 06 Feb 2003, 23:28:57 »
donÂ't have em in the addon yet. i was just playing around for future releases... but i have a couple of new anims in my test version already....  takes fu..ing time to do some good anims ;D

Bucket man

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Re:Landser addon v0.98 released
« Reply #8 on: 07 Feb 2003, 11:03:53 »
I hope that you are making Dektjarev machinegun for those russians because they arent russians without that little baby :)

Offline Capt Ryan

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  • Heil Myself !
    • Capt Ryans World War II Adventures
Re:Landser addon v0.98 released
« Reply #9 on: 07 Feb 2003, 15:56:39 »


Great work  - expect to c them in comming missions from our site -

The bullit passing sound on the mg 42 is damm good , but i think the skin work on the mg42 cut be done a bit better ;o) or pherhaps exchange it with the old WW2 team mg42  ( based on GFX707 mg ) , still outstanding work - thanx helps a lot adding even more ww2 flavour to missions .


Capt Ryan WWII Adventures


http://www.ofpww2.dk

Capt Ryans WWII Adventures -  http://www.ofpww2.dk

leonardt

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Re:Landser addon v0.98 released
« Reply #10 on: 07 Feb 2003, 16:24:06 »
hey stoppel,

when do you think your russians will be ready, they look really gooooooooooo :Pd!

stoppelhopser

  • Guest
Re:Landser addon v0.98 released
« Reply #11 on: 07 Feb 2003, 18:45:28 »
@Capt Ryan:
you might have noticed the mg42 still being beta state. it was the first weapon i ever made and i consider the textures crap! also the model has one lod only so this definitely needs revisiting.  and as there are other mg42s out there you can always use the one you like best.

@leonardt:
i plan to release the first russian pack this month...

cheerz

Offline Capt Ryan

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    • Capt Ryans World War II Adventures
Re:Landser addon v0.98 released
« Reply #12 on: 07 Feb 2003, 19:46:17 »
  ;o) you you can add any weapon , but it also means scripting information on ammo and weapon names + more pbos in a mission as you need to install more mods or weapons pack to make it run .

Still great work they are implemented in Normandy 1 togheter with the Inv44 troops all ready  - lets have some more of your great units .


Capt Ryan  
Capt Ryans WWII Adventures -  http://www.ofpww2.dk

jepo

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Re:Landser addon v0.98 released
« Reply #13 on: 09 Feb 2003, 11:43:33 »
Where do i download this ??? ???

Thorne

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Re:Landser addon v0.98 released
« Reply #14 on: 09 Feb 2003, 17:52:00 »
I hope that you are making Dektjarev machinegun for those russians because they arent russians without that little baby :)

I'm making Degtajev DP LMG, but need textures and stuff, and still have some lods to do.

stoppelhopser

  • Guest
Re:Landser addon v0.98 released
« Reply #15 on: 09 Feb 2003, 19:49:23 »
@jepo: the link to my website is provided in my signature....
but for you here it is again:
http://home.knuut.de/macrodx/ofp  ;)

@thorne:
let me see it when itÂ's done...