bridge and working hangar bays.There are many flaws in it (like the gunner repeatedly jumping in and out, and you have to crawl across the top bay), but it does work in combat and you can go through the four or five decks and the ai will go to assigned positions. It is very large and you can dock at it in the lower or upper bays, it can be used in air or is accessible from the ground on the left side. Thanks!!! CJ
using the hex editor: - Newpanelack is a brownish exterior that looks weather beaten . - Nicepanelack is a smoother newer looking apartment building with a fancier interior than the origional . - Ruined panelack is a variation on the origional BIS textures but I added cracks, bullet holes, weathering and torn curtains to the building.
I also included their sashes, there is also included a small STXI ship pack for them (requiring only the texture file) and a TOS Constitution Class addon pack included for them and the feds. As well is included the TOS pack (fixed Vulcan) for the weapons and textures of the Terran men and to pilot the ships by default.The TOS Constitution pack does require the weapon addon included (and upgraded). Thanks!!! CJ
(less space required) and I gave them various weapons. Also included is my Enterprise and Kelvin STXI with the weapons and also only requiring the texture file and both requiring the the TOS men by default, (I fixed the Vulcan's ears). Neither the fleet addon or the Enterprise and Kelvin addon require each other to work ingame, I also did some design fixes to them. There is a readme and stat sheet included. Thanks!!! CJ
ships, as well as the weapons for them. The troops are individual, but the ships require both the texture and weapon file (included), The pack also contains the original Defiant captured by the Terrans, from the Tholians, who stole it from our universe, from the episode (In A Mirror Darkly). The NX ships are not armored like the others to reflect their early design, and there is also a read me and Stat sheet included. Thanks!!! CJ
place with stalls PC MerchantSt1 -shops with more enterable buildings PC MerchantSt2 - shops with 1 enterable building - use this more as the LOD is lesser PC MerchantSt3 -government office PC MerchantSt4 - bar/hotel/shop PC MerchantBridge - more a dock to load/unload goods PC MerchantRoad -a specially created road 50m long to adapt to islands. Vehicles: PC Tongkang - a motorised type junk typical of asian boats in the 60s in resistance and east armor. PC aidoa - a female with rotating textures in both civilian and resistance men PC vcspy - a male with roatating textures in east men. Demo placement mission: A short drive to docks and back to bar. to show site, and setpos of units.
(provided in the Zip) -The Rangers all come equiped with fixed X4 Custom Scoped versions of the XMS (SEBM4) and M4GrenadeLauncher (SEBM4GL), White painted versions and Desert Brown versions have been provided for the Snow Rangers and Desert Rangers. -The SEBM4GL unit also includes a scope for the GrenadeLauncher. -These weapons have not been altered except for the addition of the scopes. -Groups have also added to the mission editor to enable easy placement on maps. -Unit names have been altered to provide better ID of the addon units. -I have also included a camo face that matches the uniforms called SEBRangerface and STTRangerface. To use them, place the following in the init line for your unit/s The MasterKey is a Rifle/Shotgun combo weapon. This addon provides the scoped M16 and M4 rifles with a custom Shotgun slung under them.[/quote]
thought this! Both weapons also have to be \"shot\" just like any other weapon, with the only difference that something else will happen. The radio equipment requires batteries, every single battery is able to send 30 messages. The battery magazines are kept in one of the 10 ammunition slots like you gun magazines, too. In order to use the radio meaningfully it\'s a good idea to use the eventHandler \"Fired\". This way you can trigger any event you want to. An idea is the application of the SupportPacks by snYpir, available at the OFP Editing Center. Just use your imagination, there\'s no other limit. The Rucksack of course is the main part of this addon. Think of the Rucksack magazines as of different pockets in a real Rucksack. In the Inventory you´ll find the pocketss where the pistol magazines are located. Each Rucksack pocket covers at least one slot, that will be closed for any other stuff (like handgun magazines). That´s bad, but handgun mags can be placed in the Rucksack now as well. Every Rucksack pocket contains several magazines (but always from one kind only): for guns, handguns, rocket launchers, handgrenades, smokeShells, and other useful equipment.
Rotorwash for all choppers. This is my own custom version of the default BAS-Studios version. (scripted) * All default weapons have smoke effects when fired. Also grenade-launchers. (scripted) * A lot of the default effects have been modified. These include blood, tank barrel fire and smoke, and the water-splash generated by bullets. * Metallic debris from tanks and other vehicles when hit or destroyed by rocket-launchers or any form of grenades. * Burn effect for planes going down.(One when in air, and one when at ground, crashed.) , (scripted) * Rocket-launchers have backblast. (scripted) * Bullet cartridges from rifles stay on the ground for some time after being shot off. * All default rockets and missiles have extra flame effects. (scripted) * Fuel-stations and fuel-trucks explode much more realisticly when destroyed. * Flaming debris when aircraft are destroyed. (scripted) * Water is tossed up into the air when a boat is destroyed. (scripted)
modes:-Lite -Powerful -Uber Ultimate [quote] If it continues firing a Gravity Gun towards object, Object can be drawn near to the point (Gravity Point) of about 10m beyond from a muzzle of a gun. Range which gravity attains to is the range of a Gravity Point to 10m radius. When it draws near within the limits of it and there are two or more possible objects, power attains to the nearest object from a Gravity Point. Gravity Gun has the two modes, Normal Mode and Combat Mode. It can change to Combat Mode by choosing \"Combat Mode ON\" from Action Menu. If it shifts to Combat Mode, Object can be drawn near to this side of player, and Gravity Gun will shift to Lock State with sound peep. If firing of Gravity Gun is stopped after shifting to Lock State, locked object can be ahead flown with sufficient vigor. - Feature of three units - - Gravity Gun Man (Lite) Object which can be drawn near is only flammable drum (Fuel Drum). In order that there may be no search processing of object, processing is lightest and operation is light. - Gravity Gun Man (Powerful) Object which can be drawn near is all vehicles of Car Attribute and flammable drum (Fuel Drum). Since there is search processing of object, Normal Mode and processing until it shifts to Lock State in Battle Mode are heavy, and operation is heavy. Since amount of processings after shifting to Lock State is the same as the Lite version, operation is light. - Gravity Gun Man (Ultimate) Object which can be drawn near is all vehicles of Car Attribute and flammable drum (Fuel Drum) as same Powerful version. Difference from Powerful version is that effect to which chain of light is extended toward target object from muzzle of gun is added. Although it is advantage that it turns out clearly which object power has attained to when Gravity Gun is used in the place where it is crowded with objects, since very heavy processing is performed, operation is heavy most. If it shifts to Lock State, effect will stop. - Feature of additional objects - - Fuel Drum It is flammable drum. It can draw near by Gravity Gun. If flammable drum flown by Gravity Gun collides with wall or ground speed more than fixed, it will explode. Moreover, since Collision and Hit Point are set up, even if it gives damage with the usual rifle etc., it explodes. Vehicles can supply fuel. - Problem - - Processing which shifts to Lock State in Combat Mode Since it has realized by method of receiving influence in Script File which may change by height of the processing speed in game, and execution timing of trigger considerably, depending on height of processing speed, Lock may not be made at all or it may generate in multiplex. - Effect range without directivity Oobject which is not meant can draw near in place where it draws near and is crowded with possible objects. - Future schedule - - Directivity is given to effect range [/quote]
other soldier unit to put on the parachute. Its found under West air class - PC Halo Parachute. Once u click on the unit, you must set it to \'flying\' and setpos it up high - more than 500 preferably to see the Halo effect. This addon is configured not to open the chute at whatever height until 300metres where it will automatically open the chute. At 10m - it will automatically \'flare\' the parachute - brake - just like the real thing and land u safely, - please dont attempt to slow it down on your own, after which the parachute will err...automatically bury itself into the ground! Everything is on auto-mode for your convenience - you only need to glide yourself close to the objective. Attached is a demo mission to show how u can exit from an air craft at 1000m height and zoom off with an Empty class parachute with a trigger using another unit Bugs:- some island spots seem to have holes and the parachute cant read the height will suspend it midair. Ai can NEVER land safely with this parachute. Hope some scripter can help to make the paradiving experience more \'team\' real. Real Halo starts at 21,000ft with proper equipment, but in ofp at that height u wont see anything and would take a long time to drift down, so i didnt plan any new model for it. However if u wish to have your own model, just go to the config and and change the unit to your own. Have fun! [/quote]
the aid of a \"HasWeapon\" command you can make it seem like the Laptop is actually doing something.
randomly played sounds * Burning oil well which has its own sound and performance adoption * Easy usage of the animations and features thanks to functions and scripts * Fully animated and walkable harbour crane * Best possible compatibility of the objects with WrpTool and the editor * Nearly every object can be used or influenced by the player * Oil tanks and Oil turret with additional explosions * Walkable tankers, depending on the version with dinghies which can be landed on water and MG. Warning sound when damaged and an integrated ship horn.