bigpickle 0 Posted January 15, 2011 lol my pc would have a melt down :p Share this post Link to post Share on other sites
Muecke 114 Posted January 15, 2011 Blastcore removes all the ammo from the LAV-25's M242, at least together with ACE2 it does. I'll check out if its standingwithout ACE2. And in Bradley M2A2 also. :o Share this post Link to post Share on other sites
Opticalsnare 12 Posted January 15, 2011 (edited) And in Bradley M2A2 also.:o Theres a unoffical fix floating about here somewhere, which might fix the issue. //edit http://forums.bistudio.com/showpost.php?p=1829699&postcount=292 As for the update on the mods itself Made some changes to the magazines and ammoclasses which may fix some of the major issues currently being reported, not yet tested but will be doing some testing during next week proberly. Also started doing some sidework on user control over some of the effects like muzzleflashes and stuff. But obv most of my efforts are currently focased on fixing the current issues which is a tough one because i cant see it nor can i test it myself as it only seems to happen in multiplayer games? Edited January 15, 2011 by Opticalsnare Share this post Link to post Share on other sites
Lynn0740 10 Posted January 15, 2011 Optical alot of people in our clan use this mod so maybe we can do some testing for u Share this post Link to post Share on other sites
zuff 10 Posted January 16, 2011 (edited) Hey Optical, This mod is conflicting with JSRS somehow and thus making my Bon's Tforce "construction" scripts not working. I'm not allowed to build anything in the RTS style view when joining a dedicated server using WarFX and JSRS. I've also posted to Jarhead's JSRS thread about the issue. I'd really like to see these two mods work together well, as they are perfect for each other. Other than this, fucking fantastic mod. EDIT: NVM For some reason it didn't break it this time. Disregard my post! I'm still having problems with A-10 and other various vehicle loadouts. Some of the ammo is just missing (like mavericks, sidewinders) but GAU8 is working fine. I'm not sure if it's JSRS or yours or both. I'll do some more testing to figure out. Edited January 16, 2011 by zuff Share this post Link to post Share on other sites
Muecke 114 Posted January 16, 2011 Theres a unoffical fix floating about here somewhere, which might fix the issue. //edit http://forums.bistudio.com/showpost.php?p=1829699&postcount=292 As for the update on the mods itself Made some changes to the magazines and ammoclasses which may fix some of the major issues currently being reported, not yet tested but will be doing some testing during next week proberly. Also started doing some sidework on user control over some of the effects like muzzleflashes and stuff. But obv most of my efforts are currently focased on fixing the current issues which is a tough one because i cant see it nor can i test it myself as it only seems to happen in multiplayer games? Thx optical, i will give this today a intense try.... Share this post Link to post Share on other sites
bigpickle 0 Posted January 16, 2011 Thanks for the link also Share this post Link to post Share on other sites
sig 10 Posted January 16, 2011 Optical, can you see if Fire&Smoke works with BC, if your using F&S? Share this post Link to post Share on other sites
Gunter Severloh 4064 Posted January 16, 2011 Already been asked before, Jtd fire and smoke works fine with Blastcore. Share this post Link to post Share on other sites
Muecke 114 Posted January 17, 2011 Theres a unoffical fix floating about here somewhere, which might fix the issue. //edit http://forums.bistudio.com/showpost.php?p=1829699&postcount=292 Warning Message: Addon 'TGW_WarFXPE_Weps_Fix' requires addon 'TGW_VehFixes' Where can i get this ? :) Share this post Link to post Share on other sites
BigMorgan 11 Posted January 17, 2011 Where can i get this ? :) Hi, Muecke. My fix was made on the (apparently mistaken) understanding that the TGW Vehicle Fixes addon was the only one creating the problem. If you wish to use that addon it can be found here: Armaholic.com. If you are experience the same problem while utilizing another addon, but do not wish to use TGW Vehicle Fixes, I think it may be best for the creator of that other addon to address it. I don't wish to create new problems by assuming my fix, intended to address a conflict with a single addon, can solve all the conflicts with Blastcore's new magazine classes. Share this post Link to post Share on other sites
Muecke 114 Posted January 17, 2011 Yep that sounds ok. I will wait for a new version of opticalsnare. Share this post Link to post Share on other sites
rexehuk 16 Posted January 17, 2011 (edited) OpticalSnare, please let me know if you want this taken down. THIS IS AN UNOFFICIAL FIX AND UNSUPPORTED BY OPTICALSNARE OR MYSELF - DO NOT POST QUESTIONS HERE. Notes: This is NOT a proper fix, the download will fix the issue of enemies not dying on the dedicated server, so most people will enjoy it. HOWEVER the downside to this addon is that Blastcore Muzzle flashes will be removed, along with shell ejection locations on some vehicles (although ejections still work, just not from opticalsnares location). If you AGREE to not hassle opticalsnare and spam his thread you can download the fix here http://www.havoc-company.com/downloads/Unofficial_Blastcore_1_0.rar It is signed with the HC bikey for use on dedis. Edited January 17, 2011 by rexehuk Share this post Link to post Share on other sites
mr burns 132 Posted January 17, 2011 .. Hi. I´m interested in what that enum thing is that you´ve added to the config? Compared both configs, yours and the one i use from warfxweps.pbo, and the only difference is that enum thingie which OS also used to some extent. Just curious :confused: On a sidenote, we´re using Blascore on a dedi w/o problems (clientside). Muzzle effects and shell casings work just fine, enemys die alright, great explosions and so on.. Useing Sickboys fixed warfxpe config from pastebin, removed warfxveh pbo due to some error i forgot and might have played around in the other config aswell. Works just fine, minus the hugeass burning plane flames. Share this post Link to post Share on other sites
rexehuk 16 Posted January 17, 2011 (edited) Hi. I´m interested in what that enum thing is that you´ve added to the config? Compared both configs, yours and the one i use from warfxweps.pbo, and the only difference is that enum thingie which OS also used to some extent. Just curious :confused: On a sidenote, we´re using Blascore on a dedi w/o problems (clientside). Muzzle effects and shell casings work just fine, enemys die alright, great explosions and so on.. Useing Sickboys fixed warfxpe config from pastebin, removed warfxveh pbo due to some error i forgot and might have played around in the other config aswell. Works just fine, minus the hugeass burning plane flames. I was the one to produce the fix and relay to sickboy... It's simply an edit to remove the CfgMagazines from the weapon definitions, stopping the spawning of custom ammo types that are invisible to the server (that is not running blastcore). This fix has been in private for a few weeks, I thought I'd release it to stop people asking questions here about it and confusing it with the vehicle fix that was produced. This is only a temporary solution until the proper rework is done. Please don't put pressure on OS to get it fixed etc, I believe things are being sorted out behind closed doors, and will be done when they're done. Edited January 17, 2011 by rexehuk Share this post Link to post Share on other sites
mr burns 132 Posted January 17, 2011 I was the one to produce the fix and relay to sickboy... It's simply an edit to remove the CfgMagazines from the weapon definitions, stopping the spawning of custom ammo types that are invisible to the server (that is not running blastcore).This is only a temporary solution until the proper rework is done. Oh, didn´t know it was you. Thanks for the fix then! :bounce3: Share this post Link to post Share on other sites
sickboy 13 Posted January 17, 2011 Useing Sickboys fixed warfxpe config from pastebin Ehrm, I haven't made anything available. (Or am I getting senile?) I still need to get in contact with OS for real solution. Share this post Link to post Share on other sites
Opticalsnare 12 Posted January 17, 2011 (edited) What i need is a alternative way to running/ excuting the scripts insted of using the custom magazine & ammo classes that insted of being called from the ammo class itself via the fired.sqf is insted called from the weapon or executed from a fired weapon that can be customized to that specific weapon in the actual script itself. Atm il be honest im just bewildered, as to how to do that. :icon_rolleyes: Heres what this bloody mod reminds me off Edited January 17, 2011 by Opticalsnare Share this post Link to post Share on other sites
johanna 11 Posted January 17, 2011 What i need is a alternative way to running/ excuting the scripts insted of using the custom magazine & ammo classes that insted of being called from the ammo class itself via the fired.sqf is insted called from the weapon or executed from a fired weapon that can be customized to that specific weapon in the actual script itself. Atm il be honest im just bewildered, as to how to do that. :icon_rolleyes: Heres what this bloody mod reminds me off LOL, love your mod tho! its my absolute favorite :pc: Share this post Link to post Share on other sites
rexehuk 16 Posted January 17, 2011 What i need is a alternative way to running/ excuting the scripts insted of using the custom magazine & ammo classes that insted of being called from the ammo class itself via the fired.sqf is insted called from the weapon or executed from a fired weapon that can be customized to that specific weapon in the actual script itself. Atm il be honest im just bewildered, as to how to do that. :icon_rolleyes: Heres what this bloody mod reminds me off Lol. So what, you programmed your mod in a different way... you have your reasons and that's that. If no one did anything different, there would be no learning and nothing innovative produced. :cancan: Rest assured you still have a mod that fills a huge gap in the market for Arma 2. I can't wait to see the sound system you're producing, I've wanted something more flexible for some time now. Share this post Link to post Share on other sites
fincuan 0 Posted January 18, 2011 What i need is a alternative way to running/ excuting the scripts insted of using the custom magazine & ammo classes that insted of being called from the ammo class itself via the fired.sqf is insted called from the weapon or executed from a fired weapon that can be customized to that specific weapon in the actual script itself. I believe Sickboy already posted one possible solution some pages back, but here's a short recap: Give the ammo/magazine/weapon it's own WarFXPE-effect in config. This can of course be anthing, but most likely it'd be a script or a set of parameters for a script the creates the effect. class SomeBISWeaponClass { WARFX_fired_effect = "WarFXPE/mycustomeffectscriptforthisweapon.sqf"; }; Add a "fired" eventhandler to all units, via config. The EH then fetches the custom effect script from the config and runs it. This way you can easily alter the effect depending on ammo, mag, weapon and other factors. Subdue default BIS effects? Can't say how to do this out of the top of my head. I'll see if I have time to write a proper example later on, but that's how it should basically work. It'd be great to see your mod go MP compatible, ie. no custom classes :ok: Share this post Link to post Share on other sites
Opticalsnare 12 Posted January 18, 2011 (edited) I believe Sickboy already posted one possible solution some pages back, but here's a short recap: Give the ammo/magazine/weapon it's own WarFXPE-effect in config. This can of course be anthing, but most likely it'd be a script or a set of parameters for a script the creates the effect. class SomeBISWeaponClass { WARFX_fired_effect = "WarFXPE/mycustomeffectscriptforthisweapon.sqf"; }; Add a "fired" eventhandler to all units, via config. The EH then fetches the custom effect script from the config and runs it. This way you can easily alter the effect depending on ammo, mag, weapon and other factors. Subdue default BIS effects? Can't say how to do this out of the top of my head. I'll see if I have time to write a proper example later on, but that's how it should basically work. It'd be great to see your mod go MP compatible, ie. no custom classes :ok: I know what u mean, i have been trying to get the script to run from the cfgweapons using the fired event from the main config as done before on the ammo classes so basicly the same just the script is being called from the cfgweapons not cfgammo as defined in the new fired.sqf so class Extended_Fired_EventHandlers { class CAManBase { class WarFXPE { clientFired = "_this call WarFXPE_EH_Fired;"; }; }; the init.sqf seems correct with the new created entry waitUntil{not isNil "BIS_Effects_Init"}; if(isNil "WarFXPE") then { WarFXPE_EH_Fired=compile preprocessFileLineNumbers "\warfxpe\ParticleEffects\SCRIPTS\fired_event.sqf"; }; so then onto the new fired_event.sqf private ["_amm"]; _amm=_this select 4; _this call (call compile GetText (configFile >> "CfgWeapons" >> _amm >> "WeaponEffects")); im unsure what _amm means? so onto CfgWeapons class M249 : Rifle { WeaponEffects = "WarFXPE_m249"; }; }; But my knowledge of scripting is crap anyhow... Edited January 18, 2011 by Opticalsnare Share this post Link to post Share on other sites
fincuan 0 Posted January 18, 2011 (edited) A firedEH returns the following array: [unit, weapon, muzzle, mode, ammo] Thus _amm=_this select 4; Would be the type of ammo fired, which goes under cfgAmmo Since you define your example effect in cfgWeapons under M249 you need: _amm=_this select 1; edit: Nvm Edited January 18, 2011 by Fincuan Share this post Link to post Share on other sites
Opticalsnare 12 Posted January 18, 2011 (edited) A firedEH returns the following array: [unit, weapon, muzzle, mode, ammo] Thus _amm=_this select 4; Would be the type of ammo fired, which goes under cfgAmmo Since you define your example effect in cfgWeapons under M249 you need: _amm=_this select 1; edit: Nvm Well i think we mighta fixed it.... the muzzleflash script is working from the cfgweapons not cfgammo, ive removed all the custom ammo and magazine entries so its def progress in the right direction. I just need to get the other effects working like the smokelaunchers from vehicles and rocketblast from the rockets, i think anything that was prev BIS_Effects_EH_Fired needs to be fixed. Il begin adding it the rest of the weapons and stuff and see how it goes, thanks Fincuan. Edited January 18, 2011 by Opticalsnare Share this post Link to post Share on other sites