-Snafu- 78 Posted March 14, 2012 How would I replace the smoke grenades in OFP/CWA with ones from JAM 3 that block the AI view? Share this post Link to post Share on other sites
nikiller 18 Posted March 14, 2012 hi, How would I replace the smoke grenades in OFP/CWA with ones from JAM 3 that block the AI view? Read the readme usually helps to find the answer ;). You can find this readme in the JAM3_FIXED6 avaible here: http://ofp.gamepark.cz/index.php?showthis=9369 Part of the JAM3 readme: //To include this for your soldiers add the following to their cpp. class EventHandlers { fired = " if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{ JAM_CAVS_AT4Launcher },{JAM_RPG7Launcher},{JAM_CAVS_RPG7Launcher},{JAM_M72LAWLaunch er},{JAM_CAVS_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}"; }; cya. Nikiller. Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 14, 2012 I think you'll have to open the main config.bin, and edit the following lines by those of Jam (that i don't know) : class SmokeShell:GrenadeHand { hit=5; indirectHit=2; indirectHitRange=0.2; cost=100; simulation="shotSmoke"; explosive=0; soundHit[]={"",0,1}; smokeColor[]={1,1,1,0}; class Smoke { interval=0.01; cloudletDuration=4.0; cloudletAnimPeriod=1.0; cloudletSize=0.25; cloudletAlpha=1.0; cloudletGrowUp=1.5; cloudletFadeIn=0.0; cloudletFadeOut=5.0; cloudletAccY=-0.3; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,0}; initT=1000; deltaT=-500; density=1.0; size=1.5; initYSpeed=1.0; timeToLive=1.00000002004088E+20; in=3.0; out=0.0; class Table { class T1 { maxT=0; color[]={0.7,0.7,0.7,1}; }; class T2 { maxT=1000; color[]={0.4,0.4,0.4,1}; }; }; }; }; EDIT : Ninja'd Share this post Link to post Share on other sites
nikiller 18 Posted March 14, 2012 hi, EDIT : Ninja'd Sorry couldn't resist. :D cya. Nikiller. Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 14, 2012 hi,Sorry couldn't resist. :Dcya. Nikiller. Lol :D Moreover, you answer is much better than mine :) Share this post Link to post Share on other sites
-Snafu- 78 Posted March 14, 2012 Thanks, I got no error messages and from a quick test it seems to work, never thought to try adding the EE in. Silly me. One thing though, will there be a clash with my main config.cpp if a unit addon also has that EE in their config? Share this post Link to post Share on other sites
ProfTournesol 956 Posted March 14, 2012 Nope, the EE of the main config.bin will be replaced by the one of the addon, for the given soldier. Share this post Link to post Share on other sites