goldmember 0 Posted July 2, 2003 Explosions look great! I like that not all the vehicles burn every time. Also like that sometimes 1 or 2 crew members survive. The only thing i dont like is that the 'fires' dont last very long at all. I'd like to see them last much longer (10-20 x Longer). Good stuff... The burning sound only last 20 second, because I do not want to create big file size in order i shortened the burning period. But can be longer if you want (in next version) Maybe I use repeatedly the sound but in this case will ends suddenly. Share this post Link to post Share on other sites
munger 25 Posted July 2, 2003 I haven't tried this yet but it looks great! I was wondering if it would be possible to incorporate this into other 'tailored' config.bin's, e.g. Dynamic Range. At the moment I use DR so I can't used the explosion mod at the same time - has to be one or the other. Is there any way round this? Share this post Link to post Share on other sites
RedOxygen 0 Posted July 2, 2003 config blood + inquisitor weapon pack + explo config inquisitor weapon pack + explo Blood + GMR explo Share this post Link to post Share on other sites
SilverBullet 0 Posted July 2, 2003 I'd really like to see the burning last much longer, even if the sounds stop (i actually didnt notice the sound). Also is it possible to add random secondary explosion's to simulate ammunition being set off by fire? Just some small random explosions that go off after the vehicles (tanks and APCs) have been destroyed. Anyway i just played with this for about an hour and i'm really enjoying the new effects. Again... really great work! Share this post Link to post Share on other sites
mr.bean 0 Posted July 2, 2003 very very nice. but why doesn't some tanks burne like the t72 or m1a1? or the bmp3 from akm74 have no sound is that right? but very cool and whats cool too you can get on on too http://www.ofp.at Share this post Link to post Share on other sites
mr burns 132 Posted July 2, 2003 I'd really like to see the burning last much longer, even if the sounds stop (i actually didnt notice the sound). Also is it possible to add random secondary explosion's to simulate ammunition being set off by fire? Just some small random explosions that go off after the vehicles (tanks and APCs) have been destroyed.Anyway i just played with this for about an hour and i'm really enjoying the new effects. Again... really great work! For longer burning vehicles you could always use Babalon´s Enhanced destroyed vehicle effect. Would be sweet if there was a conbfig wich includes also his and Fishion´s Shock Dust Effect´s.. btw: does someone know about progress of the super config ? And how do you make that Bigass blasts?http://image.pbase.com/u30/mr_burns/large/18549881.newexpfin.jpg What do you exactly mean ? Are my explosions bigger than your´s  , or is it the particles flying around ? Ingame I´ve set the framerate to the lowest value (i.e. best quality, mainly because i don´t liky trees poping up out of nowhere) and visual quality all the way up  My Flashpoint Peferences should´nt take too much effect on the explosions. Share this post Link to post Share on other sites
goldmember 0 Posted July 2, 2003 very very nice.but why doesn't some tanks burne like the t72 or m1a1? or the bmp3 from akm74 have no sound is that right? but very cool  and whats cool too you can get on on too <a href="www.ofp.at" target="_blank">http://www.ofp.at</a> Unfortunately VIT's apc addon not use the same "vehicle tree" that uses basic config.bin inorder effect not inherited. Manually you can implement the explosion if you put these lines into "class vehicle" of VIT bmp's config.cpp file. class EventHandlers { killed="[_this select 0] exec ""\GMR\expfire_apc.sqs"""; }; Share this post Link to post Share on other sites
mr burns 132 Posted July 2, 2003 I get an error when i use your Inq+Blood+Ex binLookyhttp://uploads.the-spectrum.org/failure1.jpg What can i doo about that? It always apears when i fire the first time at an armored target, with all tanks. "When i press fire" Did you include the addons Folder from "GMR_exploMOD" into your shortcut ? I´m gonna test it now... Share this post Link to post Share on other sites
mr.bean 0 Posted July 2, 2003 thats cool i thanks. wow i have played the demo mission and thats a very good demo of the mod. respekt!!! wow Share this post Link to post Share on other sites
bonko the sane 2 Posted July 2, 2003 Nice one! Although ill keep this one for SP Missions only,this Mod really improves the ofp experince,txs Share this post Link to post Share on other sites
mr burns 132 Posted July 2, 2003 The config blood + inquisitor weapon pack + explo.bin only works partially for me. Inq weapons, blood and some burning effects are included, but no big ass blasts anymore Share this post Link to post Share on other sites
Sxep 0 Posted July 2, 2003 The config blood + inquisitor weapon pack + explo.bin only works partially for me. Inq weapons, blood and some burning effects are included, but no big ass blasts anymore  Seee what i told you! That only hapens with all 3mods right? Share this post Link to post Share on other sites
mr burns 132 Posted July 2, 2003 Yes right, but you get an error message and me not  I would try to load each .bin seperately in 3 Folders but unfortunately i dont have the bloodcfg.bin...does someone know where i can get it..please ? This pic shows the new explosions together with Babalon´s ex-effects Share this post Link to post Share on other sites
akm74 1 Posted July 2, 2003 Quote[/b] ]Manually you can implement the explosion if you put these lines into "class vehicle" of VIT bmp's config.cpp file. can your script be hardcoded in my pbo file ? and if yes, then how ? Share this post Link to post Share on other sites
HotShot 0 Posted July 2, 2003 *in an Alan Partridge voice* Nice. I got a mirror here Share this post Link to post Share on other sites
goldmember 0 Posted July 2, 2003 Quote[/b] ]Manually you can implement the explosion if you put these lines into "class vehicle" of VIT bmp's config.cpp file. can your script be hardcoded in my pbo file ? and if yes, then how ? of course only the script can be coded the same way as you put "numrand.sqs" to your every vehicle. the "class Explosion" changes in config.bin can not be. Share this post Link to post Share on other sites
akm74 1 Posted July 2, 2003 goldmember, please check your PM Share this post Link to post Share on other sites
Sxep 0 Posted July 2, 2003 Is there a Blood.bin? Really?? could someone pease give me a link to that? Something weird happens when i shoot the tanks...the gunner (mostly) Fly´s Out of his tank! ..lol i found one almost 400-500m away  An is there a tankshock.bin 2 Share this post Link to post Share on other sites
Sxep 0 Posted July 2, 2003 *in an Alan Partridge voice* Nice. I got a mirror here Zip failure..what ever it is Share this post Link to post Share on other sites
mr burns 132 Posted July 2, 2003 I just finished testing..and found out that when using -mod=hisky;inq;GMR_exploMOD, the Inq_weapons dont work...aswell as the explosions did´nt when using the blood&Inq&Ex.bin....aarrrrgh, i go to bed now. Share this post Link to post Share on other sites
mr burns 132 Posted July 2, 2003 config blood + inquisitor weapon pack + explo config inquisitor weapon pack + explo Ok i just could not sleep without getting this done. I read on ofp.at taht the two links RedOxygen gave us contain different .zip´s. Allrighty then...with the bin´s from second link (*edit: thats a bit confusing, i meant both bin´s from above quoted links work, if anyone misunderstood) everything works just fine, ty mr bean. Share this post Link to post Share on other sites
Sxep 0 Posted July 2, 2003 What is that thing you call sleep? oh well i would like the Blood+Explosions Without he Inq mod... Share this post Link to post Share on other sites
Cpt. Bazikian-5thSFG- 0 Posted July 3, 2003 How would I be able to use Sachel's Dynamic Range sound pack along with these new explosions? Through the use of mod folders plz.... Share this post Link to post Share on other sites
BAM 0 Posted July 3, 2003 Wow it seems like there are quite a few new addons coming out for OFP that rely on changes being applied to the config.bin file. Fingers crossed that the Super Config team can get all of these things into their config.bin, as well as a number of variants which cater for all possible combinations ;) Would it even be possible to have a kind of menu selection script built into the super config that would allow you to selectively enable/disable various features from within the one mega config file, such as dynamicrange, blood, inquisitorsHDweapons, and the newExplosions? If possible, this would then eliminate the need to manually create a new config bin file for each combination of mods... BAM. Share this post Link to post Share on other sites