theavonlady 2 Posted October 9, 2003 link to: GMR_exploMODv1.45.ziphttp://au.f2.pg.briefcase.yahoo.com/ ID ftielemans PW dey8p7 Before I finish support file I have to know that new effect will not couse serious fps drop, because "fire" eventhandler is call tankgun dust script every time when tank fires (even if use machinegun). Fortunately we can avoid this. So test it in big tank rush!!! Mirror: GMR Explosion Mod V1.45. Share this post Link to post Share on other sites
bonko the sane 2 Posted October 9, 2003 1.45 works fine for me Goldmember,I had no noticiable FPS drop in a massive tank battle...and the new dust cloud is excellent,txs Is the 1.45 pbo compatible with older 1.44 bin files? For example 1.45pbo +1.44 Blood_DR config.bin? Im at work so I cant test that. Share this post Link to post Share on other sites
Gollum1 0 Posted October 9, 2003 Yes, the new cloud looks good, a nice little addition to OFP. Goldmember, now that you´ve moved beyond explosions, is there any way you could implement a good chopperdust script? I´m not sure if you can make it as default for all helicopters in the config as there isn´t an eventhandler for it...or? This would be great. Share this post Link to post Share on other sites
BigUzi 0 Posted October 9, 2003 Bonko mate, just tried the new 1.45 GMR pbo with the 1.44 DR + Blood configs. No dust effect present. Looks like we will have to wait for Goldmember to update the DR + Blood config and cpp files with the dust effect. The 1.45 Mod edition plays really well. Tried it with a tank battle with 20 on each side, it was sheer carnage with dead and burning tanks everywhere, the smoke from the battlefield blotted out the sun. Waiting for the updated DR + Blood files, Thanks again Goldmember superb mate. BigUzi=WoP= Lord of the Addons Share this post Link to post Share on other sites
goldmember 0 Posted October 9, 2003 DR_Blood_to_v1.45.zip is uploaded, and others will follow. http://au.f2.pg.briefcase.yahoo.com/ ID ftielemans PW dey8p7 ------------------------------------- Helidust script, then I have to rename this MOD to Realistic FX MOD or something Share this post Link to post Share on other sites
Gollum1 0 Posted October 9, 2003 Helidust script, then I have to rename this MOD to Realistic FX MOD or something Well, you already have tankdust in it so... Share this post Link to post Share on other sites
BigUzi 0 Posted October 9, 2003 The new config and cpp files seem to work fine overall. One thing a did notice was the law reload. Normally the soldier goes through the actions of reloadingthe law. This does not happen instead the law is replaced almost instantly with another very strange. Other than that did not see any more anomolies Goldmember. BigUzi=WoP= Lord of the Addons Share this post Link to post Share on other sites
goldmember 0 Posted October 9, 2003 The new config and cpp files seem to work fine overall. One thing a did notice was the law reload. Normally the soldier goes through the actions of reloadingthe law. This does not happen instead the law is replaced almost instantly with another very strange. O That is problem! In what version (bin) you noticed that? Share this post Link to post Share on other sites
BigUzi 0 Posted October 9, 2003 Just downloaded the latest binfiles from ur site. The DR + Blood running with the 1.45 Mod edition GMR pbo . Set up a mission in editor to test the sound and blood, fired a law at a BMP and it was replaced instantly, fired 3 laws off in aprox 2 or 3 secs. WoW. Prob a glitch in the text mate. BigUzi=WoP= Share this post Link to post Share on other sites
Gollum1 0 Posted October 9, 2003 Works fine for me. I tested it, no LAW problems at all. Share this post Link to post Share on other sites
goldmember 0 Posted October 9, 2003 Just downloaded the latest binfiles from ur site. The DR + Blood running with the 1.45 Mod edition GMR pbo . Set up a mission in editor to test the sound and blood, fired a law at a BMP and it was replaced instantly, fired 3 laws off in aprox 2 or 3 secs. WoW. Prob a glitch in the text mate. BigUzi=WoP= I tested, it worked fine for me all 3 bin versions.Both LAW and RPG soldier make reload animations. Are you sure used config.bin and not config.cpp??? Share this post Link to post Share on other sites
ExtracTioN 0 Posted October 9, 2003 Is it possible to you to add a dammage script that work like when you get close to a destroyed vehicle you get dammage Share this post Link to post Share on other sites
BigUzi 0 Posted October 9, 2003 Goldmember, thanks for the advice m8 you were right all working fine now. no more anomolies at all So its back to the Battlefield for me BigUzi=WoP= Lord of the Addons, Keeper of the Sacred Shield of the Late LBA and Oracle to the Divine OFP. Share this post Link to post Share on other sites
Blanco 0 Posted October 9, 2003 Is it possible to you to add a dammage script that work like when you get close to a destroyed vehicle you get dammage You GOT hurt when you're close 2 a fire AFAIK... Share this post Link to post Share on other sites
bonko the sane 2 Posted October 9, 2003 OK,im back home now,that was a fast release of the bin files Goldmember...hehe Works 100% in 1.91 and 1.92b  The dust cloud is a really nice addition. Just one thing: Whats the wordpad document in FDF_to_1.45?<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fired="_this exec ""\GMR\shockdust.sqs"""; Do i need to place this is all MBT's? Share this post Link to post Share on other sites
Blanco 0 Posted October 9, 2003 What about lightning-flashes via drop? When overcast is more than 0.8 and setrain more than 0.8, just an example, tho... Share this post Link to post Share on other sites
goldmember 0 Posted October 9, 2003 fired="_this exec ""\GMR\shockdust.sqs"""Do i need to place this is all MBT's? Yes this need to tankgun dust effect. SO if there is an MBT addon that not produce this effect have to write these lines manually it's config.bin. But further problem accurs if an addon not use basic OFP guntypes (gun105, gun120, gun125). In this case need the proper name of guntype and Ihave to build into "shockdust.sqs" So life not easy Share this post Link to post Share on other sites
ExtracTioN 0 Posted October 9, 2003 1.44 you got dammage when you are close to a fire but in 1.45 doesnt work Share this post Link to post Share on other sites
bonko the sane 2 Posted October 9, 2003 1.44 you got dammage when you are close to a fire but in 1.45 doesnt work It works here... Share this post Link to post Share on other sites
ExtracTioN 0 Posted October 9, 2003 you sure that you use 1.45 instead of 1.44 Share this post Link to post Share on other sites
ExtracTioN 0 Posted October 9, 2003 and try it on official addons like bis t80 not on for example BAS MH-60 Share this post Link to post Share on other sites
bonko the sane 2 Posted October 9, 2003 Im sure. But burning to death only occurs near burning vehicles,not smoking vehicles Share this post Link to post Share on other sites
goldmember 0 Posted October 9, 2003 and try it on official addons like bis t80 not on for example BAS MH-60 How close you walked to the fire? The dammage script is activating when your distance from centre of fire is less then 5 meters. But if strong wind stretch out the flames it looks like you near to them but not hurt, because you are not close enough. BTW this part of the scripts was not modified so need to work like in previous versions. ------------------------------------------------------------------------ Should I put a very small gundust for BMP's or it is will be very unreal? And now come to mind if somebody use unofficial MBT or APC addons and would like to see gundust effect on it tell me the name of it. I make a database of guntypes to enable working more addons this effect. Share this post Link to post Share on other sites
lee_h._oswald 0 Posted October 9, 2003 Bad bad ofp Using explosions-mod with cti = bad, because when a vehicle was salvaged and you see it = CTD. Same with the "special" ejection seat from falkland-mod Harrier. When the seat hits the ground, it explodes = CTD. It happens because the "deletevehicle" command was used while scripts are running. I hope this could be fixed by BIS in the near future. MfG Lee Share this post Link to post Share on other sites
ExtracTioN 0 Posted October 9, 2003 and try it on official addons like bis t80 not on for example BAS MH-60 How close you walked to the fire? The dammage script is activating when your distance from centre of fire is less then 5 meters. But if strong wind stretch out the flames it looks like you near to them but not hurt, because you are not close enough. BTW this part of the scripts was not modified so need to work like in previous versions. ------------------------------------------------------------------------ Should I put a very small gundust for BMP's or it is will be very unreal? And now come to mind if somebody use unofficial MBT or APC addons and would like to see gundust effect on it tell me the name of it. I make a database of guntypes to enable working more addons this effect. I was walking up to the vehicle but no dammage at all Share this post Link to post Share on other sites