mr.bean 0 Posted July 16, 2003 yes i testet it with this config but it don't work thats correkt or? in the moment i use no config i waiting .... Share this post Link to post Share on other sites
mr burns 131 Posted July 16, 2003 seems like the waiting has an end soon Share this post Link to post Share on other sites
mr.bean 0 Posted July 16, 2003 yeah i think so, too Share this post Link to post Share on other sites
goldmember 0 Posted July 16, 2003 I finished uploading. Share this post Link to post Share on other sites
KeyCat 131 Posted July 16, 2003 only a few eventhandler that work in mp I have no experince with eventhandlers in OFP but this gives me a tiny tiny hope... So lets all hope that there is a way to get this great MOD working also in multiplayer. After using the "smoker_config.bin" version for the past few days it would be hard to get back to default explosions /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
bn880 5 Posted July 16, 2003 It seems multiplayer don't likes "eventhandlers" - this executes those missing vehicles explosion and debris scripts -in main config.bin. Basicly there is no eventhandler command in regular config.bin. I think the problem is coded in OFP engine. Or somebody knows any MOD that use eventhandlers in config.bin? One thing you can do, but not convinient.You must reedit multiplayer mission.sqs and putting all vehicles init field this eventhandlers scripts. Yes be careful, it seems more and more like the only EventHandler that is 100% reliable in MP is "fired". Others may appear to work at first, but eventually you may find they work only when the player is in the general vicinity of the vehicle. Dragon warrior UAV, Mi-2, F18 and a whole bunch of other addons now use eventHandlers in MP, and they have special scripts to work around soem of the problems. Yes it is an OFP hardcoded issue, not addon makers fault. Share this post Link to post Share on other sites
malick 0 Posted July 17, 2003 Realistic explosion MOD  v1.31- different kind of debris bugs fixed This version contains only the basic 3 (flamer,middle,smoker) config.bin. Because of everybody wants a different kind support, from now every support will be stored in separate files. During the nights I will upload the following files: Blood_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood support) INQ_to_v1.31.zip -  contains  (flamer,middle,smoker bin with INQ support) Blood_INQ_to_v1.31.zip -  contains  (flamer,middle,smoker bin with Blood and INQ support) link to: GMR_explomodv1.31.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap OFP version 1.91 required. by Goldmember13 Goldmember13@freemail.hu So there should be no more Dynamic Range support ? Snif, feel a bit sad right now Maybe I will remain with an older version... Share this post Link to post Share on other sites
theavonlady 2 Posted July 17, 2003 Blood_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood support)INQ_to_v1.31.zip -  contains  (flamer,middle,smoker bin with INQ support) Blood_INQ_to_v1.31.zip -  contains  (flamer,middle,smoker bin with Blood and INQ support) link to: GMR_explomodv1.31.zip Very confusing. What is file GMR_explomodv1.31.zip? I downloaded Blood_to_v1.31.zip and installed the flamer+blood config.bin file. Now I've got this message again when starting OFP: Script \OFPEC_blood\blood_init.sqs not found. Share this post Link to post Share on other sites
theavonlady 2 Posted July 17, 2003 Very confusing. What is file GMR_explomodv1.31.zip? Well, I downloaded it and decided to try the "flamer" config.bin file. OFP starts OK. When I click continue in the Resistance campaign, I CTD again with a Windows access violation. Share this post Link to post Share on other sites
mr burns 131 Posted July 17, 2003 I tried GMR_explomodv1.31 in Mission Editor, CWC Campaign and in Single Mission Bomberman, for me everything works fine. I´ve used the Blood_Inq/Flamer.bin for 1.31. Share this post Link to post Share on other sites
goldmember 0 Posted July 17, 2003 Realistic explosion MOD  v1.31- different kind of debris bugs fixed This version contains only the basic 3 (flamer,middle,smoker) config.bin. Because of everybody wants a different kind support, from now every support will be stored in separate files. During the nights I will upload the following files: Blood_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood support) INQ_to_v1.31.zip -  contains  (flamer,middle,smoker bin with INQ support) Blood_INQ_to_v1.31.zip -  contains  (flamer,middle,smoker bin with Blood and INQ support) link to: GMR_explomodv1.31.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap OFP version 1.91 required. by Goldmember13 Goldmember13@freemail.hu So there should be no more Dynamic Range support ? Snif, feel a bit sad right now  Maybe I will remain with an older version... Hi! I don't want to upgrade dynrange support until it is not 100% done. BUt if you satisfied with earlier version I will make an v1.31 compatible version today. to Theavonlady: GMR_explomodv1.31.zip - contains (basic flamer,middle,smoker bin + gmr.pbo + demomission + editable config.cpp) Blood_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood support) INQ_to_v1.31.zip - contains (flamer,middle,smoker bin with INQ support) Blood_INQ_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood and INQ support) Share this post Link to post Share on other sites
malick 0 Posted July 17, 2003 So there should be no more Dynamic Range support ? Snif, feel a bit sad right now  Maybe I will remain with an older version... Hi! I don't want to upgrade dynrange support until it is not 100% done. BUt if you satisfied with earlier version I will make an v1.31 compatible version today. Well, if you find the time to make it It's really an impressive job you've done here ! Right now, I wonder why BIS don't ask support from third party addon makers for OFP2, cause they are able to focus on very specific aspect of the game : your explosions, wright and satchel sounds, inquisitors weapons, many talented units ands vehicles makers, countless scripters to cope with OFP engine... Anyway, I really like what you did, and didn't find major bugs yet. Thanks ! Share this post Link to post Share on other sites
Sinister-tnuC- 0 Posted July 17, 2003 thankyou for the update Goldmember, only thing i found this time is the debris objects are about 3 feet high, and you cant shoot over them. i dont mean the graphic of the object, it has some invisable section above it. i tested only with the flamer.bin Share this post Link to post Share on other sites
mr.bean 0 Posted July 17, 2003 yeah now it works. nice goldmember nice. Share this post Link to post Share on other sites
malick 0 Posted July 17, 2003 Goldmember, it may sound as a request, but take it as a question : Is it possible to change the effect of bullets on vehicles? Cause I got tired of the little dust that appears when they take MG fire. Specially for aircrafts and choppers... But, maybe the MG effects are all the same, whatever they hit ? I fact, I'd like to see little yellow sparkles. Thank you anyway, or anyone able to answer. Share this post Link to post Share on other sites
mr.bean 0 Posted July 17, 2003 after a small problem you can download this VERY nice mod on the nice site www.ofp.at too ;) and special thanks to mr.burns for his help Share this post Link to post Share on other sites
goldmember 0 Posted July 17, 2003 Goldmember, it may sound as a request, but take it as a question   :Is it possible to change the effect of bullets on vehicles? Cause I got tired of the little dust that appears when they take MG fire. Specially for aircrafts and choppers... But, maybe the MG effects are all the same, whatever they hit ? I fact, I'd like to see little yellow sparkles. Thank you anyway, or anyone able to answer. I think it is beyond our possibilities:( every flying bullets must use a script to determine Wether it hit to ground or vehicle? No pc can handle that I think. But who knows? uploaded Dynamicrange support (the old one, so soldiermoving still missing) Dynrange_to_v1.31.zip (only dynrange support) Blood_Dynrange_to_v1.31.zip (blood and dynrange support) Share this post Link to post Share on other sites
malick 0 Posted July 17, 2003 I think it is beyond our possibilities:(every flying bullets must use a script to determine Wether it hit to ground or vehicle? No pc can handle that I think. But who knows? OK, too bad... Even by modifying the config is it impossible? In fact, it is not so different from what you've done, or I may miss something And with event handlers, for example, when a vehicle, whatever its class is, gets hit by bullet, then sparkle spray, the same way dust sprays right now. Do you follow me ? This was just something I wanted to know. Thank you for Dynrange support Keep up the GREAT work and keep us informed of updates Share this post Link to post Share on other sites
Radnik 18 Posted July 17, 2003 ...We want Blood_dynrange_INQ_to_v1.31... Â Â .... Share this post Link to post Share on other sites
Radnik 18 Posted July 18, 2003 ...By the way, super great addon, KEEP GOING ON !!!! Share this post Link to post Share on other sites
Sinister-tnuC- 0 Posted July 18, 2003 @ July 17 2003,11:49)]thankyou for the update Goldmember, only thing i found this time is the debris objects are about 3 feet high, and you cant shoot over them. i dont mean the graphic of the object, it has some invisable section above it. i tested only with the flamer.bin ummm i repeat ^^^^^^^^^ Share this post Link to post Share on other sites
goldmember 0 Posted July 18, 2003 @ July 18 2003,11:19)] @ July 17 2003,11:49)]thankyou for the update Goldmember, only thing i found this time is the debris objects are about 3 feet high, and you cant shoot over them. i dont mean the graphic of the object, it has some invisable section above it. i tested only with the flamer.bin ummm i repeat ^^^^^^^^^ These debris are the official BIS shrapnel modells, if you have editorupgrade102.pbo you can watch it closer. I tested your problem, when debris is lying on the ground I can shot above it ( I was in lying position too) easily, but when it is standing on its edge (it is very rare situation, hardly happens) I can not. In this case shot debris first, and will falling down and move away too.:) Share this post Link to post Share on other sites
HotShot 0 Posted July 18, 2003 I had some problem with this Mod when playing the new C&R (v1.314.....), the FBI guys started in the ground, and also in another mission they were walking with their guns in the ground, and generally looking alittle odd. Also had the dead position when crawling, and the guun was poiting in the air I took it out and it worked fine. Share this post Link to post Share on other sites
KeyCat 131 Posted July 18, 2003 Goldmember, regarding the MP issues... Wouldn't it be possible to have the host broadcast a boolean variable with the "publicVariable" command and then when the clients sees that variable "true" starts the fire/smoke routines for the destroyed object? Just an idea... /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
Bluesman 0 Posted July 18, 2003 Looks good. One short question though. Does this affect lag (in single player)? I try to avoid mods that cause major lag increase. I have a good computer but I tend to emphasise smooth game play to SFX. BM Share this post Link to post Share on other sites