Silent Pro 0 Posted March 24, 2004 Ok the Nam pilots are gone now, the ammo crates work as they should in the mission editor, not sure what to do about that training mission. The pilots have all their special functions now(or most anyway) The BAS UH60L...now uses its own proper cargo positions, dust effects, door animations and combat scripts(extraction, insertion...etc) DOWNLOAD wGFXupgrade UPDATE To install the update just extract it to the wGFXupgrade\BIN folder Share this post Link to post Share on other sites
Evishion 0 Posted March 24, 2004 have u repalced the russians ? Sitting on school si I cant test it yet.. Share this post Link to post Share on other sites
mr burns 132 Posted March 24, 2004 very good work silent pro, i always wanted to have such a config mod Quote[/b] ]The BAS UH60L...now uses its own proper cargo positions, dust effects, door animations and combat scripts(extraction, insertion...etc)since you´re adding these functions, would it also be possible to add some lines for activating the gmr-mod into your config ? Share this post Link to post Share on other sites
Evishion 0 Posted March 25, 2004 are u planning some new stuff ? Share this post Link to post Share on other sites
Gordy 0 Posted March 25, 2004 I have 1.96 "C:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTBETA.EXE" -nosplash -nomap -mod=WestMisc;BAS;INQ;WestArmor;MTCO;Vietnam;westGFXupgrade -mod=@explo And it doesn't work. It is in the folder you specified. Hmm? Share this post Link to post Share on other sites
m21man 0 Posted March 25, 2004 Quote[/b] ]-mod=WestMisc;BAS;INQ;WestArmor;MTCO;Vietnam;westGFXupgrade -mod=@explo What's with the second -mod parameter? It should be "-mod=WestMisc;BAS;INQ;WestArmor;MTCO;Vietnam;westGFXupgrade;@explo" Share this post Link to post Share on other sites
billybob2002 0 Posted March 25, 2004 Quote[/b] ]I have 1.96"C:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTBETA.EXE" -nosplash -nomap -mod=WestMisc;BAS;INQ;WestArmor;MTCO;Vietnam;westGFXupgrade -mod=@explo And it doesn't work. It is in the folder you specified. Hmm? This is how to make it work: 1. create a folder called Addons in the wGFXupgrade folder. 2. put all the required Addons into the Addons folder 3. change the command line to "C:\Program files\Codemasters\Operation Flashpoint\FLASHPOINTBETA.EXE" -mod=wGFXupgrade -nosplash -nomap Note BIS released 1.96 Release Candidate, might want to update from that beta. Share this post Link to post Share on other sites
Silent Pro 0 Posted March 25, 2004 Gordy, there is a typo in the installation instructions, change westGFXupgrade to wGFXupgrade in the -mod= parameter. It should work now. Also follow m21man's instructions. Diablo, It looks like i may be doing a full upgrade sometime in the future, right now i am super swamped with work and dont have the time to implement the modification in it's entirety, if anything i will be updating the Russian weapons at least sometime soon. Cant say when because i have a lot of things to do that take priority over this mod. The good news, is my mod is unbinarized so anyone of you can start changing things around however you like. For those of you that have tried this mod, i hope you enjoy using it. Share this post Link to post Share on other sites
Gordy 0 Posted March 25, 2004 I did it already, Thanks Share this post Link to post Share on other sites
firefox313 0 Posted March 26, 2004 link doesn't work; I need a new link Share this post Link to post Share on other sites
Silent Pro 0 Posted March 26, 2004 Just tested both hyperlinks...they work fine. Dont know what the problem is, but it must be somehwere between you, your isp and the different hops needed to connect to freewebs. Share this post Link to post Share on other sites
firefox313 0 Posted March 26, 2004 excellent work! but it should be compatible with ECP. If I copied your config in the ecp config, would it work? Share this post Link to post Share on other sites
Silent Pro 0 Posted March 27, 2004 It will work if you simply copy the lines of code in my config to replace the NON-ECP code. As long as there is no class ambiguity or classes that have been accidentally definied twice, it should work. Share this post Link to post Share on other sites
firefox313 0 Posted March 27, 2004 is it possible to load casually some different weapons in the same unit? for example: _rnd1 = random 12 ? _rnd1 > 10 : skiptime 10.5 ? _rnd1 > 5 : skiptime 22.2 _rnd = random 12.5 ? _rnd > 10 : goto "t5" ? _rnd > 7.5 : goto "t4" ? _rnd > 5 : goto "t3" ? _rnd > 2.5 : goto "t2" playMusic "Track16" goto "znova" #t2 class SoldierWB : Soldier { model="\HYK_USsol\wl\HYK_USsol_wl85.p3d"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; vehicleClass="Men"; scope=2; side=1; accuracy=0.700000; displayName="$STR_DN_SOLDIER"; weapons[]={"INQ_M4Reflex","Throw","Put"}; magazines[]={"INQ_M4Mag","INQ_M4Mag","INQ_M4Mag","INQ_M4Mag,HandGre nade","HandGrenade","HandGrenade","HandGrenade"}; cost=40000; #t3 class SoldierWB : Soldier { model="\HYK_USsol\wl\HYK_USsol_wl85.p3d"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; vehicleClass="Men"; scope=2; side=1; accuracy=0.700000; displayName="$STR_DN_SOLDIER"; weapons[]={"INQ_M16","Throw","Put"}; magazines[]={"INQ_M16","INQ_M16","INQ_M16","HandGrenade"," ; ;HandGrenade","HandGrenade","HandGrenade"}; cost=40000; #t4 class SoldierWB : Soldier { model="\HYK_USsol\wl\HYK_USsol_wl85.p3d"; hiddenSelections[]={"medic"}; moves="CfgMovesMC"; vehicleClass="Men"; scope=2; side=1; accuracy=0.700000; displayName="$STR_DN_SOLDIER"; weapons[]={"INQ_M4","Throw","Put"}; magazines[]= {"INQ_M4Mag","INQ_M4Mag","INQ_M4Mag","INQ_M4Mag",& amp; quot;HandGrenade","HandGrenade","HandGrenade","HandGrenade&a mp;q uot;}; cost=40000; Is it possible? ...I'm working on a new and ECP compatible config. Share this post Link to post Share on other sites
Silent Pro 0 Posted March 27, 2004 Yeah, the code you have there is exactly what i had to do in the first place to modify the standard BIS config, however in order to have each soldier use the proper weapon you have to also edit the cfgweapons class and leave certain weapon class names as m16, m4, m16grenadelauncher...etc. but now you reference the model, sounds variables...etc to the new addon. Share this post Link to post Share on other sites
pinetree 0 Posted March 28, 2004 just a small bug I noticed,if you go into "steal the car" and you choose the m203 or m4 there's no ammo available for them.BTW nice work! Share this post Link to post Share on other sites
Silent Pro 0 Posted March 28, 2004 Thank you all for your comments. Pinetree, I'll look into that problem soon. Share this post Link to post Share on other sites