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Silent Pro

Silent pro's west gfx upgrade

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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

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have u repalced the russians ?

Sitting on school si I cant test it yet.. smile_o.gif

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very good work silent pro, i always wanted to have such a config mod smile_o.gif

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 ?

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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?

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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"

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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.

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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. smile_o.gif

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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.

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excellent work! but it should be compatible with ECP. If I copied your config in the ecp config, would it work?

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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.

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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",&quot

;

;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.

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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.

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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! smile_o.gif

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Thank you all for your comments.

Pinetree,

I'll look into that problem soon.

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