Pappy Boyington 0 Posted May 2, 2004 found the white cumb problem. i can . and i will fix it crew has the xm177 thingy (M4 with suchys sights) welp when yall are right. .your right. downside is that now the RPG is so weak that it takes 3 hits to destroy an M113 and i fired 7 direct hits on an abrams. . .only pissed him off  but yea ive solved all 3 bugs thanks to the wonderful help of you all. i apprecate it. i will do a lil more testing and then upload a new version tonight (will be config only) edit: and looking into the woundless dead russians too Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 ok i got the white cube fixed got the rpg problem fixed left with one problem now and i beg if anyone can figure this one out please tell me how to fix it in the editor there is 5 different M113's M113 M113<- is the correct default one M113 M113 M113 althou there's a weird gunnery proxy bug with the first one. all the rest work fine. i dont understand why its like that Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 well until i get this M113 bug figured out. eh who knows it could just be a 3rd party addon i have who knows. but anyway the RPG bug and the crew bug is fixed redownload your config of choice Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 Pappy what do you thing about incerasing default soldiers hit-points? In real life wounden to killed relation is smaller than in OFP.Edit: Why using BAS Oh-58? Silesian one is more prettier.... Here is the link: http://www.ofp.bmj.pl/retext....id=http Edit2: Dont use Javelin. AI is to sputid to shoot with it:( AI just crouch and aim, but dont shoot.... Edit3: how about replacing default russian pilot with this one. Link: http://bkm.ofpr.com/Downloads/Bkm_JSO.exe sorry i didnt reply sooner @hotpoints: model change not config change. cant help you. plus ruins the whole compatability thing @OH58: due to rl footage of the OH58 flyin around cuurnt day iraq. the OH58s are as black as the night sky on pluto. therefore BAS. plus almost everyone has BAS stuff. @javlin: ok done. Â . Â wont be used @russian pilot: i had already thought about this. it would "assigned" as the pilot of the SU25 but i cant replace the model due to the fact that helos use that pilot too and helo pilots arent suited for mach 3 combat. Â this change will be put into affect the moment the US pilots is released by bigpoppa (guy doin the F117 project) which he has stated that he will release early (whenever that may be) Share this post Link to post Share on other sites
Unhappy customer 0 Posted May 3, 2004 You deserve a raise Pappy. Â We're gonna double your salary. Â Now instead of making $0 you're gonna be making $0. Â Don't spend it all in one place! PS. Â I'd still like the RPG and AT4 to be able to destroy a BMP/M-113/M2 in 1 or 2 hits. These vehicles have to be light weight in order to be air transportable and therefore don't have the necessary armour to stop an light anti tank round. That's why the Russian came up with the BTR-T. They were tired of losing APCs to RPGs in Chechnya. Also I'd still like you to ditch the annoying beeping sound that the armed satchel charges make. Â It kind of takes away from the realism to see an east soldier walk right past a beeping bomb and do nothing about it. Â Plus I like to ambush people in MultiPlayer with satchel charges (hide them in a bush near the flag in CTF). Â This won't be possible if I ever play Super config in MP. Â But hey it's your mod and your time and effort, so feel free to do what you want. Â Keep up the good work. Share this post Link to post Share on other sites
pogingwapo 0 Posted May 3, 2004 Thanks Pappy! You know, I think you're a very kind and jolly person Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 Thanks Pappy!You know, I think you're a very kind and jolly person  i try to be.  beware there are some bugs. but hey when you have a project this big nothings perfect right?  Share this post Link to post Share on other sites
pogingwapo 0 Posted May 3, 2004 Right indeed, Pappy boy! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 You deserve a raise Pappy. Â We're gonna double your salary. Â Now instead of making $0 you're gonna be making $0. Â Don't spend it all in one place!PS. Â I'd still like the RPG and AT4 to be able to destroy a BMP/M-113/M2 in 1 or 2 hits. Â These vehicles have to be light weight in order to be air transportable and therefore don't have the necessary armour to stop an light anti tank round. Â That's why the Russian came up with the BTR-T. They were tired of losing APCs to RPGs in Chechnya. Â Also I'd still like you to ditch the annoying beeping sound that the armed satchel charges make. Â It kind of takes away from the realism to see an east soldier walk right past a beeping bomb and do nothing about it. Â Plus I like to ambush people in MultiPlayer with satchel charges (hide them in a bush near the flag in CTF). Â This won't be possible if I ever play Super config in MP. Â But hey it's your mod and your time and effort, so feel free to do what you want. Â Keep up the good work. grra i like the beepy beepy sound ok heres what ya can do for a minor change like that Get the CPP to BIN utility everyone of my releases has the cpp updated in it for user made personal changes open the cpp in notepad. search for "class PipeBomb" and edit this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class PipeBomb : TimeBomb { model="\INQ_WeaponPack\Ammo\INQ_C4"; soundHit[]={"\INQ_WeaponPack\Sounds\INQ_C4.wav",100,1}; soundFly[]={"\INQ_WeaponPack\Sounds\INQ_C4beep.wav",0.100000,1}; simulation="shotPipeBomb"; }; delete the entire soundfly line. and it wont beep. save. then use the cpp2bin utility to rebin it. then rename it to "config" and put it in your bin folder. for each release you may have to change this, but it really isnt that complicated. so it doesnt matter oh and about the MP. unless they are using my config. they wont hear it enjoy Share this post Link to post Share on other sites
benus 0 Posted May 3, 2004 what I wrote here isn't important anymore. EDITED Share this post Link to post Share on other sites
benus 0 Posted May 3, 2004      pappy  I GOT IT lalalalaalalala lalalalalalala alala la alalala the RPG problem is solved: EASY BELIEVE ME no crash works fine with SUCHRPG16dAT Quote[/b] ]magazines[]={"AK74","AK74","AK74","AK74","SUCHrpg16dAT&am p;am p;qu ot;," SUCHrpg16dAT","SUCHrpg16dAT"};  => CRASH hehehe the AT round takes 3 Mag places little to much for our RPG soldier. so this little unit crashed the game. "magazines[]={"AK74","AK74","AK74","AK74","SUCHrpg16dAT&am p;am p;qu ot;,"SUCHrpg16dAT"};"  => WORKS just make two out of it !!! DANGER the forum really fucks the " up !!!   could you please put the updated .cpp files in the pack too thx there is only the old one and i had to change the rpg soldier and the Crew soldier... it worked one time. when i want to do the change with the crew unit again that there are no bugs anymore it won't work ... only when I change SOLDIERWCREW : SoldierWPilot into    SoldierWCrew : SoldierWB. don't know why ... but why is the crew unit defined as WPilot Share this post Link to post Share on other sites
benus 0 Posted May 3, 2004 what about a new starting screen (GUI) for Y2K3 Â here you find a link to a tutorial. http://www.flashpoint1985.com/cgi-bin....39182;& Share this post Link to post Share on other sites
Kuba 0 Posted May 3, 2004 Pappy, what do you thing about replacing INQ Ak74 with that ones made by Kaukas Crissis mod(only model, not statistics. This INQ optics in Ak is really bad, it you cant see where are you aiming. Kaukas one is much better. Share this post Link to post Share on other sites
benus 0 Posted May 3, 2004 last thing for today from me... I think: PAPPY PLEASE change the grenadelauncher optics from ak47 and ak74 into this: modelOptics="\C8X_RUSS\optic_gl.p3d"; and change the AK47 optics into the ak74 onces: modelOptics="\C8X_RUSS\optic_ak.p3d"; the other ones look so....... the missing texture on the RU Ural:  when replacing your clsa-car.pbo with the original one it is fixed, but i can't tell you which file you need because i was unable to depbo the clsa_car.pbo !!! (Some textures are shared between models for minimalizing PBO size. On trucks are mainly shared textures from T813. "written by CSLA Studio Leader") PAPPY check your E-MAILS ... something nice  and... the resistance tank crew in t72 .... you know they are russian soldiers... but the best thing even in the original config/game the restiance crew in the t72 is a russian crew. that means we would need a new class for t72/t80 for the resistance to fix this problem. PAPPY check your E-MAILS ... something nice  Share this post Link to post Share on other sites
Kuba 0 Posted May 3, 2004 About the reistance.. Why they have Czech BMP? CSLA made special BMP for FIA, use it... @Bonus You have to download CutPBO utility to unpack CSLA files.... Share this post Link to post Share on other sites
benus 0 Posted May 3, 2004 @Kuba CutPBO won't work for me. well it works for O.pbo but nt with the csla one Share this post Link to post Share on other sites
MAA 127 Posted May 3, 2004 @benus: Better way is have "full" CSLA PBOs from MOD. I think that we should release "lite" version of CSLA MOD without campaign. It will decrease size of download. Share this post Link to post Share on other sites
benus 0 Posted May 3, 2004 @Maa I use the full once ... but I thought that Pappy perhaps wants this bug fixed onetime with a small pbo. so I wanted to change it to take some work from him, but i don't get your nice .pbo depboed. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 Pappy, what do you thing about replacing INQ Ak74 with that ones made by Kaukas Crissis mod(only model, not statistics. This INQ optics in Ak is really bad, it you cant see where are you aiming. Kaukas one is much better. no. INQ models and textures are nice. they stay. keeps a uniform value amongst the whole game. im not usin weapons from 12 different mods @ the ak sights i left them so that it would be differnet but alright ill change them. the grenade optics look weird. . but alright ill change it the RPGAT ill change that the resistance tanks with east crew: cant fix this i have no idea what the heck happend. if you look closely to the cpp's u will see the resistance "crew" is UNCHANGED. the resistance tanks: once again unchanged. matter of fact undefined. the only thing i can figure is that they used the default models with "hidden selections" to hide the resistance stripe. its entirely too much work for them to put in a "model=" line in thier resistance config. Â cutpbo works for me with the csla pbos but it does not (however) work on the o.pbo for me otherise i might try and fix these errors edit: new GUI: i wanted to. but i read that tutorial. thats too confusing even for me! i can write an html site form scratch. i can retexture addons. i can redo 90% of the OFP default config but i cant make heads or tails of that tutorial. if anyone here can figure that out. and wants to make one contact me via PM and we can talk Share this post Link to post Share on other sites
mr burns 132 Posted May 3, 2004 can the ai handle the rpg16d from the marine assault pack ? should be considered because with smaw the ai doesn´t hit shit Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 can the ai handle the rpg16d from the marine assault pack ?should be considered because with smaw the ai doesn´t hit shit  rpgers mussed me up good when i had the AT workin. so yes they can Share this post Link to post Share on other sites
action man 0 Posted May 3, 2004 Congratas on the mod! Just a little gripe,i can't get any iron sights working in first person with this latest release! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 PAPPY check your E-MAILS ... something nice  and... the resistance tank crew in t72 .... you know they are russian soldiers... but the best thing even in the original config/game the restiance crew in the t72 is a russian crew. that means we would need a new class for t72/t80 for the resistance to fix this problem. PAPPY check your E-MAILS ... something nice  so what your saying is that its not even my fault? testing your change now Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 3, 2004 Congratas on the mod! Just a little gripe,i can't get any iron sights working in first person with this latest release! make sure you have the needed addons also check your OFP settings. im assuming you ctd. which means your game is low on memory. i get a slight pause b4 my sights come up. its an issue with memory. try moving the least used addons (non mod related) out first Share this post Link to post Share on other sites
-RuN- 0 Posted May 3, 2004 What about the resistance pilot being changed by the one from CSLA? It is not that big of a change, but I find it annoying to have my DKMM bronco with a pilot with a hat on... Amazing job pappy. You made my experience with this game a lot easier since I was making all the changes you made "by hand". Again, thank you very much. Share this post Link to post Share on other sites