billybob2002 0 Posted May 11, 2004 I'm trying to change the Russian T-80 model but I have a problem... Quote[/b] ]class T80 : RussianTank { scope=2; picture="it80"; side=0; crew="SoldierECrew"; displayName="$STR_DN_T80"; nameSound="t80"; accuracy=0.500000; driverAction="ManActT80DriverOut"; gunnerAction="ManActT80GunnerOut"; commanderAction="ManActT80CommanderOut"; hiddenSelections[]={"pruh"}; driverInAction="ManActT80Driver"; gunnerInAction="ManActT80Gunner"; commanderInAction="ManActT80Commander"; armor=700; cost=1500000; maxSpeed=70; //ECP - Dynamic Range - 247 // soundEngine[]={"\DynamicRange\Vehicles\T80Turbine.wss",5.833332,0.900000}; // soundEnviron[]={"\DynamicRange\Vehicles\ModernRolling_Treads1.wss",2.916666,0.800000}; // model="\SIG_T80\SIG_T80UE"; // weapons[]={"Gun125","NSVT"}; // magazines[]={"Heat125","Shell125","NSVT"}; // //ECP - Dynamic Range - 247 ECP Zayfod soundEngine[]={"\DynamicRange\Vehicles\T80Turbine.wss",0.316228,0.900000}; soundEnviron[]={"\DynamicRange\Vehicles\ModernRolling_Treads1.wss",0.177828,0.800000}; model="\SIG_T80\SIG_T80BV"; weapons[]={"Gun125","NSVT"}; magazines[]={"Heat125","Shell125","NSVT"}; Two models? Which one will changes the russian model? Edit: I notice you gave the resistance the T-90 model. Why? Should not the russians have the T-90 because the only two nations in the world that have the T-90 is Russia and India. (not complaining but pointing something out ) Quote[/b] ]class T80Res: T80 { access="ReadOnly"; displayName="$STR_DN_OUT_T80Res"; crew="SoldierGCrew"; model="\SIG_T72B\SIG_T90.p3d"; side=2 hiddenSelections[]={}; Share this post Link to post Share on other sites
Kuba 0 Posted May 11, 2004 Two models? Which one will change the russian model? class T80 : RussianTank { (...) // model="\SIG_T80\SIG_T80UE"         (...) model="\SIG_T80\SIG_T80BV"; (...) When there is "//" before line, game dont care about this command. If you wanna disable something wihout deleting it, you may add this. Modyfing Iine  model="\SIG_T80\SIG_T80BV; " will change russian model becouse it dont have "//" before it. Share this post Link to post Share on other sites
billybob2002 0 Posted May 11, 2004 Quote[/b] ]When there is "//" before line, game dont care about this command. If you wanna disable something wihout deleting it, you may add this. Modyfing Iine model="\SIG_T80\SIG_T80BV; " will change russian model becouse it dont have "//" before it. Thanks!!!! Share this post Link to post Share on other sites
MSpencer 0 Posted May 11, 2004 Big fan Major Boyington sah, very big fan. Good job. Looks great, little laggy when you get to big battles though. Share this post Link to post Share on other sites
Kuba 0 Posted May 11, 2004 Thanks!!!! No problem. I agree with you about this T-90's. Vote for giving them to Russians. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 Thanks!!!! No problem. I agree with you about this T-90's. Vote for giving them to Russians. you want them switched? i can do that any complaints? lets jsut pretend there isnt and ill go ahead and do it Share this post Link to post Share on other sites
billybob2002 0 Posted May 12, 2004 Quote[/b] ]you want them switched? i can do thatany complaints? lets jsut pretend there isnt and ill go ahead and do it Use the SIG_T-90s (T-90S) model. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 Kuba, Thank you for the help with the NVG thing.  I didn't think it would start a whole epidemic!  I did the same thing to the Binoculars and am going to attempt the compass next.  Thanks again for the help.And thanks to Pappy for the whole Super Config!  Everything Rocks!  The explosions are out of this world. It's like a whole new game. well it did start one  you pointed out better nvg's so i put them in. discoverin he had a kick ass compass too. so i used it. you said you were gonna try it with the binocs? mind showin me what they look like? because i really would like to see the 'new' model. if its anygood ill put it in I already did it to the Binocs,  the only thing that I noticed that is different is the target view; and I'm sure you noticed that in the Wargames file there are three that you can choose from.  I'm just getting ready to change the compass to the one they have after I post this thread.  Thanks again! did you miss my 3 posts? i already changed the compass for you you just need the new resource.cpp in the download Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 Quote[/b] ]you want them switched? i can do thatany complaints? lets jsut pretend there isnt and ill go ahead and do it Use the SIG_T-90s (T-90S) model. is that the exact name of the model? cuz i dont feel like depboing and debining again Share this post Link to post Share on other sites
-RuN- 0 Posted May 12, 2004 Hi There are a few new scripts that just went out and I think they are really good. There is the one that is included in the scesnna made by Scud which concern the damage that the plane sustains. Unlike other scripts, the damages increase in gravity, provoking a gaz tank leak with a countdown until explosion. The new YAK-130 made by Extraction includes also a cool smoke effect while the plane is on the ground which simulates the exausts from the reactor. Do you also find them interesting in terms of realism? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 HiThere are a few new scripts that just went out and I think they are really good. There is the one that is included in the scesnna made by Scud which concern the damage that the plane sustains. Unlike other scripts, the damages increase in gravity, provoking a gaz tank leak with a countdown until explosion. The new YAK-130 made by Extraction includes also a cool smoke effect while the plane is on the ground which simulates the exausts from the reactor. Do you also find them interesting in terms of realism? its interesting. but wouldnt be worth it to implement. no offense. but i do apprecate your input by the way i havnt released an update with the tanks yet as im working hard on the flies problem. with no luck. after another hour of testing if i dont get it working ill release the update with the tanks Share this post Link to post Share on other sites
billybob2002 0 Posted May 12, 2004 Quote[/b] ]is that the exact name of the model? cuz i dont feel like depboing and debining again Yep! It is "\SIG_T72B\SIG_T90s". The file is called "SIG_T90s.p3d". Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 ok folks im about to start upload fo the config. . .inside the downlaod file (config.rar) there is an ECP_Effects.pbo that includes a fixed script for the flies the flies bug is FIXED!!!!!!! Â the Russian T80 is now the T90s but the editor name remains the same to aviod conflicts and confusion the Restance T80 is now thw T80BV Edit: thier uploaded no exploding bodies one will take 3 more minutes tilupload complete Share this post Link to post Share on other sites
MSpencer 0 Posted May 12, 2004 Lemme put it this way. The Russian Army will still be using the T72 when we're up to M1A83. Funds funds funds. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 in case anyone is wondering, im currently working on the missing ECP effects. still no change in that situation edit: 2 hours later i gave up. looks like tank shockdust and AT backblast we will have to do without unless someone can figure a working/tested way of implementing them. at least we got the errors gone and dont worry ill still be dropin in to see what condition my condition is in  edit2: i should note unless any other changes within the already used addons is wanted. i belive this is probably the final version. i just need to find someone to make me an installer for it. and i will probably be shiping the final off to news sites soon Share this post Link to post Share on other sites
muju 0 Posted May 12, 2004 @pappy Could you also rebin the resource.cpp file as well so i can use wgl compass ?? Â since mine cpp2bin conventer gives this error every time i'm trying to bin it "error on constant definition ECP_editor_top". How about adding also those wgl binocs as well ?! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 @pappyCould you also rebin the resource.cpp file as well so i can use wgl compass ?? Â since mine cpp2bin conventer gives this error every time i'm trying to bin it "error on constant definition ECP_editor_top". How about adding also those wgl binocs as well ?! their binocs require other wgl addons. and im not including anymore addons @ resource cpp: *|wispers|* you dont need it bined put it in the same folder as your config. the bin and unbined one can coexsist just fine and ofp reads the .cpp one afik i never bined mine or ever had it bined and the new compass works great Share this post Link to post Share on other sites
muju 0 Posted May 12, 2004 Quote[/b] ]@ resource cpp: *|wispers|* you dont need it bined   put it in the same folder as your config. the bin and unbined one can coexsist just fine   and ofp reads the .cpp one afik  i never bined mine or ever had it bined and the new compass works great Didn't realize that ofp "engine" reads *.cpp files as well... Thanx a lot!!! works fine now. BTW which wgl addon is required for binocs ?? Share this post Link to post Share on other sites
Sinister-tnuC- 0 Posted May 12, 2004 hi Pappy i noticed the blackhawks are useing BIS pilots, have u changed this or am i missing something? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 12, 2004 @ May 12 2004,05:38)]hi Pappy i noticed the blackhawks are useing BIS pilots, have u changed this or am i missing something? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class UH60 : Helicopter { scope = 2; side = 1; displayName = "MH-60G"; vehicleclass = "Air"; icon = "\BAS_MAH60\mh60.pac"; picture = "\BAS_HH60G\pavehawk.paa"; model = "\BAS_HH60G\BAS_MH60G"; fuelCapacity = 300; maxSpeed = 270; armor = 80; cost = 10000000; type = VAir; threat[] = {1,0.05,0.05}; irScanRange = 2000; nightVision = 1; accuracy = 5; steerAheadSimul = 2.0; steerAheadPlan = 2.0; minFireTime = 30; soundEngine[] = {"\BAS_mah60\sounds\BAS_60rotors.wss",3.162278,1.500000}; insideSoundCoef = 0.025; mainRotorSpeed = 1; crew = "BASsoarpilotw"; ... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class UH60MG : UH60 { scope = 2; side = 1; displayName = "HH-60G"; vehicleclass = "Air"; icon = "\BAS_MAH60\mh60.pac"; picture = "\BAS_HH60G\pavehawk.paa"; model = "\BAS_HH60G\BAS_HH60G"; fuelCapacity = 300; maxSpeed = 270; armor = 80; cost = 10000000; type = VAir; threat[] = {1,0.05,0.05}; irScanRange = 2000; nightVision = 1; accuracy = 5; steerAheadSimul = 2.0; steerAheadPlan = 2.0; minFireTime = 30; soundEngine[] = {"\BAS_mah60\sounds\BAS_60rotors.wss",3.162278,1.500000}; insideSoundCoef = 0.025; mainRotorSpeed = 1; crew = "BASsoarpilotw"; .... your missing something  edit: just realized. the pilot model itself is unchanged. i just crewed the default helos with BAS pilots. i didnt change the default pilot as they have to fly planes too and that would be weird having a helo pilot in a plane Share this post Link to post Share on other sites
Kuba 0 Posted May 12, 2004 edit: just realized. the pilot model itself is unchanged. i just crewed the default helos with BAS pilots. i didnt change the default pilot as they have to fly planes too and that would be weird having a helo pilot in a plane But in heli missions you start as default pilot, not baspilot. Can you do anything about this? Share this post Link to post Share on other sites
Evishion 0 Posted May 12, 2004 So, hows the Magic error research going ? Share this post Link to post Share on other sites
Evishion 0 Posted May 12, 2004 and now I got a new 1 when Iw as bout to play REsistance: Error loading edg_res\resh\edg_resh.p3d (Magic) Share this post Link to post Share on other sites
ypsilon 0 Posted May 12, 2004 Hi Pappy, first of congrats to your mod. I`ve have been using it since version 3.8 and it absolutly rocks. There is just one problem that occured when the kord was introduced into the mod. Everytime I start a mission using the east-mg I get the error message: cannot load mission: missing addon kord. I do have the kord in the Y2K3mod-addon folder though. What puzzels me the most is that as soon as I click ok the mission starts and the Ru-M2 is actually replaced by the kord ingame. I`m just missing the intro to the mission(still annoying, me thinks). Do you have any idea what I could do to solve this? Thx Share this post Link to post Share on other sites
muju 0 Posted May 12, 2004 Quote[/b] ]and now I got a new 1 when Iw as bout to play REsistance:Error loading edg_res\resh\edg_resh.p3d (Magic) Maybe EDG_res.zip addon pack is missing from your files ?!? BTW are you using -mod folder structure or do you put addons into ofp\addons or ofp\res\addon folder ?? My advice is... you should use -mod folders instead of using ofp\addons or ofp\res\addons folder. They've solved all conflicts and errors i used to have before. Different addons can generate conflicts with an other addon/s when loading them at the same time. For example when i had all BAS addons in ofp\addons folder and started fdfmod i used to have weird animations errors like AI units suddenly sitting on mid air for no particular reason... and so on... minor problem but annoying. After removimg all BAS addons from ofp\addons folder to ofp\bas\addons -mod folder i got rid of those weird anim errors. Ever since i have used several -mod folders for different mods... bas, fdfmod, wgl, csla, roc3.0, sebnam2, y2k3 and so on... Share this post Link to post Share on other sites