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Pappy Boyington

Y2K3 - Updated Ofp Config.

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Hey. I wanted to replace the BAS MG with INQ's M60, so I took a look in tha config and found the line:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">model="\INQ_WeaponPack\M60\INQ_M60";

I thought that would be INQ's M60 not BAS  rock.gif  have I overseen something ?

plz help

if i remember correctly, the config replaces the machine gun with the m240 from taiwan workshop, not from BAS. the m60 is still defined as the one from INQ, but the soldier is equipped with the m240. to change this, you have to change the weapon loadout of the machine gunner to the default

weapons[]={"M60","Throw","Put"};

magazines[]={"M60","M60","M60","M60","M60"};

hope this helps  smile_o.gif

here is the link in the config

Quote[/b] ]weapons[]={"M60","Throw","Put"};

// magazines[]={"M60","M60","M60","M60","M60"};

rock.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWMG : SoldierWB

{

nameSound="machineGunner";

displayName="$STR_DN_MGUNNER";

cost=60000;

accuracy=1.500000;

weapons[]={"otwM240MG","Binocular","Throw","Put"};

magazines[]={"otwM240Mag","otwM240Mag","otwM240Mag","otwM240Mag","HandGrenade","HandGrenade"};

// weapons[]={"C8XM249","Binocular","Throw","Put"};

// magazines[]={"c8xm249mag","c8xm249mag","c8xm249mag","c8xm249mag","handgrenade","handgrenade"};

// weapons[]={"M60","Throw","Put"};

// magazines[]={"M60","M60","M60","M60","M60"};

threat[]={1,0.100000,0.800000};

//ECP - Dynamic Range - 192

additionalSound[]={"\DynamicRange\People\mgsoldiermoving.wss",0.000003,0};

//

};

heres what it looks like. i did this because some of you liked the M60, others like the M240 personaly i like the M249 from the usmc pack. so my version uses the 249. the config looks like this so that if you want to change your MG

just change this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//weapons[]={"otwM240MG","Binocular","Throw","Put"};

// magazines[]={"otwM240Mag","otwM240Mag","otwM240Mag","otwM240Mag","HandGrenade","HandGrenade"};

// weapons[]={"C8XM249","Binocular","Throw","Put"};

// magazines[]={"c8xm249mag","c8xm249mag","c8xm249mag","c8xm249mag","handgrenade","handgrenade"};

weapons[]={"M60","Throw","Put"};

magazines[]={"M60","M60","M60","M60","M60"};

remove the // from the weapons and magazine code for the M60 (which is the default M60 using INQ's model)

and add the // to the code for the M240 weapon and magazines. this will then 'block out' that line and the one defining the M60 will be read instead.

you can do the same for the M249. i did this so that if you want to edit your config. you can easily just delete // from 2 lines and add // for the other 2 to switch MG's without any config knowlege.

edit: i think i see what your trying to say, you want to replace the default M60 model. for this you need the model path for the BAS M240 (or M249 which ever your using) and replace the model path for the M60. also you need to change the display name for the weapon if you are gonna do this. i posted a tutorial on how to change the models in your config to your choice

Ahh thx.. now Im happy again wheeeee biggrin_o.gif

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No other answers yet to my questions except kuba's so i gotta ask again well...

Quote[/b] ]Found this handgrenade "bug" while we had LAN session last night... when only Y2K3 -mod was loaded + bas -mod (delta units) >> every time when thorwing handgrenade it just "vanished" in the air... no explosion no nothing, it also does it in editor preview too. When i tried same mission/s without Y2K3, handgrenades worked perfectly as they sholuld.

Well i've just figured out this, it only does it with BAS units others work just fine. When starting ofp with BAS -mod  handgrenades work fine but when starting ofp with Y2K3 -mod then the problem occur... and believe me i have checked my files many time also i'm sure that i've downloaded all the necessary addons and latest .cpp & .bin files.

One thing just pop my mind, could it be that i use the latest BAS Delta/Ranger v1.55 units with Y2K3 ??

Has anyone else experienced similar problems ??

Any ideas ?

In addition, actually just noticed that unit doesn't have handgrenade in "hand" at all even though menu shows that unit has handgrenades. Unit just does the throw animation but actually nothing solid can be seen.

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HI all.

I need some help i installed the Mod and wen i start the game it say this: Cannot create 3D device:

Adapter 0(RADEON 9600 SERIES  ) Fullscreen

Resolution 1024x786, format X8R8G9B8/D24S8, refresh 75Hz.

Error D3DERR_OUTOFVIDEOMEMORY  sad_o.gif

i have RADEON 9600 SERIES wed 182MB & 512MB RAM.

and more....

what to do??? sad_o.gif

Thank you.

Moty

ooo ouch thats a rough problem there. thats more of a game problem means you dont have enough memory to run the game. try putting -nomap in your shortcut target line that might help. if not you may need to remove some addons that arent used in my mod.  sad_o.gif

Hi all.

Thanks bt haw can i get more memory and haw mach dos it cost to me? rock.gif

Thanks.

Moty

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@Moty:

The error is telling you that you are out of -video- memory. Even though your ATI has 128mb on board, ive seen this very same problem on other ATI cards (9800pro) and come to the conclusion that there is some issue with the ATI catalyst drviers, as the same config works on my lowly GF4 with same amount of video memory. You should turn off any FSAA or Anistropic filtering settings and try running the game again. If it still fails, put down OFPs draw distance and terrain detail until it works.

@Pappy:

Your config is AMAZING. One thing however, I have noticed that the footstep sounds seem to have dropped in volume level significantly. What area of the cpp should I search for to increase the level back to BIS defauls, and what is that value?

One other thing, when you place a satchel charge, the little blip/beeping sound that emits from the explosive repeats, whats worse however is that you can hear this beeping very clearly from miiiiiiiiiiiles away LOL (just check out the Interdiction mission from the original CWC campaign for a perfect example!). Its very unrealistic. Do you have any suggestions on what aspects of the cpp I could change to make this sound stop repeating as well as cut its sound range down to realistic level?

Sorry for all the questions, and hope you continue to maintain your config, it really has brought OFP up to the next level by integrating so many of the TOP qualtiy addons that the community has devoted their time to creating.

Regards,

BAM:)

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Never mind i solved that handgrenade problem myself...  wink_o.gif

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@Pappy:

Your config is AMAZING.  One thing however, I have noticed that the footstep sounds seem to have dropped in volume level significantly.  What area of the cpp should I search for to increase the level back to BIS defauls, and what is that value?

One other thing, when you place a satchel charge, the little blip/beeping sound that emits from the explosive repeats, whats worse however is that you can hear this beeping very clearly from miiiiiiiiiiiles away LOL (just check out the Interdiction mission from the original CWC campaign for a perfect example!).  Its very unrealistic.  Do you have any suggestions on what aspects of the cpp I could change to make this sound stop repeating as well as cut its sound range down to realistic level?

Sorry for all the questions, and hope you continue to maintain your config, it really has brought OFP up to the next level by integrating so many of the TOP qualtiy addons that the community has devoted their time to creating.

Regards,

BAM:)

in 4.8 and above i disabled the consistant beeping sound. left int he "armed" beep which is just "bada-beep" and thats it. alot of people complained abotu the beepy sounds of it jsut sitting there. so i disabled it perhaps you have an older version?

the footsteps are that of dynmaic range and i fear this might be a task that will prove to be more of a pain in the ass for you then it does good

start off by lookin at the Class Man : there should be a definition in there.

the beepy sound. . . just find your pipbomb class and replace it with 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";

};

soundFly is the inital badabeep arming sound

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Hey, Pappy. Love the pack.

I'm experiencing a minor problem, though - I can still see the BIS OH-58 and M2A2 rather than the third-party replacements.

Have I fouled something up?

you probably forgot to remove the OH58 and M2A2 pbo's from your other addon folders. it happens sometimes  smile_o.gif

Hey, Pappy. Sorry to bug you again, but I did a complete OFP reinstall (patched to 1.96), then installed Y2K3 with the .exe version (with manual installation of the BAS addons), and I'm still getting the same problem of seeing the BIS Bradley rather than Rudedog's, as well as seeing the BIS laser designator black-op.

(I can, however, now see the BAS Kiowa, which is reasurring.)

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Hey, Pappy. Love the pack.

I'm experiencing a minor problem, though - I can still see the BIS OH-58 and M2A2 rather than the third-party replacements.

Have I fouled something up?

you probably forgot to remove the OH58 and M2A2 pbo's from your other addon folders. it happens sometimes  smile_o.gif

Hey, Pappy. Sorry to bug you again, but I did a complete OFP reinstall (patched to 1.96), then installed Y2K3 with the .exe version (with manual installation of the BAS addons), and I'm still getting the same problem of seeing the BIS Bradley rather than Rudedog's, as well as seeing the BIS laser designator black-op.

(I can, however, now see the BAS Kiowa, which is reasurring.)

and you say you removed the M2A2.pbo and LaserDesignated.pbo files from your Operation Flaspoint\Addons folder right?

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Just a quick query for everyone, does anyone have probs with missing hmmmv engine sound and apache engine / rotor sounds? They are missing from mine and i dont know if its do to with the enhanced ecp config or something else.

Thanks:)

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Hey, Pappy. Love the pack.

I'm experiencing a minor problem, though - I can still see the BIS OH-58 and M2A2 rather than the third-party replacements.

Have I fouled something up?

you probably forgot to remove the OH58 and M2A2 pbo's from your other addon folders. it happens sometimes  smile_o.gif

Hey, Pappy. Sorry to bug you again, but I did a complete OFP reinstall (patched to 1.96), then installed Y2K3 with the .exe version (with manual installation of the BAS addons), and I'm still getting the same problem of seeing the BIS Bradley rather than Rudedog's, as well as seeing the BIS laser designator black-op.

(I can, however, now see the BAS Kiowa, which is reasurring.)

and you say you removed the M2A2.pbo and LaserDesignated.pbo files from your Operation Flaspoint\Addons folder right?

I only have a res/addons folder.

If I remove them from there, the M2A2 and Black Op (Laser) units don't appear in the editor and missions fail to load due to mission addon messages.

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Hey, Pappy. Love the pack.

I'm experiencing a minor problem, though - I can still see the BIS OH-58 and M2A2 rather than the third-party replacements.

Have I fouled something up?

you probably forgot to remove the OH58 and M2A2 pbo's from your other addon folders. it happens sometimes  smile_o.gif

Hey, Pappy. Sorry to bug you again, but I did a complete OFP reinstall (patched to 1.96), then installed Y2K3 with the .exe version (with manual installation of the BAS addons), and I'm still getting the same problem of seeing the BIS Bradley rather than Rudedog's, as well as seeing the BIS laser designator black-op.

(I can, however, now see the BAS Kiowa, which is reasurring.)

and you say you removed the M2A2.pbo and LaserDesignated.pbo files from your Operation Flaspoint\Addons folder right?

I only have a res/addons folder.

If I remove them from there, the M2A2 and Black Op (Laser) units don't appear in the editor and missions fail to load due to mission addon messages.

ok move the M2A2.pbo and Laserguided.pbo files form the Y2K3 folder and move them to your Res\Addons folder overwriting the orginal.

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damn ... new humvees , water textures , night sky etc. "Final" release was early blues.gif

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Agree with you biggrin_o.gif Some things to fix smile_o.gif

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Hi,

at first, the Mod is really great work!

I just suffer from a problem:

The game is sometimes Choppy and chutters somehow...

What is te really weird thing:

1) My System:

P4 3GHz

512 MB DDRAM

GF 4TI 2600 (with newest Forceware!)

SB Live

only 99MB Ram used for system...

2) Options OFP:

- Preferences:

1024x768x32

No texture above 512

LOD very Low

- Ingame Prefereces:

Details normal, no Shadows, view range 900, Terraindetail normal

Benchmark gives me 6400-6800

Without the Mod, i can play the "Clasic Game" with max Textures, Max Details ans View Range...

Anyone knows the Problem?

TiA,

WR

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Hi,

at first, the Mod is really great work!

I just suffer from a problem:

The game is sometimes Choppy and chutters somehow...

What is te really weird thing:

1) My System:

P4 3GHz

512 MB DDRAM

GF 4TI 2600 (with newest Forceware!)

SB Live

only 99MB Ram used for system...

2) Options OFP:

- Preferences:

1024x768x32

No texture above 512

LOD very Low

- Ingame Prefereces:

Details normal, no Shadows, view range 900, Terraindetail normal

Benchmark gives me 6400-6800

Without the Mod, i can play the "Clasic Game" with max Textures, Max Details ans View Range...

Anyone knows the Problem?

TiA,

WR

Well with your specs it shoud run perfectly. I thing that soundcard may cause the problem. Anyway, more Cpu friendly version is on their way, with her there shoudnt be any problems biggrin_o.gif

Edit:

My friend download full mod + Bas addon, and get this error:

"Script\@ECP\ECP_Settings.sqs not found

He deleted all other addons, have only your mod and res\addons. Also when he place Mi8 from Tonal game crash. Probelby problem with crew. BTW what it is doing there? Why we need Tonal OPFOR Pack?

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Anyone get a chance to check whether they have hmmmv and apache engine / rotor sounds missing?

...and yes, I do have ALL of the dynamic range addon soundpack pbos before anyone suggests it lol :P

I have another query about editting the config, is it possible to make apc gunners engage and attack helicopters? I know the vulcan apc gunners do (only occasionally though!) so it would be nice (and logical) if all apc gunners shot at enemy choppers, no?

Is it possible to enable such a thing in the config?

Thanks,

BAM.

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I have another query about editting the config, is it possible to make apc gunners engage and attack helicopters?  I know the vulcan apc gunners do (only occasionally though!) so it would be nice (and logical) if all apc gunners shot at enemy choppers, no?

Is it possible to enable such a thing in the config?

Thanks,

BAM.

It shoud be possiblle. I am sure M2A2 already engage helos....

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I only recall seeing the vulcan shooting at helos, although it would be nice if all tanks and apcs shot at them, cos in missions where your apcs / tanks are getting attacked by helos, its pretty stupid when the only thing you can do to stop the helo is to use an aa stinger. Pretty unrealistic when you are surrounded by such firepower on your apcs/tanks, which just sit there waiting to be destroyed by incoming missiles.

With helo addons which come with their own config, some have been set to be targets for everything - even soldiers on the ground which means when flying, you take gunfire which makes things pretty hectic and perhaps a little too difficult.

This situation is still cool though, if ECP or ofpy2k3 could be made to make apcs/tanks always attack helos, and then also make soldiers attack too when the helo is within 50m or so, that would be amazing.

Do you have any idea how we could enable somtehing like this in the config?

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I only recall seeing the vulcan shooting at helos, although it would be nice if all tanks and apcs shot at them, cos in missions where your apcs / tanks are getting attacked by helos, its pretty stupid when the only thing you can do to stop the helo is to use an aa stinger.  Pretty unrealistic when you are surrounded by such firepower on your apcs/tanks, which just sit there waiting to be destroyed by incoming missiles.

With helo addons which come with their own config, some have been set to be targets for everything - even soldiers on the ground which means when flying, you take gunfire which makes things pretty hectic and perhaps a little too difficult.

 

This situation is still cool though, if ECP or ofpy2k3 could be made to make apcs/tanks always attack helos, and then also make soldiers attack too when the helo is within 50m or so, that would be amazing.

Do you have any idea how we could enable somtehing like this in the config?

on the mission Airborne in the cwc campaign the BMP's shoot at me. sometimes killing the cargo if i dont shut the doors. but now that u mention it the M113's dont seem to shoot at helos

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Quote[/b] ]Anyone get a chance to check whether they have hmmmv and apache engine / rotor sounds missing?

just checked the sounds... hmmmv and apache have the engine sounds in place, so maybe some of your ofp files are corrupted or maybe you missing addon...

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@Muju

Thanks for the info on the sounds, now I know it must be some conflict or soemthing with my addons as I do have a hell of a lot of different mod folders that I load up all at once through the one shortcut.

@pappy

Is there anything that can be done to the config to make m113s and/or other apcs/tanks fire upon helos?

Many thanks all,

BAM:)

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@Muju

Thanks for the info on the sounds, now I know it must be some conflict or soemthing with my addons as I do have a hell of a lot of different mod folders that I load up all at once through the one shortcut.

@pappy

Is there anything that can be done to the config to make m113s and/or other apcs/tanks fire upon helos?

Many thanks all,

BAM:)

if there is id be more then happy to list how to change it for you all

so please if anyone knows how inform me smile_o.gif

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if u get message with ECP scripts ... u only need to rename Y2K3 folder into @ECP (link too wink_o.gif )

@Kuba first at all u need more ram. 1024 would be nice

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if u get message with ECP scripts ... u only need to rename Y2K3 folder into @ECP (link too wink_o.gif )

@Kuba first at all u need more ram. 1024 would be nice

i told you how to fix this in page one

just make a new folder @ECP and move the 3 scripts into there the blood settings the ecp settings and island settings into it

no need to change the link or rename the folder

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