Kuba 0 Posted May 14, 2004 Hmm  I got a WEIRD bug for ya pappy...."burst/' is not a class ('ammo' accessed)  hope ur able to fix it.. happend while I played Resistance.. the 3rd intro..when the russians strike nogova with tanks etc.. I bet u know whwere I mean  Having same problem. Open mission in editor, and i discoverd that this is error have something to do with weapon "Kozlice". When i removed it evrything was ok. Propalby addoing some commands in Pappy config shoud solve problem. But i dont know wchich commands Edit: Kolzice have 2 type of ammo. If you are using "ball" there shoudnt be any problems. Problems occurs only with "sheels". So if you wanna watch move just delete 2 soldiers with kozlice.... Edit2: Forget it. Kozlice is ok, there must some other reason. Edit3 : Ok, now i am sure. There is unit with an initialization field "this addweapon"ak47cz";this addmagazine"ak47cz". This is the reason of problem. Kozlice is OK Edit 4 Peaces are coming together Remember when Pappy said that he remove burst from AK to make it more realistic? THIS is the reason, ha! Share this post Link to post Share on other sites
Evishion 0 Posted May 14, 2004 Hmm  I got a WEIRD bug for ya pappy...."burst/' is not a class ('ammo' accessed)  hope ur able to fix it.. happend while I played Resistance.. the 3rd intro..when the russians strike nogova with tanks etc.. I bet u know whwere I mean  Having same problem. Open mission in editor, and i discoverd that this is error have something to do with weapon "Kozlice". When i removed it evrything was ok. Propalby addoing some commands in Pappy config shoud solve problem. But i dont know wchich commands Edit: Kolzice have 2 type of ammo. If you are using "ball" there shoudnt be any problems. Problems occurs only with "sheels". So if you wanna watch move just delete 2 soldiers with kozlice.... Edit2: Forget it. Kozlice is ok, there must some other reason. Edit3 : Ok, now i am sure. There is unit with an initialization field "this addweapon"ak47cz";this addmagazine"ak47cz". This is the reason of problem. Kozlice is OK Edit 4 Peaces are coming together Remember when Pappy said that he remove burst from AK to make it more realistic? THIS is the reason, ha! ah thx lol Share this post Link to post Share on other sites
Kuba 0 Posted May 14, 2004 One more thing, you shoud add "ak47cz" to magazines, if you dont person from the movie wont shoot Dammit i forgot to send my edited post To solve the problem remove "burst" from class ak47cz . Good: Quote[/b] ]class AK47CZ : AK47 modes[]={"Single","FullAuto"}; magazines[]={"AK47","Ak47cz"}; Bad: Quote[/b] ]class AK47CZ : AK47 modes[]={"Single","burst","FullAuto"}; magazines[]={"AK47"}; Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 14, 2004 ok first things first maf_hummwe is not an addon i used. its an addon you have that conflicts with something else. i used to get weird errors like that about missing addons that werent used in missions @jam version: no i do not plan on making this jam copatable for several reasons. 1: i do not like the jame souns. i need an m16 t sound like an m16 not like some 3rd world bb gun 2: if im not mistakin jam is compatable with the "default" weapons and ammo. therefore it would already be compatable. 3: and finnaly it would be a real pain i the ass but i will look into it >_< @res bmp: alright yea ill fix that. sorry i missed it @ak47cz: hmm i must have missed that i shall fix no problem ok im awake now. jsut got out of bed and time to start work on the mentioned changeds edit: looked into the jam thing. i have decided agasint it as it would most likely created 40 million more bugs for me to sort thru. and would take hours to do as well. id be well into next month before i got them ironed out Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 14, 2004 Tested this new sights in mission and after this i can say that they are good. Much easier to aim than before. In my test i noticed that Jam machineguns are little more accurate than default ones. Pappy, what do you thing about incerasing machinegun accuracy to JAM level? That rather doesent radically change game ( like incecrasing Bradley strenght /Joke ), and makes it more realistic. One more thing, americans have newest Bradley, Abrams, and helos.  Why they have only M240 machinegun? This rather old weapon, newest one is M249. I know, i know we talked about this , but thing about it again sorry i mised this im not improving the acruacy. its bad enough those feckers can hit you with a headshot while they are running at you 768m away. . .i dont need them pullin that shit at 1000m  first time was luck. second time was luck. third time in a row was absolutly BS. if i thought i could id make the PK a HD weapon. by the way i got the bmp fixed but i cant get rid of the csla logo on the side. even with using hidden selections. so the res bmp now has a csla logo. you can tell them apart this way mabe? i dunno but i cant fix that  uploading now. . . ready in 15 Share this post Link to post Share on other sites
Kuba 0 Posted May 14, 2004 sorry i mised this im not improving the acruacy. its bad enough those feckers can hit you with a headshot while they are running at you 768m away. . .i dont need them pullin that shit at 1000m  first time was luck. second time was luck. third time in a row was absolutly BS. if i thought i could id make the PK a HD weapon. Ok then. But as player, aiming with PK is quite hard isnt it? Computer seems dont have any problems with it.... Quote[/b] ]by the way i got the bmp fixed but i cant get rid of the csla logo on the side. even with using hidden selections. so the res bmp now has a csla logo. you can tell them apart this way mabe? i dunno but i cant fix that  Strange. It works for me without any sings. I will check out your new config, then we will see... Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 15, 2004 sorry i mised this im not improving the acruacy. its bad enough those feckers can hit you with a headshot while they are running at you 768m away. . .i dont need them pullin that shit at 1000m  first time was luck. second time was luck. third time in a row was absolutly BS. if i thought i could id make the PK a HD weapon. Ok then. But as player, aiming with PK is quite hard isnt it? Computer seems dont have any problems with it.... Quote[/b] ]by the way i got the bmp fixed but i cant get rid of the csla logo on the side. even with using hidden selections. so the res bmp now has a csla logo. you can tell them apart this way mabe? i dunno but i cant fix that  Strange. It works for me without any sings. I will check out your new config, then we will see... i agree as a player aiming them is rather difficult. but due to the game engine theres no player and AI varaints. they can shoot you but you cant shoot them with the same weapon and quite honestly. if you gave me a 7.62 MG and told me to shoot it i doubt id be snipein people with it thou theres why each release has a cpp version for you to make minor changes like that to your version so that each exepriance is customized for you Share this post Link to post Share on other sites
Resev 0 Posted May 15, 2004 Sunday is coming. Is the exe shaping up? I got a hard on allready! Hmmm, a question. Is the exe gonna be a compilation of all the nessesary addons, or is it just the full mod folder, and from there we have to download the BIS Replacements, all the BAS stuff and the lastest config?? Share this post Link to post Share on other sites
Gollum1 0 Posted May 15, 2004 Sunday is coming.Is the exe shaping up? I got a hard on allready! You need some fresh air, man. Share this post Link to post Share on other sites
Kuba 0 Posted May 15, 2004 Pappy what do you thing about changing global units categories in editor? For expamle, not only "air" but "air - planes", and "air - choppers"; same thing with armored, "armored - tanks" ; armored - APCs" etc... It coud help with maintaining order with many addons. I do this for me, and it works very fine. You only have to change global vehicle class. Example: Default: Quote[/b] ]class Tank : LandVehicle { vehicleClass="Armored";         bla bla bla     }; class APC : Tank { icon="bmp"; vehicleClass="Armored";         bla bla bla   }; Changed: Quote[/b] ]class Tank : LandVehicle { vehicleClass="Armored - Tank";         bla bla bla     }; class APC : Tank { icon="bmp"; vehicleClass="Armored - APC";         bla bla bla   }; Share this post Link to post Share on other sites
Kuba 0 Posted May 15, 2004 by the way i got the bmp fixed but i cant get rid of the csla logo on the side. even with using hidden selections. so the res bmp now has a csla logo. you can tell them apart this way mabe? i dunno but i cant fix that  uploading now. . . ready in 15 Tried adding this hidden selections? They works for me fine, BMP have no sings..... Quote[/b] ]hiddenSelections[]={"cislo1","cislo2","cislo3","blatnik","placht a","brvno","znak1","sign","csla","cccp&q uot;}; Edit i cant quote "cccp" properly. It automaticly adds """.. Just ignore it Edit2: Another bug to report. When using COC artillery whith your config i get "cant finded sound_hum"(or something like that) error. Edit3: Removing this lines shoud solve problem. Quote[/b] ]sounds[]={"Eng1","Eng2","Eng3","Eng4","Eng5",&quo t;Eng6","Eng7","Eng8","Eng9","Eng10","En g11","Eng12","Eng13","Eng14","Eng15","En g16","Eng17","Eng18","Eng19","Eng20","En g21","Eng22","Eng23","Eng24","Eng25","En g26","Eng27","Eng28","Eng29","Eng30","En g31","Eng32","Eng33","Eng34","Eng35","En g36","Eng37","Eng38","Eng39","Eng40","En g41","Rus1","Rus2","Rus3","Rus4","Rus5&q uot;,"Rus6","Rus7","Rus8","Rus9","Rus10" ,"Rus11","Rus12","Rus13","Rus14","Rus15" ,"Rus16","Rus17","Rus18","Rus19","Rus20" ,"Alarm"}; Share this post Link to post Share on other sites
Evishion 0 Posted May 15, 2004 Hey pappy  I got a weird error as I mentioned b4 and that is:  when I get shot I get this error: Resource title ECP_Bleeding not found... BUT I still got the ECP_blood or whatever hte .pbo was called.... why do i still get the error ? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 15, 2004 Sunday is coming.Is the exe shaping up? I got a hard on allready! Hmmm, a question. Is the exe gonna be a compilation of all the nessesary addons, or is it just the full mod folder, and from there we have to download the BIS Replacements, all the BAS stuff and the lastest config?? everything except the BAS stuff. that will be seperate and up to you to get. the latest config wil be 5.0 will be in it. if i do revisit this project as better stuff comes along in the future then the updated config will need to be downloaded seperate @ new classes: its an interesting idea cept the 3rd part addons will still mess it up. it is a nice idea thou @res-bmp "hiddenSelections[]={"pruh","cislo1","cislo2","cislo3","blatnik&q uot;,"plachta","brvno","znak1","sign","csla&q uot;,"gvardija"};" is what its currently goin off of. i tried your method and for me still didnt change it so even following this the csla thing should be hidden but isnt @coc_hum thingy: removing the said sounds will mess up missions everywhere. thos are the voices used in scripts cutscenes missions ect ect ect. @ecpbleeding problem: make sure you have the resource.bin and resource.cpp in your bin folder with my config. these files display the "bleeding!" in the corner of your screen so ensure you have them both. if you dont have the bin versoin check the ECP site and downlaod the core again and get the bin from there. important: you need BOTH .bin and .cpp versions of tyhe resource code the installer is having some problem since my instaler man "Mr Burns" is somewhere over there and im over here and we are having issues figureing out what time it is i go to bed at 6am he messages me around 11am usualy from work so we will attempt to get our time scheduals right lol Share this post Link to post Share on other sites
Kuba 0 Posted May 15, 2004 @res-bmp"hiddenSelections[]={"pruh","cislo1","cislo2","cislo3","blatnik&a mp;a mp;q uot;,"plachta","brvno","znak1","sign","csla&a mp;a mp;q uot;,"gvardija"};" is what its currently goin off of. i tried your method and for me still didnt change it   so even following this the csla thing should be hidden but isnt @coc_hum thingy: removing the said sounds will mess up missions everywhere. thos are the voices used in scripts cutscenes missions ect ect ect. @ecpbleeding problem: make sure you have the resource.bin and resource.cpp in your bin folder with my config. these files display the "bleeding!" in the corner of your screen so ensure you have them both. if you dont have the bin versoin check the ECP site and downlaod the core again and get the bin from there. important: you need BOTH .bin and .cpp versions  of tyhe resource code the installer is having some problem since my instaler man "Mr Burns" is somewhere over there and im over here and we are having issues figureing out what time it is i go to bed at 6am he messages me around 11am usualy from work so we will attempt to get our time scheduals right lol Quote[/b] ]everything except the BAS stuff. that will be seperate and up to you to get. the latest config wil be 5.0 will be in it. if i do revisit this project as better stuff comes along in the future then the updated config will need to be downloaded seperate I dont thing this is verry good idea. Bas site are often down. And there are some incompaltibilets beetween some bas addons. Can you pack all BAS addons in one pack and host in your page? I want show your mod to my cousin who dont like OFP, and it woud great to have all addons in one, or 2 packs. I know that there is an list, but i want to show him that he dont need spending many weeks of downloading thing to make "this crappy" game better. Quote[/b] ]"hiddenSelections[]={"pruh","cislo1","cislo2","cislo3","blatnik&a mp;a mp;q uot;,"plachta","brvno","znak1","sign","csla&a mp;a mp;q uot;,"gvardija"};" is what its currently goin off of. i tried your method and for me still didnt change it   so even following this the csla thing should be hidden but isnt Are you sure you remove this "&qout" thing? It works really fine for me. Coud you add in next version hidden selections in resbmp, even dont working? I woud like to see them. Quote[/b] ]@coc_hum thingy: removing the said sounds will mess up missions everywhere. thos are the voices used in scripts cutscenes missions ect ect ect. Actually i dont remove them, i add //  before them .  This works fine, even with missions with voices.... Quote[/b] ]the installer is having some problem since my instaler man "Mr Burns" is somewhere over there and im over here and we are having issues figureing out what time it is i go to bed at 6am he messages me around 11am usualy from work so we will attempt to get our time scheduals right lol Dammit time zones Often when you write "i just waked up" there is 2 Am in my country Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 15, 2004 Dammit time zones Often when you write "i just waked up" there is 2 Am in my country yea i wake up at 4pm my time im up all night and sleep all day ill add the hidden thingys for next release. just know if they dont work. . .thats it yea ill make a BAS pack with all the BAS addons (needed or not) it will be seperate from the installer actualy ill go n make that now and upload that for the time being Share this post Link to post Share on other sites
Evishion 0 Posted May 15, 2004 @ecpbleeding problem: make sure you have the resource.bin and resource.cpp in your bin folder with my config. these files display the "bleeding!" in the corner of your screen so ensure you have them both. if you dont have the bin versoin check the ECP site and downlaod the core again and get the bin from there. important: you need BOTH .bin and .cpp versions  of tyhe resource code AAHh thx alot pappy Share this post Link to post Share on other sites
Kuba 0 Posted May 16, 2004 Pappy are you sure, you want realese it tommorow? We have time. There still can some bugs appear. Why dont wait a week or 2? More time for beta testing = less bugs in final version Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 16, 2004 Pappy are you sure, you want realese it tommorow? We have time. There still can some bugs appear. Why dont wait a week or 2? More time for beta testing = less bugs in final version yes there are a few bugs left. but the only ones left are ones i cant fix. or are untouchable. so in sumeray waht you got is what you get cuz i cant fix anything else. you have to understand a project of this multitude will always have bugs. and considering its a one man editing team its a miracle i got all the major ones fixed. so yes i am sure i want to release it tomorrow. the bugs that remain cannot be fixed. at least by me. Share this post Link to post Share on other sites
Evishion 0 Posted May 16, 2004 Pappy are you sure, you want realese it tommorow? We have time. There still can some bugs appear. Why dont wait a week or 2? More time for beta testing = less bugs in final version yes there are a few bugs left. but the only ones left are ones i cant fix. or are untouchable. so in sumeray waht you got is what you get cuz i cant fix anything else. you have to understand a project of this multitude will always have bugs. and considering its a one man editing team its a miracle i got all the major ones fixed. so yes i am sure i want to release it tomorrow. the bugs that remain cannot be fixed. at least by me. is that gonna be the final version ? anyway cant wait for these fixes I off now.. cya 2morrow.. maybe its released then when i wake up hehehe Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 16, 2004 Quote[/b] ]everything except the BAS stuff. that will be seperate and up to you to get. the latest config wil be 5.0 will be in it. if i do revisit this project as better stuff comes along in the future then the updated config will need to be downloaded seperate I dont thing this is verry good idea. Bas site are often down. And there are some incompaltibilets beetween some bas addons. Can you pack all BAS addons in one pack and host in your page? I want show your mod to my cousin who dont like OFP, and it woud great to have all addons in one, or 2 packs. I know that there is an list, but i want to show him that he dont need spending many weeks of downloading thing to make "this crappy" game better. BAS Addons Installer(62.4MB) this will install ALL Ballistic Addon Studios addons (needed or not) except the Tonal + Opfor pack the installation Directory will be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">C:\Program Files\Codemasters\OperationFlashpoint\Y2K3\Addons\ as the main installer will install the Y2K3 directory into your Operation Flashpoint directory. the installer itself may go thru a beta phase of its own. due to timezone contraints i have created a temp installer for OFP: Y2K3 that will NOT be available until tomorrow. i want to await word from Mr Burns before i go off half cocked here. because id like to have a custom icon/exe for it but i do not have the resources to make it. so we will wait and see also note: full installer (once ready) will be 305MB plus you will still need the BAS-Installer which is a total of 367.4MB. i gave you the link for the BAS one so you can get that in the mean time but wait until the full installer is released before installing Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 16, 2004 i'd like to take this time to thank as many of you personaly as i can ****Mods**** ECP- for the base config and effects BAS- for the H60s, OH58, Soar Pilots, Soar Crew, and Delta units RHS- for the T55 and crew SJB- for the M82 INQ- for the weapons pack BOH- for the AH64D model CSLA- for the BMP1, BMP2, Ural, UAZ, UAZG, Mi17, Mi24 (special thanks to Maa for not putting a contract on my life for making edited versions) Marfy- for the M925 5ton truck skin WWIIEC- for the Colt 1911 .45 pistol Sigma6- for the T55, T72, T72cz, T80BV, and T90 models VIT/AKM74- for the PKM and the Kord models and textures Rudedog- for his Bradly model Vitja3000- for his effects pack Hyakushiki- for his US 2003 era soldier models Our Weapons- for the ZIL truck pack Suchey & Earl- for the east units and weapon sights, nade vests as well as the RPG16 ****Users**** -In the order that their help appers in this thread  - Fighter: thanks for suggesting using Edges Retextured Resistance fighters Ziro: thanks for suggestiong the Such russian naval infantry for the east units Mr Zig: thanks for noticing the cpp error with the east officer, and for suggesting a big pack (soon to be installer) smogmorph: thanks for noticing the first of the missing addons errors Major Fubar: thanks for suggesting INQ's A10, also thanks for adding my reply to the locked topic about my so called racsist watermelon launcher lol  VALKYRIE: thanks for suggesting the use of the CSLA urals, BMPs, and UAZs BAM: thanks for noticing the ECP effects were AWOL quicKsanD: thanks for suggesting the use of the S&R auto rifelman model for the east sniper the wolf: thanks for stickin with me as long as you did and reporting as many bugs as possible Empath: thanks for suggesting i change the sports car Jotte: thanks for finding the "missing addons: throwkok" error MSpencer: thanks for suggesting i change the M82 sniper to different weapon lpdotcom: thanks for noticing the SR25 bug first triumph: thanks for noticing the vulcan was a seperate pbo, and suggesting kegs RPG7 for resistance Unhappy customer: thanks for suggesting the wgl nvg's, also for the updated everon muju: thanks for noticing that i put the wrong vette and rpg in the orginal full mod pack Kuba: thanks for suggesting the BAS soar crew for tank crews. BIG thanks for that one, and for posting the fix for the res BMP, and for finding the AK47cz bug Rishon: thanks for noteing that the AI cant use the javilin which i almost used Konyak-2: thanks for listing the missing addons from teh full mod pack billybob2002: thanks for suggesting the ODS version of the bradly pack and the T90 for the russians instead of the resistance NetWalker: thanks for noticing the satchel charge bug with the US spec ops Resev: thanks for joinin the forums just to talk to me Mr Burns: thanks for the upcoming final installer that you ofered to make for me DiabloTerror: id like to thank you for finding all the bugs i cant fix. and for your evil possesed satanic OFP version that haunts me with all your bugs. damn your game to hell!!! lol im joking but you know i have to tease you and your evil game from hell Benus: thanks for making a no exploding bodies version, a custom effectpack.pbo, finding the RPG problem for the east, getting the codes for the res tanks, for making promo pics, and prolly a million other things im missing For Anyone I Missed: thank you for sticking with the mod during its long strenuious beta phases, for the compliments, words of encouragment, and support. it really means alot to me to see the words of encouragment boosting my spirts enough to move to a new version. Thats all for now. and dont worry, just because the mod is final doesnt mean im gone forever. i will probably revisit this in the future as newer addons and mods come along to help me on the quest of perfecting OFP. for now i need to go and play with the changes made and enjoy my own work for awhile. PS: the Beta installer will be ready on schedual. the final might take a lil longer due to timezone problems. so i made the beta to keep me on said schedual 18 hours from now. (always have a plan B) Share this post Link to post Share on other sites
muju 0 Posted May 16, 2004 Found out this "bug" yesterday while i was playing one mission... Quote[/b] ]class UAZG : Car { scope=2; crew="SoldierGB"; side=2; displayName="$STR_DN_UAZG"; nameSound="UAZ"; accuracy=0.500000; transportSoldier=3; transportAmmo=0; cost=25000; armor=20; model="\CSLA_CAR\csla2_gaz69o"; Since you are using csla's gaz69 for replacing FIA UAZG and since the gaz69 vehicle is able to carry up to 6 units (1+5), I suggest you to change the (TRANSPORTSOLDIER=3) parameter from 3 to 5. I already test it and it worked fine, at least in editor preview. Quote[/b] ]class UAZG : Car { transportSoldier=5; model="\CSLA_CAR\csla2_gaz69o"; Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 16, 2004 Found out this "bug" yesterday while i was playing one mission...Quote[/b] ]class UAZG : Car { scope=2; crew="SoldierGB"; side=2; displayName="$STR_DN_UAZG"; nameSound="UAZ"; accuracy=0.500000; transportSoldier=3; transportAmmo=0; cost=25000; armor=20; model="\CSLA_CAR\csla2_gaz69o"; Since you are using csla's gaz69 for replacing FIA UAZG and since the gaz69 vehicle is able to carry up to 6 units (1+5), I suggest you to change the (TRANSPORTSOLDIER=3) parameter from 3 to 5. I already test it and it worked fine, at least in editor preview. Quote[/b] ]class UAZG : Car { transportSoldier=5; model="\CSLA_CAR\csla2_gaz69o"; goes back to compatibility. sorry Share this post Link to post Share on other sites
Pappy Boyington 0 Posted May 16, 2004 ***For Immediate Release*** Operation Flashpoint Year 2003 Version 5.0 *.*.*.*.* Pappy Boyingtons Super Config aka OFP:Y2K3 *.*.*.*.* (3/24/04 - 5/16/04) Full list of changes in current version: 5.0 *US Soldier -> HYK soldier (M16 and M4 optincs replaced with suchy & earls USMC ones) *US officer -> HYK officer (equiped with M4for day and M4/203 for night eq) *US sniper -> HKY sniper (all 10 mag slots open and is equiped with M24SWS and Colt M1911) *US sniper (Anti-Material) added in with M82 *US black op -> BAS Delta sniper *US M-60 -> SIG M-60A3 *US M-1 -> SIG M-1A2 *US 5t truck -> Marfy's 5t truck *US UH60MG -> BAS HH60G pavekhawk (all scripts and animations retained) *US UH60MG -> BAS MH60G grey pavekhawk (all scripts and animations retained and ffars kept in weapon loud out for compatibility) *US Helos (except OH58) now "crewed" by BAS Soar Pilots *US AH1 -> COG AH1 *US A10 -> INQ A10 *US A10(LGB) -> INQ A10 *US M113 -> INQ M113 *US M163 -> INQ M163 *US AH64 -> custom AH64D Longbow *US grenadier equiped with 203 vest *US Machinegunner equiped with M240 *US Laser Designator -> AN/PEQ-1 (from BAS) *US OH58 -> BAS OH58 *Res Ps3v -> Zil 130 (covered camo) *Res Ps3v Fuel -> Zil 130 (fuel) *Res T-55 -> RHS T-54 *Res soldiers -> edge's retextured resistance *Res UAZG -> CSLA GAZ69 *Res grenadier equiped with 6 nades also accepts gp25 vest *Res LAW soldier equiped with Keg RPG7 *Res AA soldier equiped with Stinger (easier to get on the blackmarket) *Res T72 -> Sig T72cz *Res T80 -> Sig T90 *RU soldier -> Suchey & Earl Russian naval infantry *RU officer -> Suchey & Earl Russian naval infantry officer *RU Spetsnaz -> Suchey & Earl Russian naval Spetsnaz (recon) *RU SVD -> CSLA SVD *RU Crew -> RHS crew *RU T-72 -> SIG T-72B *RU T-80 -> SIG T-80BV *RU PK -> PKM Replaced with VITPKM *RU Ural -> CSLA Ural *RU UAZ -> CSLA UAZ *RU bmp1 -> CSLA bmp1 *RU bmp2 -> CSLA bmp2 *RU sniper -> such/earl autorifelman model *RU spetznaz now carries such/earl silenced ak74su *RU grenadier now equiped with gp25 nade vest *RU ak sights -> suchy/earl ones *RU repair truck -> Zil 131 repair *RU M2 -> Vit Kord *Civ Ps3V -> zil 130 (open flatbed) *Civ Sportscar changed to BlackBarrons 69 Corvette *Civ Bike -> Dawg Other changes: *Burst fire mode removed from AK-74 & AK-47 for realism's sake *Bodies explod upon direct hit with rocket or if too close to something that does explode *Example* *Blood, flies, and other misc ECP effects enabled again *Black Ops renamed to Speical Forces & Special Forces (Day) *Speical Forces (Day) equiped with G36SD all Special Forces equiped with silenced mk23 pistols *Speical Forces equiped with M4SOPMod SD *"plane" name changed in editor to Cessna 182 *Compass changed to WGL one *Night vison optics change to WGL one *BIS grenade (launcher) now uses only 1 slot *All (other) Weapons Replaced with INQ's *All optics are also changed to INQ's / suchy-earl / benus Addons Needed For Super Config: Check site Operation Flashpoint: Y2K3 ALSO!!!!- install the addons in the SuperConfig.rar as well (use the ECP_Events in this file instead of the default one) Unofficaly Offical Stuff: *Credits: Me! ECP BAS RHS SJB INQ BOH WGL CSLA Benus Marfy WWIIEC Sigma-6 VIT/AKM74 Vitja3000 Hyakushiki Our Weapons Suchey & Earl *Installation Instructions: 1: Create a sub folder in C:\Program Files\Codemasters\OperationFlashpoint\ called Y2K3 -create 2 subfolders in the Y2k3 folder called Addons and Bin 2: Install required addons, if they are not installed already, in the \Y2K3\Addons folder 3: Copy my config.bin to \Y2K3\bin 4: Copy the resource.cpp to \Y2K3\bin 5: Play the game using your Y2K3 OFP shortcut -(place this in your target line, quotes included) "C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" -nosplash -mod=res;Y2K3 Installation Instructions for Full Pack: 1: click installer 2: there is a shortcut in the Y2K3\Pictures directory, use it to start your game 3: have fun :P VERY IMPORTANT THAT YOU DOWNLOAD THE INQ WEAPON PACK FROM LINK PROVIDED AS IT CONTAINS AN M203 USING INQ BASED TEXTURES TO FIT IN WITH THE REST *Known Bugs: -"Goggles Down" option appers on all west addon units unless "useractions" are defined in their config. -Missing some ecp effects *-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-* Check site for full list of needed addons Operation Flashpoint: Y2K3 Head on over to my site grab the updated config of your choice or download the full mod. Full Mod 305 MB plus the needed BAS installer 62.4 MB I'd post the links here but that would take the joy out of visiting my site Share this post Link to post Share on other sites
Resev 0 Posted May 16, 2004 WOOOOOT Thx a mil, Papps. I rather enjoy the separation of mods you have done on your website, its makes my job much easier to (finaly) understand what i'm supposed to download. Full Mod installer + Bas Addons installer + 5.0 Config.rar "Good things come to those who wait" Ain't that the truth! Share this post Link to post Share on other sites