iNeo 0 Posted May 22, 2004 Where can a description of the markers be found? It's not in the manual. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 24, 2004 Where can a description of the markers be found? It's not in the manual. Are you looking to have hidden markers that you change to visible WGL ones during the mission? If so, you can find the correct name for the marker you want by opening the mission.sqm and finding the name for it. Share this post Link to post Share on other sites
iNeo 0 Posted May 24, 2004 No, I mean what each marker represents, what they stand for Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 24, 2004 The names seem pretty explanatory to me in the list in the editor... but some of the more exotic ones could do with explaining I suppose. Share this post Link to post Share on other sites
iNeo 0 Posted May 24, 2004 The names seem pretty explanatory to me in the list in the editor... but some of the more exotic ones could do with explaining I suppose. Oh, right lol I forgot to check in the editor, I was playing a coop with Jap and scrolled through the markers and had no idea what they meant. Thanks Share this post Link to post Share on other sites
m16a2m203 0 Posted May 24, 2004 Tried getting as buddy to try this out. Installed the mod and then the patch on an xp computer. Tried to get him to connect to my computer over the net. He connects. He can pick a billet but goes to the part where he needs to download the mission he automatically crashes to the desktop. Any thoughts anyone? Share this post Link to post Share on other sites
iNeo 0 Posted May 24, 2004 He could be missing some addon? Share this post Link to post Share on other sites
gwg_viper 0 Posted May 24, 2004 @m16 I had same problem, does he have flashpointbeta.exe, or flashpointresistance.exe as his main executable, as the latter means that the shortcut for wgl dont work. Also its not as easy as just making a new shortcut with -mod=wgl, as that didnt work for me, i had to dl the v1.96 beta patch (about 2mb) instead of the final 1 (about 12mb), then this added flashpointbeta.exe, then i reinstalled wgl addpak 4 then 4.10 update, then 4.11 patcher, and all works fine now. hope that helps. Share this post Link to post Share on other sites
m16a2m203 0 Posted May 24, 2004 @viper - Yes, I had him actually install the beta patch first. He then installed the WGL files to get 4.11. I'd tell him to install everything from scratch but I got a big "hell no" on that one. Share this post Link to post Share on other sites
Guest Posted May 24, 2004 To any of the WGL guys: I'm in the process of converting the 1985 CWC campaign to WGL, and I am running into problems (timing, placement, etc.) caused by the heli startup script. The tech manual doesn't mention a way to disable them, so does one exist? Also, and this may be too much to ask, do you have a list of the new engagement ranges for the units handy. I don't really have the time to search the whole config. I need these to re-tool alot of the starting positions missions due to these new ranges. Thanks in advance, and keep up the good work, cant wait for titan! Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 25, 2004 To any of the WGL guys:I'm in the process of converting the 1985 CWC campaign to WGL, and I am running into problems (timing, placement, etc.) caused by the heli startup script. The tech manual doesn't mention a way to disable them, so does one exist? I'm not on the team so there may be a proper way to do this I don't know, but you could just start the choppers as flying. You could even start them as flying, setpos them to 0.2metres off the ground, remove the fuel, then add fuel 4 or 5 seconds later. Would look odd but it'd mean the ability for almost instant takeoff. Share this post Link to post Share on other sites
Guest Posted May 25, 2004 I have tried using that, but it often confuses the AI's waypoints. These are the default BIS missions, and even the modified configs for the infantry makes converting these missions a difficult task at times. I'm looking to make it a little different as well, and try to incorporate the mortars into a mission or two Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 25, 2004 Then just stick them in with their first move waypoint synced to a trigger Share this post Link to post Share on other sites
Guest Posted May 25, 2004 thanks baron, seems to do it... Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted May 25, 2004 Hi I've downloaded the WGL addpack 4.1 installer and when I opened it, it says Corrupt File or something. I have 56k connection so it's to hard to download the whole pack again. Is there a chance to get the most files of the pack?? Share this post Link to post Share on other sites
phaeden 0 Posted May 28, 2004 Sorry for the delay in responses, but we have been exceedingly busy of late - the team has been extremely busy - end of universtiy term for one, another moving/end of teaching, and yet another is busy downloading porn. We will get time to answer you questions very soon. Sorry for the delay - semper fi Share this post Link to post Share on other sites
PhilippRauch 0 Posted May 28, 2004 well, the last one is excused... but the other ones... shame on you! ;) Share this post Link to post Share on other sites
the_shadow 0 Posted May 29, 2004 i friend of mine has gotten a problem... he has no sounds on WGL AK´s (M/16, AK75, AK47 and so on) however, the sound of AT weapons, grenadelaunchers and such are working, just AK´s and pistols that miss their sound and now he wonders how to get this to work.. Share this post Link to post Share on other sites
iNeo 0 Posted May 29, 2004 AK's? Assault rifles I guess. He should probably try and re-install the mod, maybe after first downloading a new exe. Or perhaps it's an addon conflict, try running no other addons or mods except for WGL and see if the sounds are still missing. Share this post Link to post Share on other sites
the_shadow 0 Posted May 29, 2004 AK's?Assault rifles I guess. He should probably try and re-install the mod, maybe after first downloading a new exe. Or perhaps it's an addon conflict, try running no other addons or mods except for WGL and see if the sounds are still missing. he claims hes not using any other addon besides WGL, AND he has the latest version + update/patch (runnin on OFP 1.96) i assume he has tried to D/L again and make a reinstall, but i´ll ask him... Share this post Link to post Share on other sites
iNeo 0 Posted May 29, 2004 If all else fails he could reinstall OFP but I don't think that should be necessary.. Share this post Link to post Share on other sites
aviel 0 Posted May 29, 2004 nice addon, all things go smooth, thx!! Share this post Link to post Share on other sites
Hammer & Sickle 0 Posted May 29, 2004 Yello there again gents. Just a quick one this time: is it possible to set up the AI to fire mortars in an SP mission (i.e. I want the Americans advancing to retake Malden airport to be supported by a mortar battery, commanded by an AI, firing at preset area)? If that was in the manuals I'm sorry, but I didn't see it. Prolly me being dense again. Also, if not, do the mortars use special ammunition classes (as opposed to, say, HEAT73), and if so could you inform me as to what they are? Again, sorry if that was in the manuals, and thanks for your time. Share this post Link to post Share on other sites
Guest Posted May 30, 2004 minor bug report: Discovered this noodling around on the citadel server. In the commander position of the FIA T55, the main gun has no reload time, so you can fire any of its rounds in rapid succesion *after* the first one loads (which takes the regular amount of time). This only happens with 1 player in the commander slot, manual fire activated. Check out the test range maps to see what I mean... Share this post Link to post Share on other sites
Bobcatt666 0 Posted May 30, 2004 Been running a few games in the mod, and one kinda whine about the jeep clas units, like when CLSA first started they had random vehicle fires and explossions. which was cool cause you didn't always get hosed if your vehicle took a hit. Love the effect of LAws and small arms reaction to light skined vehicles. But the humvess and jeep classed its tend to explode like armored units and have secondary explosions. So your deisel powered vehicle like a humvee or BRDM2 begins brewing up with a ammo cock off like the tanks often killing you as your crawling from the wreckage. This was my pet peave with CLSA even had the BMX bike crash burn and explode on me just ot show then might need to lock the effect to classes that carry missiles, and armor. Love how some vehicles hop when hit by LAWs and smaller antitank weapons. And not always a kill but resulting in damage. Ever considered adding a random tailrotor scirpt failure its often over looked in the later mods. Its in most of the BAS and DKM helos standard so something breaks you can't always control your bird and force to make a landing or spin out of control. First time it happend in DKM's commanche, freaked out having been on Hueys a lot in the army. Its simple and random enough could prove intersting the OFP rotor heads are too spoiled not having mechniacal failures on their birds when damage is taken.. Share this post Link to post Share on other sites