NeMeSiS 11 Posted September 7, 2004 downloading again! Share this post Link to post Share on other sites
Nemesis6 0 Posted September 7, 2004 Oh yeah, forgot to mention that - There are some servers you can't connect to when using this mod. Share this post Link to post Share on other sites
muju 0 Posted September 7, 2004 Quote[/b] ]One thing I've been thinking about is adding some script based fires purely for multiplayer. I think I'll do that in the next version, actually. That sounds great! Keep up the good work... Any idea when will the next release be out ? Share this post Link to post Share on other sites
Nemesis6 0 Posted September 7, 2004 Not really sure... I'm out of ideas once again! :/ Any suggestions? Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 7, 2004 adding flares to the choppers that do not have it like the default hinds and apaches. Airborne explossions when you score kill on aircraft. Simulate the fireball effect, your dead already so it don't mater if it happens. just think large explossions might be a neat effect seeing if a AIM-9 enters the engine exhaust and explodes bye bye to the full load of jet fuel. Maybe even fuel leaks when damaged that catch fire and burn. Share this post Link to post Share on other sites
JdB 151 Posted September 7, 2004 Airborne explossions when you score kill on aircraft. Simulate the fireball effect, your dead already so it don't mater if it happens. just think large explossions might be a neat effect seeing if a AIM-9 enters the engine exhaust and explodes bye bye to the full load of jet fuel. Maybe even fuel leaks when damaged that catch fire and burn. And parts (like the parts used on the tank explosions) falling down to earth Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 10, 2004 noticed a number of other things that only happen in the FLASHFXmod setting. When beta testing units kinda makes it a little harder to murder bugs. Not to mention a few cool things implimented and learn it was in the mod and not the addon. CBT has a M557 command APC, with a deployable command tent. Was beta testing it when one of the ambunace hmmwv's rubed against it and it ignited into flames suddenly. a quick menu selection folded it back up and put it back up, putting out the fire. Maybe the settitng needs to be made not as sensitive , it ws kinda like the pinto sceen in the moveie 'Top Secret' where the truck touches the pinto and explodes. Wheeled vehicle secondary explosions should be toned down. Gets a bit over the top when guys are killed when a jeep explodes 10 meters away from them. Share this post Link to post Share on other sites
Nemesis6 0 Posted September 10, 2004 This is most likely because the tent is defined in its config as a Car, a Land based Vehicle, or a house. Hence, it's only natural that the mod will apply the burn effects. I have encountered this kind of problem before. If it is to be fixed, I need the technical name of the tent, (in example, CBT_CommandTent) Share this post Link to post Share on other sites
mr reality 0 Posted September 10, 2004 Oh yeah i like this one... One question about the Marine pack.Are all the addons needed or just the "Tactevents.Pbo"... Share this post Link to post Share on other sites
Nemesis6 0 Posted September 10, 2004 Only TACTEvents, but I'm not allowed to distrubute it with my mod. On another note - To-do's of 1.6 - * Tank-shockdust. (Dust is shaken up from the ground when the main-cannon is fired) * Seperate vehicle burn/smoke effects for multiplayer. * Smoke from tank mounted machineguns. Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 11, 2004 CBT_M577tent for the M557 command track tent. Share this post Link to post Share on other sites
dabitup 0 Posted September 12, 2004 CBT_M577tent  for the M557 command track tent. what are you talking about? Share this post Link to post Share on other sites
JdB 151 Posted September 12, 2004 what are you talking about? Quote[/b] ] If it is to be fixed, I need the technical name of the tent, (in example, CBT_CommandTent) CBT_M577tent for the M557 command track tent. Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 13, 2004 Could have left him clueless about seeing hes not pay attention to the thread at all.. No wtf was I gonna post.. Oh spoke to one of the tailrotor script autors and he gave me the gist on how to make it work and gave me a few test sample, can send over if you wish.. Even neat is its random or can directly linked to hititng the tail rotor, forcing a crash landing the script was mainly deveopleed for the many BHD missions. Main reason I like it it does create a more releastic chopper effect, compaired to droppinglike a rock from 200 ft, and releaving the need to use parachutes, which west chooper crews do not use opposed to east block crews do. Share this post Link to post Share on other sites
Nemesis6 0 Posted September 13, 2004 That would actually be quite helpful, the hard part is not doing the feature, it's making the condition for the feature to kick in, like, if the driver isn't dead AND, at the same time, the engine is still running, AND, the damage has to be over a curtain ammount! If it's anything revoloutionary / something I haven't tried before, send it to... blah, just send it anyway, to Nemesis6@Eminem.com Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 15, 2004 Noticed damaged helos nolonger trail smoke from the engines. Noticed more errors when anything BAS made is used or Vit's new Cobra pack or marfy's choppers. everything seems fine, the exhaust scripts look realistic this enhancement places all the helos in the same ball pack so I can use the old AH-1S against the newer chopper addons. Was wondering about chaff anf flare counter measures being added. Not the DKM-style ECM it works a tad unrealistcly, and the AI can't switch to visual engagement when the radar is scrambled with fake blips. Most of the choippers in OFP don't have that tech to start with.. they stick to map of the earth to protect from attacks. be great of you could make the bas repeling scripts carry over to the Hip, Hook, Hound, Hind, Hoplite and Katakaska. A mod had that aviable as an option.. But never installed it because AI love to call arty strikes.. Share this post Link to post Share on other sites
mr reality 0 Posted September 18, 2004 Is it possible to do a random Puncture and Breakdown type script and then have to repair it because that would be pretty good. Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 18, 2004 due to the damage engine in OFP makes making that implimation work, other than being brought down by the tailrotor failure script, you can actually get the chopper back into operation again after making repairs and refueling. The rotorfailure script runs the chopper out of fuel forcing you to land, just sometimes you lose people onboard cause its a simulated autorotation crash landing. But the chopper often won't crash and explode killing all onboard, and usualy if support is able you can get airborne again. At least anything the crash is often survivable and you can carry on by foot. Bit more realistic then doing the GIJOE leap from a heli with a chute. Which you die anyway dye to flying low to lessen ground fire. Your chute deploys as your doing your second bounce against the ground. Been testing it for a while some of my chopper addons that were never released had the scripts working in the addon. Be nice if the script was enhanced like adding all the sound effects when you have a tailrotor failur, like the rotor over torque warning buzzer due to the engine loses resistasnce as the fuselage bebings spining to keep up the the main rotor blades after losing the tailrotor. this was mainly created for mission making and cut sceens but highly effective. You can literly set it so you have to hit the tail rotor to cause the failrure . Or randomly slave it to the damage counters because the AI tend to aim for the pilot and gunner more than other parts of the heli. Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 19, 2004 Kewl! Managed to get FLashFX w Dynamic Sound Range to work, Vit's AH1W beta addon conflicts with FLashFX mod, no CTD its got hard coded scripts that override the mod settings. Noticed the tank gibbage tends to stand on end, kinda noticed the Cobras hug the ground a bit more, than the normal choppers. Making them a bit more diffcult to engage unless in another helo HINDs still eat them for lunch, but intersting combo Share this post Link to post Share on other sites
the_shadow 0 Posted September 19, 2004 when is 1.6 expected? oh, btw.. the FlachFX config makes it possible to refuel from any vehicle... is that on purpose? Share this post Link to post Share on other sites
Bobcatt666 0 Posted September 20, 2004 Its a carry over from GRM mod. Makes up for the underranged unit that run out of fuel in three miles. Share this post Link to post Share on other sites
Nemesis6 0 Posted September 20, 2004 Well, I only noticed this some versions ago, but it wasn't that big of a deal. Plus, it was only realistic, so it didn't matter that much. Anyway, I don't know about 1.6... I'd say about a week or two, I'll get started on it when I get home! (I've been taking a little break) Anyway, Finished features - * Smoke from tank MGs and shockdust from the main cannon. * Some bug fixes. To-do's - * Enabling smoke effects for the JAM2 weapons. * Chopper tailrotor failure (this will be a tough one). * Making the mod as MP compatible as possible. I'm experimenting with the idea of fuel-explosions, too. I'm thinking of using the Mapfact fuel-explosion for that. Anyway, a week or two. Share this post Link to post Share on other sites
the_shadow 0 Posted September 20, 2004 ok, thanks for the "refueling from every vehicle" answer.. i like to think that they refuel from a "jerry can" that most military vehicles have anyway Share this post Link to post Share on other sites
Nemesis6 0 Posted October 1, 2004 Well, guys... 1.6 is just around the corner! Here's the changelog for 1.6 - * Shockdust for tanks. (Both grass AND desert type) * Smoke for tank-mounted machine-guns. * Tail-rotor failure. * New fuel-explosions. (Courtesy of Silola!) * Some bug-fixes and optimizations. There are two ways you guys can help - If someone could provide me with the relative [X,Y,Z] coordinates of all the choppers' tail-rotors, except the AH1 and AH64. I already got those. Also, I am still open to suggestions about features you want to be added. Share this post Link to post Share on other sites
the_shadow 0 Posted October 1, 2004 Ammo explosions from ammo crates and ammo trucks?? oh, and i hope the fuel explosions from the barrels are bigger... in 1.5 there isnt much bang (even if they fly quite a bit if you pile em) but a huge red/orange/yellow fireball and then a black mushroom cloud would be great (well, 1 barrel might not be that big, the "barrels" object might be about 4 times the size of 1 barrel and a fueltruck would be gigantic) Share this post Link to post Share on other sites