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New Chinese Release

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@ Jan. 29 2005,13:47)]I have get a Error message from a member of the HX3 Foren:
Quote[/b] ]Hi guys!

I've a Problem,

When i installed the Pack ,than came these error:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">DX8 required

also it doesn't work with the fix config...

pls help me

Raptor

The Film mirror by OFPcenter

An addon that causes you to get a DirectX error rock.gif

Sounds like more is going on on that guys comp than just this addon. He sure needs to check his rig for any errors. I find it very hard to believe that is caused by an addon.

Yes thanks, but he say that when he start OFP without the PLA Pack there aren't any errors.

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If OFP worked perfectly for that user , did he tried to play with this mod without DXDLL ?

If he has upgraded recently his graphic card drivers , they can give an error with dxdll ? the latest drivers never mean always the best drivers.

On topic

I saw the PLA movie and it is really well made, good dynamic camera and great music.

It is a must see. icon14.gif

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can someone answer my question about the para jeep please?

and for some reason, when attempting to dl that movie, It says it will take 2 hour and 59 secs to DL...I have a broadband connection rock.gif

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the para jeeps in the air class can only be used when put as empty in the editor because they have parachutes attached and it isnt accually a jeep at first but then when the object hits the ground it is replaced by the jeep

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VME PLA Addons Update 1.01 Released.

Am currently downloading the update from ofp.gamezone.cz

link 1

link 2

The following information is posted on the gamezone site - presumably translated straight from VME's original:

Quote[/b] ]This pack requires the VME_PLA_addonsV1.0 pack and MarineAssaultPackF, it adds some effects, new damage and shock system, new weapons, new Close Combat AI, and a lot more, read the list below or the complete readme (hopefully translated in english).

In fact this should be called as our really VME_PLA_addons_1.0. By the way, our 1.02 will add an artillery system and some more weapon and also a demo mission,it will come soon.

New Weapons:

- Flame Grenade:can burn soldier and car,once you're on fire,you'd better keep moving or jump into water smile_o.gif

- Tear Gas Grenade: If near you'll shed tears,that's a good tool for block way

- Flash Grenade:the fact is StunGrenade if it blow up near you(3-5M),you'll blind and can't hear anything.maybe later I will make a better one.

- Flare Grenade:like grenadelauncher's Flare

- Bead Grenade: silence grenade,but easily to hurt yourself

- Flamethrower:has no model yet,you can find Soldier(Flamethrewer) under West/Men

- Some soldier can make makeobject when he has Building Resource(A backpack)

- FIA, FIABlack, PLA's TZBD Recon and Spetz Netz can build trap(can only make damage to soldiers)

- All Engineer(include USMC's and so on) can build at last 2 kind of buildings such as wirefence and woodfence

- All Sniper can build camonet

- Medic can drop bandage(he has 6 bandages)

- USMC and PLA Airborne's Medic can build Field Hospital.

- Smoke Anti-Missile Script for PLA's ZTZ99 tank & USMC's M1A2 tank

- Smoke and Reflex Armor Anti-Missile Script for Russian's T80B tank - Para jeeps,you can find it in PLA_Air,If you want them work please set them to"flying"

New Effects:

- New damage effects (soldier armor)

- New effects when you get hurt from different part:

* head: die or stun (=you'll need some time lying on the ground and maybe can't hear anything at sametime) or blind.

* hand: hard to take Aim or drop your gun.

* leg: lying down or bleeding (= If you move ,you'll increase bleeding speed,If no bandage or medic near,you'll run out all your blood in 3-4 mins)

* torso: stun or dying or bleeding.

Close Combat AI:

In CQB AI mode,they won't be lying excepted if they must,they'll keep moving and advance, know how to use smokeshell, they now hit and run,seeking cover when under attack, but they may also flee when are under heavy fire. Different soldiers has different AI, if a squad losses their leader(Officer),their formation will be desorganized, grenadier use fire support, machine gunner cover squad's back, sniper stay back, some officers have their own skills so you really need to kill them first etc...

and finally, 3 of the pictures:

vme_pla_01_s.jpg

PASPLAEDI1s.jpgVMAsold1s.jpg

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Quote[/b] ]Close Combat AI:

In CQB AI mode,they won't be lying excepted if they must,they'll keep moving and advance, know how to use smokeshell, they now hit and run,seeking cover when under attack, but they may also flee when are under heavy fire. Different soldiers has different AI, if a squad losses their leader(Officer),their formation will be desorganized, grenadier use fire support, machine gunner cover squad's back, sniper stay back, some officers have their own skills so you really need to kill them first etc...

I love that , so I use this IA scripts in the incoming update of the flashFX smile_o.gif

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does anyone else then me have a bit of a sound problem with this?

the tanks doesnt have any fireing sound on the cannon (just the sound of the shell exploading)

and some sound is messing up my subwoofer so it sounds terrible...

everything else works as it should... (the problems are in both 1.0, the fix and 1.01)

and one more thing, whats the idea of having everything in east side in version 1.0 and in both east and res side in 1.01 (different names too, the units are exactley the same however)

its really nice units, but there are some small bugs/issues...

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There are some vehicles under "usmc armoured" and one for russian naval infantry, when I try and use them, in the editor the game crashes to desktop, and says I need "suchUSMCcrew" and "SuchRUsCrew", I dont have these and I never heard of them, are they available or even real?

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First I get confused to, by having this units on east and res side.

The idea on that is that the chinese army can fight against russians, or other units on east side.

The CQB AI works very well, I love it. biggrin_o.gif

A job well done, keep it up. smile_o.gif

EDIT:

@ Kerosene

You can grab the usmc files over there: http://www.digitalgrenade.com/index.php?usmc

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Ok,guys,this 1.01update is add some new dammage system and AI,it will diferent from other addons,so I add the PLA to Resistance side.in this update pack you will find 2 fixed cpp about USMC and EDG_res,both of them add the same dammage system and AI as PLA's(that why you find you need"SUCHusmcrew" and "SUCHRcrew"),you'd better use these rescripted USMC or Russian Naval to fight with PLA(VME-Events) and EDG_res.

IF you don't like the new system,you can also use the one under EAST side .

you'll see the detail in readme file.

any another question?

tony_ranger@163.com

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i really like this mod, but to be honest im not very satisfied with the HEAT and SHELL sounds.

edit: after checking the fireing sounds inside the .pbo they sound fine in there, i guess its a config thing.

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I think that's not cpp's thing,the sounds worked in my comptuer,may be it is sound card's thing?

by the way,in 1.02 PLA's AA-gun and soldier can hit and kill the parasoldier(flying) now,so take care when you ejecting from plane biggrin_o.gif

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first off love the mod but got some problems iv just dl the 1.01 fix file and it add some new stuff but on some units u get like flash nad and heat nad right, but i dont get them well when i play with the pla unit that haves the heat nad or flash nad i cant switch to it or use it but the unit that i command haves it rock.gif So i tell hem to drop it and he does and i see if i can pick it up but cant rock.gif Dont know whats up?

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i can here all sounds exept the main gun sound from the tanks and artillery guns...

even though i have the latest soundcard drivers installed....

does ANYONE else have a similar problem?

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@ the_shadow

Which sound card ?

fighter

smile_o.gif

If you have Sound Blaster Live, than DISABLE Sound acceleration in OPTIONS > SOUND (in Mission Editor) !!!

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@ the_shadow

Which sound card ?

fighter

smile_o.gif

If you have Sound Blaster Live, than DISABLE Sound acceleration in OPTIONS > SOUND (in Mission Editor) !!!

its a built in SoundMAX card....

it works with every other addon ive tested, exept the tanks from this pack (wich have engine and MG sounds, but no cannon sounds)

i dont think it´s the soundcards faulth...

ive tried to disable sound acceleration but it doesnt help...

i have even flipped through all possible sound settings in the game but dont get any sounds anyway... ive tried without running any other addons, ive tried changing the soundcard settings and every other possible idea i could come up with, even removeing and reinstalling the addons from a fresh download and a new mirror... nothing helps...

the only thing i can come up with now is that there is something in the addon itself that isnt as it should.

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I have the same soundchip (SoundMax ADI AD1985) on my P4C800 MoBo and have no trouble with the tank gun sounds. I even find the sounds to be very nice, especially the fading rolling echo of the 125 mm. (version 1.0)

These units custom animations work very well with other bullpup design weapons and still look good with regular weapons. Was a p.o.c. to switch them into my normal custom ofp anim.pbo. biggrin_o.gif

I really appriciate these as now the OpFp units and the PUKF hold their weapons in a very good manner.

(although the "vultureneck" anim on the 1.1 PUKF soldier is still there. Got to figure out how to remove that also. )

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hm, then why doesnt my gun sounds work?

anyone got a idea? (im out of ideas now)

ok, ill make ONE final reinstall of all the addons and then try again.... (downloading everything from OFP.INFO FTP2)

[edit] ok, now ive tested, still no success... but there is something wrong..... it appears the sound is there, but my soundcard messes it up so its just a really bad sounding "rumble" in my subwoofer.... (sounds as its cracked) but every other sound is ok....

ill try to find anything in the settings again....

if not, the sound formate might be bad (not accepted by my soundcard)

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all this would look good but...

I think it's quite a problem that there's some "custom" such* edg* addons in them.

There's a risk of conflict with original ones that would stand in some other mod/addons folder. and if i have to chose i prefer to stick with original addons than modified ones.

One thing that would have been more commendable would be to have say, PLA_SUCHrus.pbo for instance that would need the original SUCHrus to work, but would refer to them for models textures and such, but have their own config, PLA_ class names and editor names without altering the originals.

just my .02€

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Good news , I've introduced the CQB AI to the FFUR config , I'll publicate only if the PLA mod would allow me the use of their scripts smile_o.gif

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1, I've noticed that the tracks on the chinese vehicles spin in the wrong direction, but the road wheels are fine.

2, how do you get the sniper units to build camo nets? I don't get an option on the action menu.

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