nickless 0 Posted February 13, 2005 I tried downloading the setup file twice, with two different download managers from the ofp.info ftp servers, but everytime the setup complained the file was corrupted... Does anyone know what might be causing this? Share this post Link to post Share on other sites
deathsai 0 Posted February 14, 2005 Umm... I updated my Y2K3 config, and now whenever I try to play, it just alt+tabs back to desktop. When I try to go back in, it minimizes itself again. DAMNED ANNOYING, PLEASE HELP. I reinstalled once, and it worked, but I alt+tabbed to work on a script, then the same thing happend again! Share this post Link to post Share on other sites
skypine27 0 Posted February 14, 2005 nickless Dont use download managers. Go to the 1st page of this thread, right click on a couple of thinks and click "save target as" Let us know what happens. deathsai No idea. It's strange the various errors that happen. I have no idea why your Flashpint wont even boot. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted February 14, 2005 I notice a lot that when I'm an infantry and I say shoot a burst at the ground infront of me, wolfbane's tracers appear at my gun. Even when normally shooting into the air I see the tracer at my gun's barrel.Obviously the tracer script is being execd for the infantry units, or at least the player's infantry unit.. Any way to fix it? no, bn_880's tracers also ricochet/fragment when they hit the ground just like wolfbanes. about the data error, try removing the data and data3d.pbo files from the Y2K3\DTA folder. that might help about the force minamize problem, i have no clue what causes this. its an OFP problem thou. i dont know what causes it. Share this post Link to post Share on other sites
MrZig 0 Posted February 14, 2005 Quote[/b] ]no, bn_880's tracers also ricochet/fragment when they hit the ground just like wolfbanes. no, trust me, first of all they appear at the gun barrel, and second of all, they are big balls not long streaks like BN's. Share this post Link to post Share on other sites
Dutch soldier 0 Posted February 14, 2005 i got the same problem when i shoot at ground, prolly an GFX error. What videocard u got? i have an Ati Radeon 9600 128MB Omega 2.5.7 Drivers Share this post Link to post Share on other sites
XCess 0 Posted February 14, 2005 Quote[/b] ]about the data error, try removing the data and data3d.pbo files from the Y2K3\DTA folder. that might help Didn't work Share this post Link to post Share on other sites
Greg147 0 Posted February 14, 2005 Hi all, Just a quick question about this mod. If I use the normal (now new) units in one of my mission (west-units-soldier etc), will anyone playing it (such as beta testers) need the mod? Or will the soldiers just go back to the original BIS infantry on their computer? Â Share this post Link to post Share on other sites
AliMag 0 Posted February 14, 2005 Hi, Every time I save a mission when I work with this mod it includes a reference to an addon: HFR_AH64 in the mission.sqm file. The mission that I'm working on is addon free. I am NOT using this particular addon but the BIS AH64. I've tried removing the faulty addon but now its giving another error. Do you have a non faulty version of this addon or simply explain to me how to remove it without causing a catastrophe. Thanks in advance Share this post Link to post Share on other sites
scruffy 22 Posted February 14, 2005 Hi all, Just a quick question about this mod. If I use the normal (now new) units in one of my mission (west-units-soldier etc), will anyone playing it (such as beta testers) need the mod? Or will the soldiers just go back to the original BIS infantry on their computer? Yes, if you only use standard units, everyone else should be able to play it without any addons. To be sure you can always start OFP without Y2K3 for mission making. Also read the next part Every time I save a mission when I work with this mod it includes a reference to an addon: HFR_AH64 in the mission.sqm file. The mission that I'm working on is addon free. I am NOT using this particular addon but the BIS AH64. I've tried removing the faulty addon but now its giving another error.Do you have a non faulty version of this addon or simply explain to me how to remove it without causing a catastrophe. Have you tried removing the HFR_AH64 line from the mission.sqm? Maybe there are some other non BIS addons in the list. Try removing them all and save the mission. What does this other error say? To make sure you could start OFP without Y2K3 for mission making, until someone comes up with a solution. Share this post Link to post Share on other sites
Acecombat 0 Posted February 14, 2005 I have a question , what are the BAS rang/deltas doing in my Y2K3 addon folder? You dont use them right pappy? I wonder how they ended up there. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted February 14, 2005 Xcess: also remove the hwtl folder form Y2K3\DTA folder alimag: many moons ago, back before the "total conversion" mods were even thought of, i used to be a mission maker. i had gigs and gigs of addons. sometimes i would make a mission.. and NOT use an addon.. save the mission.. and addons that i didnt even know i had appered in the mission.sqm, but not in the actual mission. its an OFP bug refered to as "ghost addons". oh wait a minute.. i just thought of something. using Y2K3 the default AH64 is named "AH64 Longbow" in the editor. the AH64 is an addon one. use the "longbow" and it wont be the hfrc one. acecombat: it sounds like you installed Y2K3 v 7.0 over 6.0. this isnt a problem so dont worry. in 7.0 theres some addons i dont use anymore like BAS ranger/deltas, sig_t55 (now rhs_t55), bb_69vette and some others that are still leftover from 6.0. but the 7.0 full installer doesnt have those. Share this post Link to post Share on other sites
Acecombat 0 Posted February 14, 2005 Yeah i thought maybe that was it but i wasnt sure , so can you provide a complete list of all these dis-used addons so i can remove them , i dont wanna load useless addons, thanks. Share this post Link to post Share on other sites
MrZig 0 Posted February 14, 2005 Incase you missed it Pappy, Quote[/b] ]no, bn_880's tracers also ricochet/fragment when they hit the ground just like wolfbanes. no, trust me, first of all they appear at the gun barrel, and second of all, they are big balls not long streaks like BN's. I looked through the config but found no traces of soldiers execing the script, and I dont think BN's tracers have drop effects? Edit: Here's what I mean. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted February 14, 2005 ahh ok.. having seen your pic.... yes thats bn_880s tracer i gaurentee thats his tracer. i noticed that too when you shoot the ground near you, you see that. those arent wolfbanes. wolfbanes, when they richochet they stay solid. a solid ball. when bn880's hits the ground it fragments like that Share this post Link to post Share on other sites
MrZig 0 Posted February 14, 2005 Okay thanks. It must just be a script error that makes it appear at the gun barrel at 0 velocity and float down heh. Share this post Link to post Share on other sites
Totala 0 Posted February 14, 2005 As I said before : great mod ! However, I keep getting a missing addon message for bas-kiowapack. For instance, the mission "Too Young to die" from the MEC won't start because of this error. Of course, the addon is in the appropriate folder Share this post Link to post Share on other sites
AliMag 0 Posted February 14, 2005 The only thing that works was removing all non BIS references to the AH64. Anyone interested to solve that problem permanently just remove these files: - Apac.pbo - bas_repair.pbo - hfr_ah64.pbo Problem solved. Thanks anyway and by the way GREAT mod. Share this post Link to post Share on other sites
Thunderbird 0 Posted February 14, 2005 LOL , if you remove this files , you can't play to missions which need the use of this addons , I suggest you to open the cpp to find this line Quote[/b] ]class WeaponBIStudio and to add the missing names to the ;"bizon","M4A1" etc after that it may work perfectly Share this post Link to post Share on other sites
Dutch soldier 0 Posted February 15, 2005 http://www.flashpoint.ru/newsimages/Scrin5.jpg Anybody knows how i can use those explosion effects at the same time with Y2K3 BartQuekel@Hotmail.com = MSN Share this post Link to post Share on other sites
Thunderbird 0 Posted February 15, 2005 I've already introduced those effects but I've removed them because it was laging a lot...I advise you not to add them because that risks to lag very much... Share this post Link to post Share on other sites
Dutch soldier 0 Posted February 15, 2005 i had those effects a while ago, they worked good for me. I would love to have the explosions in Y2K3,Just wanna try it(my comp should handle it) If u could tell me what to do i would appreciate that Share this post Link to post Share on other sites
seminara 4 Posted February 15, 2005 Small point but it's irritating so has anyone noticed the following? If you come across an enemy vehicle with their crew turned out of the hatches, it is easy to take out the gunner/commander but near impossible to hole the driver (even if you're a meter away and using a scope)! Is this a recent addition to difficulty?? Share this post Link to post Share on other sites
Dutch soldier 0 Posted February 15, 2005 i had that to yeah when i was fooling around with the addons Share this post Link to post Share on other sites
Thunderbird 0 Posted February 15, 2005 Hi , yeah sure here's the lines that you'll must add to each "class" between "car,tank,plane,helicopter" but you may add this lines correctly if you wish that will function perfectly car explosions : _this exec ""\effectpack\careffect\init.sqs"""; Tanks explosions : _this exec ""\effectpack\tankeffect\init.sqs"""; Planes explosions : _this exec ""\effectpack\aireffect\init.sqs"""; Helicopter explosions : _this exec ""\EffectPack\ChoptersEffect\init.sqs"""; Share this post Link to post Share on other sites