clausewitz 1 Posted September 30, 2005 OK, no prob. I noticed it a long time ago but forgot to tell it to you. So its also my fault not to report that in time. Please, could you tell me the pbo of that truck? I had a look into the Y2K3 folder but found no pbo which sounds like "civilian truck". Then I can edit that to play the Resistance campaign. Would be very sorry not to do that. Thanx! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted September 30, 2005 no.. you dont edit the truck. go to Y2K3\Bin\Configs\Exploding bodies effect thats the default config.. but if u use the no exploding bodies or unit replacment then edit that config... anyway look for the pv3s and add in that transportweapon and transportmagazine lines into that definintion (u sound like u know how to do that so ill aviod the details) and then use the cpp2bin tool... bin the config. move it to Y2K3\Bin folder overwriting the current one and viola... problem solved for you PS: the civi truck, res fuel truck and res pv3s is the Zil pack Share this post Link to post Share on other sites
Raptor 10 Posted September 30, 2005 nice update Pappy. i think you should update the theard name. Mirror @OFPC : Y2K3 Patch v.7.3 (46MB/Exe-File) Raptor Share this post Link to post Share on other sites
Keldyn 0 Posted October 1, 2005 Hello I am experiencing a missing texture on the hands of the new helicopter crew included in version 7.3. Their hands are all 'white'. I have reinstalled cleanly, and re-downloaded the patch, but all to no avail. Any ideas how to fix this? It's only a minor problem, but frustrating nonetheless. Everything else seems to function as promised. I'm loving the new craters! Keep up the great work Pappy. Y2K3 re-invents OPF. -Kel Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 1, 2005 my beta testers didnt come across this well the only thing i can suggest is u download the OWP Mi26 addon and install the pilot addon from it and overwrite the one in Y2K3. although thats what i did.. and i used just the pilot and deleted the Mi26.. so i dont know why it doesnt work for u Share this post Link to post Share on other sites
Keldyn 0 Posted October 1, 2005 Sorry, I neglected to mention that only the US pilot crew appear to be affected. The russian side is just fine. Any ideas? I've poked around a bit and I am beginning to suspect the problem is with the file Y2K3_CF.pbo. What do you think? Thx. Share this post Link to post Share on other sites
gandalf the white 0 Posted October 1, 2005 Russian pilot is by OWP (Afaik) , West pilots are from whatshisname, either way: two PBO's, two authors Share this post Link to post Share on other sites
Daniel 0 Posted October 1, 2005 Nice one Pappy, gonna download now. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 1, 2005 Sorry,I neglected to mention that only the US pilot crew appear to be affected. The russian side is just fine. Any ideas? I've poked around a bit and I am beginning to suspect the problem is with the file Y2K3_CF.pbo. What do you think? Thx. oh.. .well why didnt u specifiy which side thats odd the US pilots have missing textues i swear i got them all. ohhhhhhhh i know why i missed it! custom face. i use a custom face and hands textures therefore overriding it and thus the missing textures. alright looks like i might have to fix the 7.3 patch. LISTEN UP. i want anyone to see if they can find any more semi-serious bugs like missing textures. ill fix the missing hands... fix the transport weapon and ammo... and ill see what scripts are expendable for the T80 and T72's to improve performance. give me a couple days for all this. i just had a REALLY bad weekend and i dont feel like doin anything right now Share this post Link to post Share on other sites
SeanTate 0 Posted October 1, 2005 lol, dont worry papy, Your pissed, and we all understand, we wont ride your back for it, thanks for this bitchin mod ^.^   Gonna take a nap now   Share this post Link to post Share on other sites
Keldyn 0 Posted October 2, 2005 lol sorry pappy. Take your time. It's only a minor issue. We appreciate your efforts regardless. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 2, 2005 the hands texture was there i just forgot to map it on the cargo pilot (the attack pilot's hands were maped correctly) the truck ammo storeage is fixed. the tanks.... i checked all the scripts the only script i can speculate causes the lag is the looping script to see if the tank should be fording water, but i removed that feature when i incorperated the tanks.. however the script is still there so mabe by removing that script it will work could be too that these are ALOT higher resolution models then sigma's were Share this post Link to post Share on other sites
cooked auto 7 Posted October 2, 2005 Pappy, remember that problem with the Salvage raft I mentioned. I just found it. Check the pbo file called raft in your mod files. its that one. Share this post Link to post Share on other sites
343rdBadger 0 Posted October 2, 2005 I still don't have any grenades??..they go through the throwing motion...but nothing gets thrown?..yet grenade launching rifles work?? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 2, 2005 cooked: refresh my memory badger: install 7.1 FULL install. that problem is caused by usng 7.0 to 7.1 patch. u need the full install. so reinstall using 7.1 full Share this post Link to post Share on other sites
cooked auto 7 Posted October 3, 2005 "But when I tried to select the Salvager and try it I got an error about SPP_Crew or something in the likes of that. " this is not a Y2K3 issue since i have no clue wtf that addon is... let alone use it. Will this do? Share this post Link to post Share on other sites
Thunderbird 0 Posted October 3, 2005 To fix the raft problem , at first you may open raft.pbo cpp then replace the current lines by the red ones I changed here. Quote[/b] ]#define TWest 1 #define true 1 #define false 0 #define private 0 #define public 2 #define protected 1 class CfgPatches { class salvageraft { units[] = {Raft}; requiredVersion = 1.91; }; class Pilotraft { units[] = {Pilotraft}; requiredversion = 1.91; }; }; class CfgModels { class Default {}; class Vehicle : Default {}; class Ship {}; class Raft : Ship {}; class man:Default {}; class Pilotraft:man {}; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Ship: AllVehicles{}; class SmallShip: Ship{}; class BoatW: SmallShip{}; class raft: BoatW { displayName="Salvage Raft"; accuracy=2.0; FuelCapacity=100; model="\raft\raft.p3d"; vehicleClass="Car"; <span style='color:red'>scope=1; side=0;</span> hasDriver=true; hasGunner=false; hasCommander=false; driverIsCommander=true; getInRadius=15; soundEngine[]={"\FFUR_sound\swim.ogg",1,1.2}; driverAction="ManActM2A2GunnerOut"; driverInAction="ManActM2A2GunnerOut"; irScanRange=0; maxSpeed=15; steerAheadSimul=4; steerAheadPlan=4; predictTurnSimul=4; predictTurnPlan=4; weapons[]={}; magazines[]={}; cost=500; armor=10; irTarget=false; <span style='color:red'>crew=soldierwpilot;</span> }; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWPilot: SoldierWb{}; class Pilotraft: SoldierWPilot { displayName="Pilot Sea"; weapons[]={M4,Binocular,NVGoggles,Throw,Put,StrokeFist}; magazines[]={M4,M4,M4,M4,HandGrenade,HandGrenade,HandGrenade,HandGrenade,SmokeShell,SmokeShell}; class eventhandlers { init = "[_this select 0] exec ""\raft\scripts\bailout.sqs"" "; }; }; }; The red parts show the changes made in the goal to fix some prob in that addons. <span style='color:red'>scope=1; side=0;</span> These both lines make hide the addon in the editor but it'd still allow to pilots using the life vest once ejected over the sea. and this line allows ya to fix the prob you got. <span style='color:red'>crew=soldierwpilot;</span> I hope this would help Best Regards Thunderbird84 Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 4, 2005 hopefuly i fixed the missing hands, the raft, and the lack of weapon and ammo storeage in the PV3S. i removed the ovtp script that checked to see if the T80 or T72 was in the water since i removed the fording feature... i think that should help, but i still think its the higher res models download link on my website is updated hopefuly this will solve those problems the orginal patch had introduced Share this post Link to post Share on other sites
Keldyn 0 Posted October 4, 2005 Bad news first. The pilots are still missing their hand textures? The good news is that the issue with the PV3S appears to be resolved. The new tanks are simply fantastic btw. When compared to the old, the loss in performance is an acceptable trade-off imo. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 4, 2005 god damnit! ok i see the problem, i fucked it up again. give me an half hour to resolve that. ok its fixed now. sorry bout all that Share this post Link to post Share on other sites
Kegel 0 Posted October 4, 2005 Great mod. Â Is there any way you could just add the fixed files as a small patch so we dont have to download the 45 meg 7.3 all over again? Â Not that 45 megs is a big deal nowadays but seems like a waste of bandwidth. Â Besides, how is anyone supposed to know the file is new if it keeps the same version number? Â I'm not sure if my install is unique but the patch installer installs to the Operation Flashpoint directory. Â My install is the OperationFlashpoint directory. (space) Share this post Link to post Share on other sites
NeoNiels 0 Posted October 4, 2005 Is this using ECP? It uses ECP effects, etc. but most all of the files have been incorporated into the Y2K3 mod folder. If you don't have ECP installed you just need to install the extra file as mentioned on the first page (87kb) so you don't get error messages when you eject. Great work on the new patch. I have one question. I still randomly get the ejection event handler error when tanks explode. What file of 87kb do i need to get?. I coudn't find it on the first page or on the Y2K3 site. I would be very gratefull. Share this post Link to post Share on other sites
Daniel 0 Posted October 4, 2005 Downloading the new version off your site now. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted October 4, 2005 Kegel: the 3 bugs from the orginal 7.3 release are fixed now so if there are anymore bugs they arent major enough to reissue the patch so afaik thats the final 7.3 patch listed on my site. and the updated patch is 49 megs not 45. so theres how u know right there. Neo: the ejection error you refer to when tanks explode, is it a black bar at the very top of your screen with a huge line of code like remove eventhandler _u type of thing? if so this isnt an ECP error this has to do with the expoding bodies. its not that big of a deal so i never bothered to fix the error. the ejection error i was refering to was when u ejected out of a plane u got a pop up message saying missing files @ECP\Init.ses Share this post Link to post Share on other sites
Keldyn 0 Posted October 5, 2005 Neo: the ejection error you refer to when tanks explode, is it a black bar at the very top of your screen with a huge line of code like remove eventhandler _u type of thing? if so this isnt an ECP error this has to do with the expoding bodies. its not that big of a deal so i never bothered to fix the error. Ah. Well that is a real shame because I find that error to be particularly annoying. Infact, I dropped the exploding bodies config in favor of non-exploding simply so it would not bother me. Nice job fixing the other few issues though pappy. Great stuff! Share this post Link to post Share on other sites