Gedis 0 Posted October 4, 2005 seeing this, i will definetely try these babys out! Share this post Link to post Share on other sites
Sniperwolf572 758 Posted October 4, 2005 Obviously I'm blind as I can't see those entries in editor, or is it an init command? Share this post Link to post Share on other sites
mr reality 0 Posted October 4, 2005 Obviously I'm blind as I can't see those entries in editor, or is it an init command? I can't see any mention of it in the readme. And talking of the init line, I'm having problems with the custom number script. I've written it vebatem but no joy, [helo, 05,50]exec "\BWMOD_Scripts\helo\nr.sqs" helo being name of the tiger; Share this post Link to post Share on other sites
TeRp 1 Posted October 4, 2005 Number Script: You can only customize the last two numbers. Example: For 82 use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[helo,8,2] exec "\BWMOD_Scripts\helo\nr.sqs" Sorry, that passage of the readme was written very fast Yeah, the additional paint schemes can not be activated with the editor or by scripts. setObjectTexture doesn't work correctly if you do not preload the textures and we didn't want to load two additional 1024x1024 textures for the 1st LOD. First we even did not want to include those textures, however we decided to do so as a secret gimmic. To use do the following: DePBO the BWMOD_Tiger.pbo, there's a RAR File included, which includes both texture files. Extract the skin you want into the pbo (overwrite the standard "seite.pac" texture, but be sure to make a backup first) and PBO the files again. Share this post Link to post Share on other sites
chipper 0 Posted October 4, 2005 Mirror by filefront! Share this post Link to post Share on other sites
dabitup 0 Posted October 4, 2005 Well you need Basic Pack 1.55,besides that BWMod_Temp_Pilot it's not a gamelogic.So,you need to put on the map you're playing the BWMod Server Gamelogic and after that you need to place an soldier(he must be on west side) on the map and his name must be BWMOD_Temp_Pilot. thankyou! Share this post Link to post Share on other sites
bonko the sane 2 Posted October 5, 2005 lol, i was observing the pbo with WinPbo and it didnt detect the .rar file this is very, very nice, Txs Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted October 5, 2005 Am I now getting 100 points? Share this post Link to post Share on other sites
TeRp 1 Posted October 5, 2005 Am I now getting 100 points? No, because it was Marauder finding it Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted October 5, 2005 Terpentin: Could you and your guys update the tiger that you can pic the tigermeet skin and sharkmouth skin in the editor? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted October 5, 2005 I wouldn't expect it, you would need to download whole thing again just for 2 confing class entries. Not that it's a big file. And I would suggest that BWMod uses separate .pbo for addon config. Something like "BWMOD_Tiger_Config.pbo" and "BWMOD_Tiger_Scripts.pbo". This would result in smaller file size for config and script updates. EDIT: And not to forget two models with new textures. Share this post Link to post Share on other sites
hardrock 1 Posted October 6, 2005 EDIT: And not to forget two models with new textures. Exactly. And that can't be solved with a new config pbo. With the ORCS Patch Generator there is IMO no need to part an addon in seperate PBOs anymore. That's outdated. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted October 6, 2005 Well I forgot all about that, but since I see BWMOD in many patches that came out for different stuff they just re-release the addon and not the generated patch, I tought they can do it the old fashioned way But indeed models can't be solved without re-downloading the whole thing again or use patcher. The thing is that I wrote the above post without the models in mind, but when it came to me later, what I posted above the edit was obsolete. Share this post Link to post Share on other sites
Guest major gandhi Posted October 9, 2005 is this thing known? only noticed that when setting view distance to 4000. Seems that the stuff above the rotor circles around the helicopter. Share this post Link to post Share on other sites
metalchris 0 Posted October 9, 2005 Yepp we know that one , it will be fixed in a new version. Just some missplaced pieces in a higher LOD Share this post Link to post Share on other sites
crassus 0 Posted December 4, 2005 Despite entering the code as required: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this,8,3] exec "\BWMod_Scripts\helo\nr.sqs" or even naming it "helo": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[helo,8,3] exec "\BWMod_Scripts\helo\nr.sqs" the last two digits do not change to 8,3. Share this post Link to post Share on other sites
mr reality 0 Posted December 4, 2005 I've written it vebatem but no joy, [helo, 05,50]exec "\BWMOD_Scripts\helo\nr.sqs" helo being name of the tiger; @Crassus I too had this problem but never figured out how to impliment it. Share this post Link to post Share on other sites
crassus 0 Posted December 4, 2005 Glad to hear I'm not the only one. Share this post Link to post Share on other sites
Tannethal 0 Posted December 8, 2005 Placed a BWMod logic i suppose. Numbering script error might be connected to the basic pack, at least that's what has been suggested on their forum. S! and have fun with the Bundeswehr! Share this post Link to post Share on other sites
TeRp 1 Posted December 9, 2005 I'll look up the bug, however I have to fix a mp issue with the loadout script first, which is really getting on my nerves. If somebody is good at scripting and can lend a helping hand: http://www.ofpec.com/yabbse....start=0 Share this post Link to post Share on other sites
buliwyf 4 Posted December 9, 2005 Kleiner Tipp: Quote[/b] ]?!(local BWMOD_Server): "InitPlayer" Sollte wohl heißen: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!(local BWMOD_Server): goto "InitPlayer" Sry, but my english isn`t the best... Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted December 9, 2005 Kleiner Tipp:Quote[/b] ]?!(local BWMOD_Server): "InitPlayer" Sollte wohl heißen: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!(local BWMOD_Server): goto "InitPlayer" Sry, but my english isn`t the best... Small advice: Quote[/b] ]?!(local BWMOD_Server): "InitPlayer" Should be like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!(local BWMOD_Server): goto "InitPlayer" Share this post Link to post Share on other sites
buliwyf 4 Posted December 9, 2005 I think he speaks german very well... But... thanks for translation... Share this post Link to post Share on other sites
TeRp 1 Posted December 10, 2005 yeah, small typo. Thanks, but that doesn't fix the bug  Damn OFP multiplayer scripting! The problem is very strange. If I use a trigger and let it moveinCargo both Proxies created by the Loadout script, everything is ok (even for the player conrolled Tigers), however everytime I try it by script (executed globally by the Init-Eventhandler) it does not work on player controlled Tigers Share this post Link to post Share on other sites
flobert 0 Posted December 10, 2005 Quote[/b] ]I think he speaks german very well. Austrian is not german... is more a kind of late evolution (-> Darvin), because Austria has not that much O2 in the air for breathing and supporting brain with it than flatter livin´germans.... i read this anywhere Share this post Link to post Share on other sites