Triglav 0 Posted January 3, 2006 Wow...all the stuff I read here... You've just entered "The OFP Zone" (add spooky sounds here). I never saw hats not working right, and I have an ancient, shitty and bug infested computer... And this about not being able to exit missions...a first for me as well...never had that problem. Y'all got everything installed correctly? Have some OFP Addons in conflict with each other? Share this post Link to post Share on other sites
tsalagikola 0 Posted January 3, 2006 I am redoing the Chickamauga missions with the new men and have to rewrite some scripts that I used. Sofar testing is working and there are about 59 missions high,medium and low amount of men. High has 20 fighting units,medium has 14 fighting units and low has 8 fighting units but all has extra units too just trying to kill you, and extra units on guard duty. Share this post Link to post Share on other sites
Ceriy 0 Posted January 3, 2006 Everything is instaled correctly. I have found the solution to this problem. 21VBLuger.pbo needs to be in CWMOD\Addons and not with regular addons. In my case I had the addon with regular addons not in CWMOD\Addons. After placcing it in the right folder everything works perfectly. Thanks for helping. Share this post Link to post Share on other sites
bigus_dikus 0 Posted January 3, 2006 I have found the solution to this problem. 21VBLuger.pbo needs to be in CWMOD\Addons and not with regular addons. In my case I had the addon with regular addons not in CWMOD\Addons. After placcing it in the right folder everything works perfectly. Well I'm glad you found the problem. Tsal is redoing his missions as per his post and I am also redoing my old missions with some updates. Watch for a Mission pack to be released sometime soon. bigus Share this post Link to post Share on other sites
Alking 0 Posted January 3, 2006 Hi guys, i'm wondering wherever the Chickamauga mission with controlling the flags could be a MP mission?Oh and could it have some cavalry units as well, at least a horse for the general (its quite annoying to run through the whole map) and a respawn for him? Share this post Link to post Share on other sites
tsalagikola 0 Posted January 3, 2006 Hi guys, i'm wondering wherever the Chickamauga mission with controlling the flags could be a MP mission?Oh and could it have some cavalry units as well, at least a horse for the general (its quite annoying to run through the whole map) and a respawn for him? They were MP modern missions remade to use the Civil War stuff and I made them into SP. But I will make them back to MP so there will be alot of missions.And I plan to make empty horses at the camps to ride,because It is a big map. Did the Chickamauga missions work without a error because I get the missing cwpistol error that is why I have to redo them. And I just hope I don't have to make them from scratch. Share this post Link to post Share on other sites
Alking 0 Posted January 3, 2006 of that cwpistol doesn't seem to bother a lot, just says missing addon but the missions works. Btw can u make so that u can create soldiers at all flags cuz its still quite annoying mustering an army from just one spot? Last question, can't the game crash if you deploy so many squads? Share this post Link to post Share on other sites
Bloodnick 0 Posted January 3, 2006 I like the wound anim, but it could get very annoying in big battles. First you get hurt, then a medic heals you, and it happens again Share this post Link to post Share on other sites
tsalagikola 0 Posted January 4, 2006 of that cwpistol doesn't seem to bother a lot, just says missing addon but the missions works. Btw can u make so that u can create soldiers at all flags cuz its still quite annoying mustering an army from just one spot?Last question, can't the game crash if you deploy so many squads? I will see what I can do about the [soldiers at all flags] I will have to go though some scripts and change some and see if it will work. [Last question, can't the game crash if you deploy so many squads?] I have never had a crash, the 20 unit game is the one I play most, it lagged some with the old men when all 20 units was close together but still playable. Its 240 men going at each other and it looked like a real battle. [that cwpistol doesn't seem to bother a lot] Thats the reason I am redoing them because I hate errors. And the AI units will not go all to the same flag at the same time so that helps lag too. Share this post Link to post Share on other sites
longstreetcsa 0 Posted January 4, 2006 I did play around with the line script for the CWmod a bit (done by majoris23) and I have to say I like it! I added 2 other addactoin commands for I felt I would like to have them: one was a "sholder arms" command and the other was a "ready arms" command. But somehow they don't really work as well as the oned majoris23 did. Especially when you let the soldiers crouch down first, then tell them to stand up again and after that give the sholder arms command they just refuse to leave the damn guns on their shoulders (can't really figure out what I'm doing wrong - but then again I'm a bloody beginner when it comes to scripting and editing - and without the guidance from the excellent work of majoris and some other guys out there I wouldn't have been able to do anything at all). Another thing I was starting to wonder: isn't it possible to make use of shouted orders when executing those commands (those addaction commands) like stand, crouch, and so on? Is there a was to implement that and exchange the radio commands in any way with more suitable ones for the civil war timeline? I don't know if anyone can help in any way (but I looked around and was unable to find an tutorial to help here). Longstreet Share this post Link to post Share on other sites
Alking 0 Posted January 4, 2006 Sorry for always being a critic but it would be nice to have more selection of units like cavalry & gaitlin gun :P Share this post Link to post Share on other sites
Ross 0 Posted January 4, 2006 Maby somebody wrote about this problem ,but my english bad so I can't undactent all.So...I played in CWMod by version 1.1 and all was ok ,now I have 1.2 but I can't play because all tame I problem with fail /CWpistols .I can play but I Can't see the roliks. Sorry ' I made many mistaiks.Maby somebody could speak russian)))) Share this post Link to post Share on other sites
Triglav 0 Posted January 4, 2006 Download this file: http://www.petrov-petrov.si/~triglav/CW/21VBLuger.rar ...then put it in OFP/CWMOD/Addons Share this post Link to post Share on other sites
Triglav 0 Posted January 4, 2006 Sorry for always being a critic but it would be nice to have more selection of units like cavalry & gaitlin gun :P No problem. This is easy to fix. Un-pbo the file CWGroups.pbo. Inside is only one config. Open the config and add any groups you like. Then re-pbo, put back into CWMOD/Addons, and voila! It's very easy, and you get to have personalized groups and as many as you like. Share this post Link to post Share on other sites
Ross 0 Posted January 4, 2006 Triglav ,it did not help me , I had this fail(21VBLuger) in my directiry before. Share this post Link to post Share on other sites
bigus_dikus 0 Posted January 5, 2006 Another thing I was starting to wonder: isn't it possible to make use of shouted orders when executing those commands (those addaction commands) like stand, crouch, and so on? Is there a was to implement that and exchange the radio commands in any way with more suitable ones for the civil war timeline? I don't know if anyone can help in any way (but I looked around and was unable to find an tutorial to help here). Longstreet Yes you use the "playsound" command in the script your using. one of mine has playsound "line". Then you must config it in the description.sqs file the sound you are using . here is an example of the one I'm using which you can use as a template. NOTE the description.sqs file also contains your respawn time and method etc for multi player . plus you'll note my sounds are in a folder named Music. class CfgSounds {         sounds[] = {line,column};        class line         {          name = "line";            sound[] = {\music\line.ogg,1,1.0};            titles[]={};         };        class column         {          name = "column";            sound[] = {\music\column.ogg, 1, 1.0};            titles[]={};         };          }; hope this helps......... bigus Share this post Link to post Share on other sites
longstreetcsa 0 Posted January 5, 2006 Hey thank you very much bigus_dikus! Yeah that IS a lot of help - I think I can figure it out now and get it to work ;) I owe you one pal! Longstreet P.S.: I'm still fighting with the sholder weapons command those damn soldiers just will not keep the weapons on their sholders (allthough I used the setbehaviour "careless" command) - they just put it on the sholder and remove again the very next moment... - ...I think I have 'em all court-martialed and shot next time they do it... Share this post Link to post Share on other sites
longstreetcsa 0 Posted January 7, 2006 Hey fellow soldiers! Have made a test MP mission (Union froces - 4x12 + 2 gun crews manning 2 Parrots - hold a fortified hill and Confederate forces - 4 x 12 + 2 gun crews manning two different cannons - advance in numbers to take the position) and testplayed it with my brother but the following problems came up: first of all in the beginning as player you couldn't shoot your weapon because only the melee function was available (think the same problem was there in version 1.1) so you had to throw away your useless gun and pick up another one from one of your dead men - that weapon worked fine and could be fired; second thing is at respawn you respawned with an M16 if you played on Union side and with an AK 47 if you played on Confederate side (so the civil war feeling went bye bye pretty fast - I think someone already mentioned that bug...well if a bug it is - maybe I'm doing something wrong here). Another bug might be that my brother wanted to start CWmod at a pretty high resolution but the results were horrible: all units and objects were horrible distorted - looked VERY strange. First I thought I might have made a mistake when installing but there was no mistake there (yeah I'm one of the few who reads readme's) and I started the normal OPF game without any prolbems and those strange distortions - to make a long story short: the solution was changing the resolution back to 800 x 600 and then everything looked normal in the CWmod again. One last thing - I have the "OPF - Game of the Year Edition" with all the patches running. When I go to the editor and start working on one of the traditional maps and switch back to the main menu everything is fine and the CWmod animation + music kicks in and it works just fine; but: when I'm using one of the other maps and return to the main menu that animation DOESN'T kick in but I'm standing right on the map spot where I was editing with the exceptioon that the menu now is visible - so when moving the mouse I can look around and even fire the weapon when clicking on one of the menu options (thas is if my weapon is still loaded). I had the same problem with the old version of CWmod... - ...has anyone of you guys the same problem? Or is it just my computer and version? Now for the good things: I was able to put a really nice feature into the mission: the grass addon I found at the Operation Flashpoint Editing Center! And hey it reallly workes fine and makes the landscape look even nicer! And I managed to put in shouted commands when executing the group commands (although I would prefer someone else to do some voice acting here due to my not being a native speaker) thanks to the GREAT help from bigus_dicus! Btw. is there any way to make the cannons and the ammowaggons and sutlerwaggons towable too (I think I saw some pictures ages ago on the old threat showing that someone did just that with the cannons). Sorry for the pretty long post Longstreet Share this post Link to post Share on other sites
mckowski 0 Posted January 7, 2006 Hello everybody! First, I have to repeat it one more time, GREAT WORK! BUT, I have serious problems to install the Chikamauqa campaign. How does it works? Where should I put the pbo. in, in which folder? Please give me an understandable description for someone who knows nothing about installing mods Thx in advance and keep it going! Share this post Link to post Share on other sites
Ceriy 0 Posted January 7, 2006 The way I did it, is I unPbo the Chickamauga.pbo adn moved the Chickamauga folder into opf missions folder --Codemasters\OperationFlashpoint\Missions\Chickamauga So when you play CWMOD you select Single Mission All of Chickamauga missions are in a folder called-Chickamauga Share this post Link to post Share on other sites
mckowski 0 Posted January 8, 2006 Ok thanks, its hard to understand you but I will try it the way you did it. Share this post Link to post Share on other sites
Ceriy 0 Posted January 8, 2006 maybe this will help Share this post Link to post Share on other sites
bigus_dikus 0 Posted January 8, 2006 testplayed it with my brother but the following problems came up: first of all in the beginning as player you couldn't shoot your weapon because only the melee function was available (think the same problem was there in version 1.1) so you had to throw away your useless gun and pick up another one from one of your dead men - that weapon worked fine and could be fired; second thing is at respawn you respawned with an M16 if you played on Union side and with an AK 47 if you played on Confederate side (so the civil war feeling went bye bye pretty fast - I think someone already mentioned that bug...well if a bug it is - maybe I'm doing something wrong here). here is a script to help you with the ammo problem. the call should be made from the players init line and any units in a playable squad by [this] exec "ammomusket.sqs". Here is the script ammomusket.sqs.......this should be good for most weapons but I hav'nt tried them all yet. _troop = _this select 0 #loop ~.1 _totalAmmo = Count Magazines _troop ? _totalAmmo > 59 : exit _troop addmagazine "Musketmag" Â Â Â Â Â Â Â _troop addmagazine "Musketmag" Â Â Â Â Â Â Â Â Â Â Â Â _troop addmagazine "Musketmag" goto "loop" exit for the respawn problem download toadlife's weapon respawn at OFP editing centre. I call the weapon respawn in the Init.sqs file like this......where p1,p2 etc are named units. _units = ["p1","p2"]{[_x,0] exec {weapons_respawn.sqs}} foreach _units hope this helps and post the mission so we can check it out. bigus Share this post Link to post Share on other sites
Triglav 0 Posted January 8, 2006 when I'm using one of the other maps and return to the main menu that animation DOESN'T kick in but I'm standing right on the map spot where I was editing with the exceptioon that the menu now is visible - so when moving the mouse I can look around and even fire the weapon when clicking on one of the menu options (thas is if my weapon is still loaded). I had the same problem with the old version of CWmod... Longstreet All custom maps have to have a custom mission assigned to them to switch to for the menu screen. We didn't add these to maps due to lack of time, so after exiting the editor or a mission on one of these maps the view stays where it was in the mission. Share this post Link to post Share on other sites
tsalagikola 0 Posted January 10, 2006 I am redoing the Chickamauga missions sofar they work 100% and even have fixed the things that did not work to begin with and NO ERRORS. Its all in the Mission.sqm. And those that have played the Chickamauga Missions the new ones are different in alot of ways and have cavalry too and horses or wagons to ride. Will anyone even play these missions in MP, if so I will make them too. Share this post Link to post Share on other sites