bucket man 2 Posted December 28, 2005 Also when I use the bayonet I get the "hit with the rifle but" animation and not the cool "stab with the bayonet" animation. That stab was rather simple. The new anim actually combines a stab with the but-stroke, to make a longer melee anim. Looks better when several men go at each other, as before two such were just poking towards each other, now it looks as a fight with the stabs and but-strokes. Though I'm sure that eventually someone is going to come up with a proper bayonet system for OFP... If you prefer the old ones, just take all the rifle addons from the old pack and overwrite the current ones (CWMusket.pbo, CWEnfield.pbo, CWLorenz.pbo). Thanks for the quick reply! So the new rifles have no other changes than the new bayonet system? I guess its a matter of opinion when it comes to these bayonet systems. I personally prefer the old one. Share this post Link to post Share on other sites
Triglav 0 Posted December 28, 2005 Oh there are other changes...range, damage, texture, model, etc...but if the old bayonet is important to you, then you should use the old one. Share this post Link to post Share on other sites
neonblack 0 Posted December 28, 2005 I just finished trying the islands/units out in the editor, and they're great! But I do have one question. Is there anyway to get rid of the "gun-smoke effect"? Its OK to have a big white cloud of smoke after you fire a musket, but when I had a Union soldier pick up an M60 machine gun the effect is still there. And since I'm the type to go around giving modern weapons to Civil War troops, you can understand how that could be a bit of a problem. So could you please give me a quick idea as what I could do to remove the "gun-smoke effect"? Share this post Link to post Share on other sites
Triglav 0 Posted December 28, 2005 Sure...open all the unit pbo's and edit the configs. Remove the script lines after each unit's config entry. Smoe is scripted to men not to weapons, thus a modern soldier with a musket won't smoke at all, while a rebel with an M60 will... Share this post Link to post Share on other sites
Higgings. 0 Posted December 28, 2005 Hello. I very much enjoy version V.1.1 even thoug no MP was possible and was pleaset to se that you updatet. But I cant get V1.2 to work, and suddenly me old V.1.1 dont work either. I get a "Addon 'sanctuarypitol' requires 'Bis_Resistance' I have try to delet all my OFP and install a new original OFP updatet to 1.96 and it still dont work. What is wrong, help needed Regards Henrik, Denmark. Share this post Link to post Share on other sites
pickett 0 Posted December 28, 2005 Ordered a real LeMat a few days ago. You can get real live LeMats these days?? Â Last one I saw cost an arm, a leg, another arm and maybe a foot. Downloading the mod now . Yep, Pietta in Italy started making them to the original drawings in mid nineties. Thanks to Val Forgett (Her wrote the book on LeMat and his gun) They come in three versions, Cavlary, Navy, Army. All cal .44/69, best price is somewhere around 650 US$. About average for a decent blackpowder revolver. Not exactly what first notch target shooters go for, but the ones i tried shot well enough to impress me. Besides, after a full load, the other guys buy you drinks so you leave the range and they can see their targets again. Share this post Link to post Share on other sites
Triglav 0 Posted December 28, 2005 Means you need OFP: Resistence not only OFP. Pistol anims require it. Share this post Link to post Share on other sites
Higgings. 0 Posted December 28, 2005 Yes I know that, and as I wrote, I have updatet it to V1.96, you can only do that if you have resistance, so thats not why. Share this post Link to post Share on other sites
neonblack 0 Posted December 28, 2005 Sure...open all the unit pbo's and edit the configs.Remove the script lines after each unit's config entry. Smoe is scripted to men not to weapons, thus a modern soldier with a musket won't smoke at all, while a rebel with an M60 will... Thanks. Yeah I thought you had the smoke-effect scripted to the men, and not the weaons. But I'm pretty sure I've found the right script line in the PBO's, so I'll give it a try. Thanks again. Share this post Link to post Share on other sites
Triglav 0 Posted December 28, 2005 And you installed it properly? Everything in appropriate folders? Never heard of that bug yet... Share this post Link to post Share on other sites
Higgings. 0 Posted December 28, 2005 Yes, I have the folder "CWMOD" ind the F:\OFP\operationflashpoint and I made a shortcut in windows. After I delete it all I tryd again and got the same strange message. Then I install ECP and Liberation mod and they both work 100%. So,... it is a bit fucked Share this post Link to post Share on other sites
Triglav 0 Posted December 28, 2005 Sorry man...no clue then. You might try opening CWMODpistol.pbo and removing requiredAddons[] = {BIS_Resistance}; from config. Though I don't know what effect this would have. Share this post Link to post Share on other sites
Higgings. 0 Posted December 28, 2005 Hmm have just try to do that, but it only CTD. Well, it is probaly just on of this OFP things hehe, sometimes this game behave nicely and sometimes it dont. But thanks for trying to help mate. Share this post Link to post Share on other sites
gavinthecat 0 Posted December 28, 2005 Despite our differences, triglav making a mod release is never easy (and pleasing everyone is impossible) so congrats on release of 1.2 from the house divided team to yours. Share this post Link to post Share on other sites
Master Blaster 0 Posted December 28, 2005 If you're importing a real Le Mat, be sure to look in to licensing and local laws - Â I can recall reading that pistol shotguns were illegal in most places without a particular license due to barrel length laws. Â Not sure how it all works, but it never hurts to find out for sure. Sounds like a fun pickup in any case. Share this post Link to post Share on other sites
Triglav 0 Posted December 29, 2005 Despite our differences, triglav making a mod release is never easy (and pleasing everyone is impossible) so congrats on release of 1.2 from the house divided team to yours. Thank you Gavin. Well...your release will most likely be the only next US Civil War thing to come, so good luck on that. Share this post Link to post Share on other sites
CanadianTerror 0 Posted December 29, 2005 Say goodbye confederate scum! Share this post Link to post Share on other sites
bigus_dikus 0 Posted December 29, 2005 Excellent work folks!!!!! Just dl'ed and checked it out. The horses are first rate!!!! sorry to hear your leaving Trig..... and Pickett as well. I give you guys 4 months tops and you'll be back just buy the wife some flowers or maybe a diamond and all will be ok again.....lol. Now on to making some missions.......... [edit]Seems the U.S.S Monitor has some proxy problems that make it unplayable....I will post a fix in a day or so. And see if Trig can include the fix in future downloads. bigus Share this post Link to post Share on other sites
neonblack 0 Posted December 29, 2005 Yeah I noticed the bug with the interior of the USS Monitor too. And there dosn't seem to be any sights for the gunner either. Share this post Link to post Share on other sites
bigus_dikus 0 Posted December 29, 2005 try this file for now but the link will only be up for a day or so. [edit]see Tsal's download link or download from the CW site replace this file in the CW addons folder. bigus Share this post Link to post Share on other sites
billybob2002 0 Posted December 29, 2005 Good job on the release. I noticed that people have pointed out the Monitor issue but what about the group's selection issue in the editor? I'm too lazy to individually pick the new infantry with a nco or officer for a group. Anyway, time for some pictures you guys might like.... Some guy named Jackson.... I wonder what would happen if you crank the handle... OH CRAP.... Oops... Share this post Link to post Share on other sites
-SWAT- 1 Posted December 29, 2005 Your Link for the 21VBluger.pbo is not working Share this post Link to post Share on other sites
Triglav 0 Posted December 29, 2005 Dammit!!! This happens when you rush a release. Â We should have held it back for another month for playtesting. This way some fixes and changes were being added, but not sufficiently tested and we get errors. The fixed USS Monitor is available for download at our page. It was missing the view-cargo lod. (If you're the fixing type, just make a lod view-cargo and copy in it 2nd view lod). @Billybob There are group selections available, just not for all the variety of units. But you have basic North and South squads there... @ Jason O'Neil Works when I try it. Â Share this post Link to post Share on other sites
Sepe 1 Posted December 29, 2005 FA-MAS: No SAA, it was made after the Civil War. Hah ha, rebels are certainly better in close combat than yanks! We took a nice deathmatch with a matey in Fredericksburg yesterday, and our rifles had no ammo. Well no problem here, we just started hitting each other. Ah, my friend pulls out his pistol, and bah! The stupid yank can't hit me and me beats him to death! Great mod, gotta fix and test a lil' mission today so I can release it soon. EDIT: And also, cavalry seem to act quite weird in MP. We took a cavalryman vs. cavalryman with the very same friend and his horse kept running forward while the rider floated around without the horse. He saw me doing normally but himself going weird, too... Share this post Link to post Share on other sites