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zerg63

LCWF MOD

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can anyone help me i cant find any north korean units!!! i used to use a pack a lonngg time ago but i cant find it anymore. it had infantry, air, armor and some good korean maps. any help would really be appreciated!

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can anyone help me i cant find any north korean units!!! i used to use a pack a lonngg time ago but i cant find it anymore. it had infantry, air, armor and some good korean maps. any help would really be appreciated!

biggrin_o.gifNKA beta pack

japanese's addon smile_o.gif

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i cant read that website its in japanese!

download link

GS0443.jpg

GS0442.jpg

base : AFR's CH-47

added cargo set - K111 jeep

finished.. but, i could not ask for can i fix CH-47 addon to AFR sad_o.gif

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Release, please......It's a order! tounge2.gif

I (we) know, good things need time. wink_o.gif

Imutep

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Indeed they do, Corky here is just Impatient, and anxious at the same time, to play with High Quality Work. tounge2.gif

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AFR Chinook.

I'm sure that if you ask Afrograph/Afro (sp?) he will allow you to use his model as long as it gives credit to the original authors, as with any other addon makers.

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Cheers!

Greetings from Turkish Union Mod. zerg63, it's great to see South Korean units on OFP. They all look fascinating!

Keep up the good work!

Gökhan

Turkish Union Mod

www.turkishunion.com

thanks smile_o.gif

GS0452.jpg

K111, K511, K1, K1A1, K200A1, AH-1S, UH-60P, CH-47, F-4E, F-5E, bla bla,, is completed addons

but ah.. infantry and a weapons still have problems

weapons muzzle flash problem, facetex2 random script or soldier models problem,

plz, help me

huh.gif

if you can help me, i'll send addon files to you.

help.gif

weapons config

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#define TEast 1

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0// dummy weapons

#define WeaponSlotPrimary 1// primary weapons

#define WeaponSlotSecondary 16// secondary weapons

#define WeaponSlotItem 256// items

#define WeaponSlotBinocular 4096// binocular

#define WeaponHardMounted 65536

class CfgPatches

{

class DaewooK127

{

units[] = {};

weapons[] = {"DaewooK2","DaewooK2GL","DaewooK7","DaewooK1","DaewooK2sn"};

requiredAddons[] = {};

requiredVersion = 1.90;

};

};

class CfgModels

{

class Default

{

sections[] = {"zasleh"};

};

class Man: Default {};

class Weapon: Default{};

class k2: Weapon {};

class k2gra: Weapon {};

class k2sn: Weapon {};

class k1a: Weapon {};

class k1an: Weapon {};

class k7: Weapon {};

};

class CfgAmmo

{

class default {};

class Grenade: default {};

class K201grenade: Grenade

{

hit=40;

indirectHit=18;

indirectHitRange=7;

minRange=15;

minRangeProbab=0.300000;

midRange=80;

midRangeProbab=0.550000;

maxRange=150;

maxRangeProbab=0.000000;

model="granat";

simulation="shotShell";

explosive=1;

lightColor[]={1,1,1,0};

class light

{

interval=0.010000;

cloudletDuration=4.000000;

cloudletAnimPeriod=1.000000;

cloudletSize=0.250000;

cloudletAlpha=1.000000;

cloudletGrowUp=1.500000;

cloudletFadeIn=0.000000;

cloudletFadeOut=5.000000;

cloudletAccY=-0.300000;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=10;

cloudletShape="cl_basic";

cloudletColor[]={1,1,1,0};

initT=1000;

deltaT=-500;

class Table

{

class T1

{

maxT=0;

color[]={0.700000,0.700000,0.700000,1};

};

class T2

{

maxT=1000;

color[]={0.400000,0.400000,0.400000,1};

};

};

};

};

class BulletSingle: Default{};

class K2ammo: BulletSingle

{

hit=9;indirectHit=2;indirectHitRange=0.1;

visibleFire=16; // how much is visible when this weapon is fired

audibleFire=16;

visibleFireTime=3; // how long is it visible

minRange=0.5;minRangeProbab=0.10;

midRange=50;midRangeProbab=0.38;

maxRange=250;maxRangeProbab=0.04;

cost = 0.7;

};

class K7ammo: K2ammo

{

hit=6;

indirectHit=1;

indirectHitRange=0.050000;

visibleFire=0.035; // how much is visible when this weapon is fired

audibleFire=0.035;

visibleFireTime=2; // how long is it visible

minRange=1;

minRangeProbab=0.100000;

midRange=50;

midRangeProbab=0.700000;

maxRange=75;

maxRangeProbab=0.040000;

};

};

class CfgWeapons

{

class default {};

class GrenadeLauncher: default {};

class RiffleGrenadeLauncher: GrenadeLauncher {};

class M16GrenadeLauncher: RiffleGrenadeLauncher {};

class DaewooK201: M16GrenadeLauncher

{

scopeMagazine=2;

weaponType=0;

magazineType="2*256";

ammo="K201grenade";

picture="\LCWF_Wepcon\m_m203grenade.paa";

displayName="K201 Grenade";

displayNameMagazine="K201 Grenade";

shortNameMagazine="K201 Grenade";

count=1;

initSpeed=85;

reloadTime=0;

sound[]={"weapons\M16GrenadeLaunch",1.0,1};

canDrop = true;

};

class MGun: Default {};

class Riffle: MGun {};

class M16: Riffle {};

class DaewooK2: M16

{

ammo="K2ammo";

weaponType=1;

magazineType=256;

canlock=0;

displayName = "K2";

displayNameMagazine="K2 Magazine";

shortNameMagazine="K2Mag";

picture="\LCWF_Wep\k2pic.paa";

scopeWeapon = public;

scopeMagazine = public;

model="\LCWF_Wep\K2.p3d";

modelOptics="\Data3d\optika_HK.p3d";

magazines[]={DaewooK2};

optics = true;

opticsZoomMin=0.35;

opticsZoomMax=0.35;

count=30;

modes[]={"Single","FullAuto"};

class Single

{

ammo="K2ammo";

multiplier=1;

burst=1;

displayName="K2 Semi";

dispersion=0.000200;

sound[]={"\LCWF_Wep\M16single.wss",db+20,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="K2ammo";

multiplier=1;

burst=1;

displayName="K2 Auto";

dispersion=0.000800;

sound[]={"\LCWF_Wep\M16full.wss",db+20,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=30;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class DaewooK2GL: DaewooK2

{

displayName="K2/K201";

model="\LCWF_Wep\k2gra.p3d";

picture="\LCWF_Wep\k2grapic.paa";

muzzles[] = {DaewooK2Muzzle, DaewooK201Muzzle};

class DaewooK2Muzzle : DaewooK2

{

magazines[] = {DaewooK2};

};

class DaewooK201Muzzle : DaewooK201

{

displayName="K201";

magazines[] = {DaewooK201, Flare, FlareGreen, FlareRed, FlareYellow};

};

};

class DaewooK2sn: DaewooK2

{

displayName="K2 Scope";

model="\LCWF_Wep\k2sn.p3d";

picture="\LCWF_Wep\k2pic.paa";

modelOptics="\LCWF_Wep\optic\opt_sr25.p3d";

modes[]={"Single"};

optics = true;

opticsZoomMin=0.35;

opticsZoomMax=0.82;

};

class DaewooK1s: DaewooK2

{

displayName="K1a/ACOG";

model="\LCWF_Wep\k1a.p3d";

modelOptics="\LCWF_Wep\optic\opt_acog.p3d";

picture="\LCWF_Wep\k2pic.paa";

modes[]={"Single","FullAuto"};

class Single

{

ammo="K2ammo";

multiplier=1;

burst=1;

displayName="K1 Semi";

dispersion=0.000200;

sound[]={"\LCWF_Wep\M16single.wss",db+20,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="K2ammo";

multiplier=1;

burst=1;

displayName="K1 Auto";

dispersion=0.000800;

sound[]={"\LCWF_Wep\M16full.wss",db+20,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=30;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class DaewooK1: DaewooK2

{

displayName="K1a";

model="\LCWF_Wep\k1an.p3d";

picture="\LCWF_Wep\k2pic.paa";

modes[]={"Single","FullAuto"};

class Single

{

ammo="K2ammo";

multiplier=1;

burst=1;

displayName="K1 Semi";

dispersion=0.000200;

sound[]={"\LCWF_Wep\M16single.wss",db+20,1};

soundContinuous=0;

reloadTime=0.150000;

ffCount=1;

recoil="riffleSingle";

autoFire=0;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="K2ammo";

multiplier=1;

burst=1;

displayName="K1 Auto";

dispersion=0.000800;

sound[]={"\LCWF_Wep\M16full.wss",db+20,1};

soundContinuous=0;

reloadTime=0.100000;

ffCount=30;

recoil="riffleBurst3";

autoFire=1;

aiRateOfFire=5.000000;

aiRateOfFireDistance=500;

useAction=0;

useActionTitle="";

};

};

class DaewooK7: DaewooK2

{

scopeWeapon=2;

scopeMagazine=0;

optics=1;

opticsFlare = false;

displayName="K7";

model="\LCWF_Wep\k7.p3d";

picture="\LCWF_Wep\k2pic.paa";

modelOptics="\LCWF_Wep\optic\opt_eotech.p3d";

displayNameMagazine = "K7 Magazine";

shortNameMagazine = "K7Mag";

count=30;

initSpeed=884;

modes[]={"Single","FullAuto"};

magazines[]={DaewooK7};

class Single

{

ammo="K7ammo";

multiplier=1;

burst=1;

displayName="K7 Semi";

dispersion=0.0002;

sound[]={"\LCWF_Wep\MP5SDfire.wss",db+13,1};

soundContinuous=0;

reloadTime=0.1;

ffCount=1;

recoil="riffleSilenced";

autoFire=0;

aiRateOfFire=0.853000;

aiRateOfFireDistance=520;

useAction=0;

useActionTitle="";

};

class FullAuto

{

ammo="K7ammo";

multiplier=1;

burst=1;

displayName="K7 Auto";

dispersion=0.0004;

sound[]={"\LCWF_Wep\MP5SDfire.wss",db+13,1};

soundContinuous=0;

reloadTime=0.076;

ffCount=30;

recoil="riffleSilenced";

autoFire=1;

aiRateOfFire=0.853000;

aiRateOfFireDistance=520;

useAction=0;

useActionTitle="";

};

};

};

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Everything is looking very nice. Top Quality work, and thanks for giving OFP a new taste. wink_o.gif Now I will be able to pistols.gif the crap out of some North Koreans in my "Border Conflicts" once all is released. tounge2.gif

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Cfgface

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgFaces

{

class rok_sol0

{

name="rok_sol0";

texture="\facestex2asia\cn00.pac";

east=0;

west=0;

};

class rok_sol0d

{

name="rok_sol0d";

texture="\facestex2asia\cn00d.pac";

east=0;

west=0;

};

class rok_sol1

{

name="rok_sol1";

texture="\facestex2asia\cn01.pac";

east=0;

west=0;

};

class rok_sol1d

{

name="rok_sol1d";

texture="\facestex2asia\cn01d.pac";

east=0;

west=0;

};

class rok_sol2

{

name="rok_sol2";

texture="\facestex2asia\cn02.pac";

east=0;

west=0;

};

class rok_sol2d

{

name="rok_sol2d";

texture="\facestex2asia\cn02d.pac";

east=0;

west=0;

};

class rok_sol3

{

name="rok_sol3";

texture="\facestex2asia\cn03.pac";

east=0;

west=0;

};

class rok_sol3d

{

name="rok_sol3d";

texture="\facestex2asia\cn03d.pac";

east=0;

west=0;

};

class rok_sol4

{

name="rok_sol4";

texture="\facestex2asia\cn04.pac";

east=0;

west=0;

};

class rok_sol4d

{

name="rok_sol4d";

texture="\facestex2asia\cn04d.pac";

east=0;

west=0;

};

class rok_sol5

{

name="rok_sol5";

texture="\facestex2asia\cn05.pac";

east=0;

west=0;

};

class rok_sol5d

{

name="rok_sol5d";

texture="\facestex2asia\cn05d.pac";

east=0;

west=0;

};

class rok_sol6

{

name="rok_sol6";

texture="\facestex2asia\cn06.pac";

east=0;

west=0;

};

class rok_sol6d

{

name="rok_sol6d";

texture="\facestex2asia\cn06d.pac";

east=0;

west=0;

};

class rok_sol7

{

name="rok_sol7";

texture="\facestex2asia\cn07.pac";

east=0;

west=0;

};

class rok_sol7d

{

name="rok_sol7d";

texture="\facestex2asia\cn07d.pac";

east=0;

west=0;

};

class rok_sol8

{

name="rok_sol8";

texture="\facestex2asia\cn08.pac";

east=0;

west=0;

};

class rok_sol8d

{

name="rok_sol8d";

texture="\facestex2asia\cn08d.pac";

east=0;

west=0;

};

class rok_sol9

{

name="rok_sol9";

texture="\facestex2asia\cn09.pac";

east=0;

west=0;

};

class rok_sol9d

{

name="rok_sol9d";

texture="\facestex2asia\cn09d.pac";

east=0;

west=0;

};

class rok_sol10

{

name="rok_sol10";

texture="\facestex2asia\dn00.pac";

east=0;

west=0;

};

class rok_sol10d

{

name="rok_sol10d";

texture="\facestex2asia\dn00d.pac";

east=0;

west=0;

};

class rok_sol11

{

name="rok_sol11";

texture="\facestex2asia\dn01.pac";

east=0;

west=0;

};

class rok_sol11d

{

name="rok_sol11d";

texture="\facestex2asia\dn01d.pac";

east=0;

west=0;

};

};

animations Fset

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class animations

{

class Fset

{

type="rotation";

animPeriod=0.01;

selection="Fset1";

axis="Fset2";

angle0=0;

angle1=1;

};

};

class EventHandlers

{

Init="[_this select 0] exec ""\facestex2asia\faces.sqs"";";

};

faces.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_unit = _this select 0

? typeOf _unit in ["ROKSoldierWB","ROKCrew","ROKSF","ROKSFSD","ROKSolDes","ROKSolMP","ROKSolac","ROKSolac1","ROKSolac2","ROKSolacMP","ROKSolmedic1","ROKSolmedic2","ROKSolmedic3","ROKSolmedic4","ROKSolmar2","ROKSolmar3","ROKSFSD","ROKSol1","ROKSolmar4","ROKSol1MG","ROKSol1MG2","ROKSol1gl","ROKSol2gl","ROKSol3gl","ROKSol4gl","ROKSol1AT","ROKSol2AT","ROKSol1LAW","ROKSol2LAW","ROKSol1AA","ROKSol2AA","ROKSol1Miner","ROKSol2Miner","ROKSol1OFF","ROKSol2OFF","ROKSol1sn"] : goto "Korean"

exit

#Korean

_faces = ["rok_sol0","rok_sol1","rok_sol2","rok_sol3","rok_sol4","rok_sol5","rok_sol6","rok_sol7","rok_sol8","rok_sol9","rok_sol10","rok_sol11"]

goto "Set"

#Set

_unit animate ["Fset",1]

_count = count _faces

_num = random _count

_num = _num - (_num mod 1)

_face = _faces select _num

_unit setFace format ["%1", _face]

@ ((_unit animationPhase "Fset") == 0) or !(alive _unit)

? !(alive _unit) : goto "Death"

goto "Set"

#Death

_unit setFace format ["%1D", _face]

exit

fset1, fset2 in all geometry sad_o.gif

not working..  crazy_o.gif  

they are clone soldiers banghead.gif  banghead.gif

GS0455.jpg

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Hmm, I'm afraid I can't really help you with those random faces.

I did however searched through the forum in another section, look here. I think you'd have more succes there than here.

Good luck! (haeng un! )

P.S. how did the muzzle flash go?

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ah... find ODOL problems.

random face, muzzleflash.. blabla.. and a.. other problems in Cfgmodel , ODOL

tounge2.gif

GS0479.jpg

GS0477.jpg

GS0475.jpg

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hm.. upcoming release  pistols.gif  goodnight.gif

I have a one question to every addon makers..

: Weapon's muzzleflash shows up all the time.. always!

p3d's MLOD format and  "zasleh" is fine.

Why?

GS0505.jpg

that's problem

add two muzzleflash. but, no problem in two muzzleflash models (90mm Recoiless Rifle : not rocket weapon.. that's rifle weapon) help.gif  sad_o.gif

GS0508.jpg

removed muzzleflashs huh.gif

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I dont think you can put "zasleh" on Launcher type weapons.

He said:

Quote[/b] ]add two muzzleflash. but, no problem in two muzzleflash models (90mm Recoiless Rifle : not rocket weapon.. that's rifle weapon) help.gifsad_o.gif

Take a look in the cfgmodel section and look if everything is defined correctly.

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haha ...maybe i should learn to read.

Hehe happens to me all the time icon_rolleyes.gif

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i will say that zergs mod looks great!! also he's making two of my most wanted addons: M-48 Patton and M-67 Recoilless rifle.

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