miles teg 1 Posted November 25, 2006 Great job on these addons Ebud. However I would recommend that perhaps you get the final debugged version on OFP.info so that people who make missions with the pack will have one easy link to put in the readme file with their missions so that anyone can easily download it without searching this forum for all the links to all the patches (which is a bit confusing as its a little unclear which links have the correct patches). But anyhoo....Congrats on the great updates! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Juan 0 Posted November 25, 2006 Great Stuff. I love it. Great work guys(I'm includidng beta testers too ) Things like that make me forget about ArmA. Thanks a lot. Share this post Link to post Share on other sites
sanctuary 19 Posted November 25, 2006 Quote[/b] ]2: The Tonal Special Forces units have very good animations but the other Tonal units dont have them. How can i give all Tonal units this great animations ? Quote[/b] ]Are the Tonal Special Forces Units use the DMA Anims "nextGen" ? Use your imagination, tactical run is restricted fo Special Forces. Dont expect regular militia men to run like that. They dont have such training. I know but i wont the animations for all units (i like them)... Is there any chance to give them to all units ? A possiblity if you want every of your units to use the tactical run/walk is to use the Anim.pbo from the WGL5.1 or 5.2 mod, as it has the specific "CQB" anims you can find for avilable only for the TSF but not for the other tonal units to reflect the difference in training. (notice that some of the latest RHS specialists units use them too to reflect their better training over regular troops) A second possibility is to get this beta Anim.pbo, that will never be really completed though, but is the overall the same thing found in the WGL5 mod if you don't have it already. But by using this Anim.pbo , it would then give those specific "CQB" anim to every units, while in my opinion having only better trained units should have them, but as it is to each their own, you can get this beta in this URL. http://files.filefront.com/cqbanimrepzip/;5412077;;/fileinfo.html Along having the "CQB" version of running and walking this beta Anim.pbo has some updated anims over my last official release, but as i dont consider this finished enough, i don't release them as "official". as usual, if you use them, it's at your own risks. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted November 25, 2006 Thx Sanctuary Share this post Link to post Share on other sites
GD Mast 0 Posted November 26, 2006 Been playing the dynamic mission. You guys out did yourselves. Been playing it off and on for about 3 days now. I did notice a small bug. While in base, one of the patrolling soldiers walks around with no weapon (mg man). GD Mast Share this post Link to post Share on other sites
spit 0 Posted November 26, 2006 Quote[/b] ]2: The Tonal Special Forces units have very good animations but the other Tonal units dont have them. How can i give all Tonal units this great animations ? Quote[/b] ]Are the Tonal Special Forces Units use the DMA Anims "nextGen" ? Use your imagination, tactical run is restricted fo Special Forces. Dont expect regular militia men to run like that. They dont have such training. I know but i wont the animations for all units (i like them)... Is there any chance to give them to all units ? A possiblity if you want every of your units to use the tactical run/walk is to use the Anim.pbo from the WGL5.1 or 5.2 mod, as it has the specific "CQB" anims you can find for avilable only for the TSF but not for the other tonal units to reflect the difference in training. (notice that some of the latest RHS specialists units use them too to reflect their better training over regular troops) A second possibility is to get this beta Anim.pbo, that will never be really completed though, but is the overall the same thing found in the WGL5 mod if you don't have it already. But by using this Anim.pbo , it would then give those specific "CQB" anim to every units, while in my opinion having only better trained units should have them, but as it is to each their own, you can get this beta in this URL. http://files.filefront.com/cqbanimrepzip/;5412077;;/fileinfo.html Along having the "CQB" version of running and walking this beta Anim.pbo has some updated anims over my last official release, but as i dont consider this finished enough, i don't release them as "official". as usual, if you use them, it's at your own risks. Thanks for answer. Is there any chance to get the Anim.pbo from WGL5.1 without downloading over 100 Mb ? Share this post Link to post Share on other sites
Landwarrior87 0 Posted November 30, 2006 how do you change the faces of the llamua's heads.. Tonal Special Forces are no fun with everyone being white on the urban TSF's. Those r my new fav units. Share this post Link to post Share on other sites
BlackScorpion 0 Posted November 30, 2006 Use the setface command, but with a radio/time (delay of 0.2 or something really small is enough to override the script) activated trigger. Share this post Link to post Share on other sites
df2dpxs 0 Posted December 1, 2006 Hello guy's ! As the Last time, perfect work. Thanks ! problem fixed (i've bought a brain) Share this post Link to post Share on other sites
mortyfero 0 Posted October 19, 2007 Ups.. Can someone to explain in few lines some zombie pack game logic? -gravitation point -resurrection daemon -lock speed 1x Thanks Share this post Link to post Share on other sites
biggerdave 56 Posted October 19, 2007 Ups.. Can someone to explain in few lines some zombie pack game logic? -gravitation point -resurrection daemon -lock speed 1x Thanks Hi there! Gravitation point is supposed to define an area where zombies will head when they have no targets. Personally, I've never been able to find a use for it, but I guess it might be useful if you've got a very dynamic Gblalltargets array. I'm not entirely sure what resurrect daemon does. I think it's from RC1 of the scripts and was used to allow zombies to resurrect, but that feature is now defined in a different way. I don't think you'd need to do that. Lock speed 1x allows you to prevent the player from increasing the game speed using the + or - keys. (and, theoretically should prevent hackers from changing the gamespeed in multiplayer as well) Share this post Link to post Share on other sites
mortyfero 0 Posted October 20, 2007 Thanks a lot man.. I like your avatar.. remind me the game "diablo".. Bye Share this post Link to post Share on other sites