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sanctuary

GRAA modpack 2.0 and more

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Quote[/b] ]if you knew all the headaches it gave me until i got it to work you wouldn't ask me to implement your new anims

Just imagine the headache it gave to me to make them then to find a way to -correctly- implement them wink_o.gif

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i love this MOD its my favorite now cuz of the updated BIS units with todays uniforms and the soviet uniforms. Weapons r top notch and best of all not so much lag its perfect!!!!!!! Animations r fantastic very fluent and looks like todays soldiers movements. I have a few recommendations tho if u r planning an update on this.

-Update the armor vehicles to todays if not its ok

-Put new Death Animations in the MOD

-If possible add some extra features to special forces units like climbing and swimming (ninja addon sound familier)

Other then that this MOD is perfect if u dont put those in its ok its still my favorite MOD now and even more so is that i have ECP running on it and playing it on multiplayer servers and it works. Just have to avoid leaning animations cuz it causes the server to crash.

5 STARS AND BEYOND!!!!!!!! thumbs-up.gifthumbs-up.gifthumbs-up.gifyay.gifyay.gifyay.gifnotworthy.gifnotworthy.gifnotworthy.gif

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Quote[/b] ]Update the armor vehicles to todays if not its ok

It would defeat the purpose of this modpack that is an infantry replacement modpack without performance hit, and i am not interested by replacing vehicles as it would mean sacrifying performance (lot more textures in memory, lots more polygons, sometime not very optimised LODs etc...)

To have a complete TC, you can use FFUR, EECP or Y2K3.

Quote[/b] ]Put new Death Animations in the MOD

Making new animations is not as simple as writing " make this anim, make that anim etc..." , it takes a lot of time and work.

I simply don't have the time to come with death animations, creating the graa anims took me already too long considering i do that on my free time , this free time is not extensive and i am fed up already with redoing all the anims over and over.

As you mention multiplayer, i would add this :

This mod has never been tested in MP i just don't have the time , the possibilities and the beta testers for this, but if you play OFP MP with this mod on a server that does not have it, disable the following options in your config.cpp before joining a server :

ENABLE_SANC_LEAN

ENABLE_SANC_CROUCH

ENABLE_SANC_RUNAT

ENABLE_SANC_CRRUN

(the last one if you use the bonus update 1 of the graa modpack)

And you should have no problem with using this modpack online on server without it.

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actually i combined this with ECP in MP and the game does not crash so its AWESOME when playing multiplayer. Anyway thx for the response. U still did a fantastic job with this MOD and thx for making this MOD for me and everyone else who plays it. I guess i'll try to figure this out on my own with the death animations that SLX and FFUR have. Great job man and just to let u kno ECP with GRAA works well on multiplayer and does not crash unless u lean or r prone and u r rolling around. But other then that not one crash as for using this MOD as itself i could try those things u recommend but i prefer using it with ECP. MP works fine Sanctuary so for all those who play multiplayer combine ECP and GRAA and play multiplayer and u can play coops and ctfs with the replacement.

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Quote[/b] ]Making new animations is not as simple as writing " make this anim, make that anim etc..." , it takes a lot of time and work.

I simply don't have the time to come with death animations, creating the graa anims took me already too long considering i do that on my free time , this free time is not extensive and i am fed up already with redoing all the anims over and over

Indeed, not many people actually understand how time consuming and hard making animations are.

You firstly move the soldier into the desired tarting position and frame by fram you need to move certan parts of the body until the entire motion is done. Then it needs testing sometimes you may have moved an arm or a leg too much for one fram s that it looks weird so you edit it etc etc.

Its not easy at all.

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Sanctuary, you're a guru. I love the stuff you and the DMA guys make. I'm especially in love with the lean/roll/crouchrun additions. I use them in my mod and I will be updating the old anims with these new ones. Top notch work, as always! smile_o.gif

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To answer any questions on how to implement the new animations in your own config/mod :

Here is the process in 13 steps, just a matter of finding the good lines and copy pasting the replacement as instructed.

But pay a close and carefull attention to what you do and read, as it is easy to forget/overwrite an extra " ; " and then get errors while loading.

And do not replace more or less than what you need, as if OFP does not find anymore a needed definition, it will just crash.

***************************************************************

Step 01

Look for

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

Now under this class definition, replace

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

fastLF="WeaponWalkLF";

fastRF="WeaponWalkRF";

fastL="WeaponWalkL";

fastR="WeaponWalkR";

By

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

fastLF="WeaponRunLF";

fastRF="WeaponRunRF";

fastL="WeaponRunL";

fastR="WeaponRunR";

***************************************************************

Step 02

Look for

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

Now under this class definition, replace

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

fastR="CombatRunR";

by

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

fastR="SANCSTLeanRight";

***************************************************************

Step 03

Look for

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

Now under this class definition, replace

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

fastR="CrouchRunR";

by

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

fastR="SANCCRLeanRight";

***************************************************************

Step 04

Look for

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

Now under this class definition, replace

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

fastR="LyingCrawlR";

by

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

fastR="SANCPRLeanRight";

***************************************************************

Step 05

Look for

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

{

actions="CrouchRunFActions";

connectAs="CombatRunF";

interpolateTo[]={"Crouch",1};

enableOptics=0;

};

class CrouchRunLF:CombatRunLF

{

actions="CrouchRunFActions";

connectAs="CombatRunLF";

interpolateWith[]={"Crouch",1};

enableOptics=0;

};

class CrouchRunRF:CombatRunRF

{

actions="CrouchRunFActions";

connectAs="CombatRunRF";

interpolateWith[]={"Crouch",1};

enableOptics=0;

};

Replace this by

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

{

actions="CrouchRunFActions";

file="\sanc_animcr\crouchrun0.rtm";

duty=0.3;

disableWeapons=1;

speed=-0.58;

looped=1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateFrom[]={"CrouchToCrouchSprintF",0.4,"CrouchWalkF",1};

interpolateTo[]={"Crouch",1,"CrouchWalkF",1};

enableOptics=0;

};

class CrouchRunLF:CombatRunLF

{

actions="CrouchRunFActions";

interpolateWith[]={"Crouch",1};

file="\sanc_animcr\crouchrun-45.rtm";

duty=0.3;

disableWeapons=1;

speed=-0.58;

looped=1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateFrom[]={"CrouchToCrouchSprintF",0.4,"CrouchWalkF",1};

interpolateTo[]={"Crouch",1,"CrouchWalkF",1};

enableOptics=0;

};

class CrouchRunRF:CombatRunRF

{

actions="CrouchRunFActions";

interpolateWith[]={"Crouch",1};

file="\sanc_animcr\crouchrun45.rtm";

duty=0.3;

disableWeapons=1;

speed=-0.58;

looped=1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateFrom[]={"CrouchToCrouchSprintF",0.4,"CrouchWalkF",1};

interpolateTo[]={"Crouch",1,"CrouchWalkF",1};

enableOptics=0;

};

***************************************************************

Step 06

Look for

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

class CrouchWalkF:CombatWalkF

{

actions="CrouchActions";

connectAs="CombatWalkF";

enableOptics=0;

interpolateWith[]={"Crouch",1};

};

class CrouchWalkLF:CombatWalkLF

{

actions="CrouchActions";

connectAs="CombatWalkLF";

enableOptics=0;

interpolateWith[]={"Crouch",1};

};

class CrouchWalkRF:CombatWalkRF

{

actions="CrouchActions";

connectAs="CombatWalkRF";

enableOptics=0;

interpolateWith[]={"Crouch",1};

};

class CrouchWalkL:CombatWalkL

{

actions="CrouchActions";

connectAs="CombatWalkL";

interpolateWith[]={"Crouch",1};

};

class CrouchWalkR:CombatWalkR

{

actions="CrouchActions";

connectAs="CombatWalkR";

interpolateWith[]={"Crouch",1};

};

class CrouchWalkLB:CombatWalkLB

{

actions="CrouchActions";

connectAs="CombatWalkLB";

enableOptics=0;

interpolateWith[]={"Crouch",1};

};

class CrouchWalkRB:CombatWalkRB

{

actions="CrouchActions";

connectAs="CombatWalkRB";

enableOptics=0;

interpolateWith[]={"Crouch",1};

};

class CrouchWalkB:CombatWalkB

{

actions="CrouchActions";

connectAs="CombatWalkB";

enableOptics=0;

interpolateWith[]={"Crouch",1};

};

Replace this by

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

class CrouchWalkF:CombatWalkF

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk0.rtm";

aimPrecision=2;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

class CrouchWalkLF:CombatWalkLF

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk-45.rtm";

aimPrecision=2;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

class CrouchWalkRF:CombatWalkRF

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk45.rtm";

aimPrecision=2;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

class CrouchWalkL:CombatWalkL

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk-90.rtm";

aimPrecision=2;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

class CrouchWalkR:CombatWalkR

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk90.rtm";

aimPrecision=2;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

class CrouchWalkLB:CombatWalkLB

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk-135.rtm";

aimPrecision=2.5;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

class CrouchWalkRB:CombatWalkRB

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk135.rtm";

aimPrecision=2.5;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

class CrouchWalkB:CombatWalkB

{

actions="CrouchActions";

file="\sanc_animcr\crouchwalk180.rtm";

aimPrecision=3;

speed=-0.8;

looped=1;

duty=0.1;

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolateTo[]={"Crouch",1,"CrouchRunF",1};

enableOptics=1;

interpolateWith[]={"Crouch",1};

interpolateFrom[]={"CrouchRunF",1};

};

***************************************************************

Step 07

Look for

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

{

file="atnabij.rtm";

speed=-4.0;

looped=0;

disableWeapons=1;

soundEnabled=0;

interpolateTo[]={"WeaponDying",0.1,"WeaponDyingVer2",0.1};

};

DO NOT replace this, but just after this class definition, and BEFORE the following class

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

{

actions="WeaponActions";

file="ATdostani.rtm";

speed="- 1.5";

looped=0;

disableWeapons=1;

soundEnabled=0;

connectFrom[]={"Weapon",2};

connectTo[]={"Combat",2};

interpolateTo[]={"CombatDying",0.1,"CombatDyingVer2",0.1,"CombatDyingVer3",0.1};

};

Add this :

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

{

preload=1;

actions="WeaponActions";

looped=1;

file="\sanc_animcr\runat0.rtm";

speed=-0.55;

duty=0.5;

disableWeapons=1;

enableMissile=0;

showWeaponAim=0;

enableOptics=0;

relSpeedMin=0.7;

relSpeedMax=1.0;

};

class WeaponRunRF:WeaponRunF

{

file="\sanc_animcr\runat45.rtm";

speed=-0.65;

};

class WeaponRunLF:WeaponRunF

{

file="\sanc_animcr\runat-45.rtm";

speed=-0.65;

};

class WeaponRunL:WeaponRunF

{

file="\sanc_animcr\runat-90.rtm";

speed=-0.7;

};

class WeaponRunR:WeaponRunF

{

file="\sanc_animcr\runat90.rtm";

speed=-0.7;

};

***************************************************************

Step 08

Look for

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

{

actions="CivilActions";

file="civilseskok.rtm";

speed=-0.915;

looped=0;

soundEnabled=0;

disableWeapons=1;

interpolateTo[]={"CivilDying",0.1,"CivilDyingVer2",0.1};

};

DO NOT replace this, but just after this class definition, add the following

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

{

preload=1;

actions="LyingActions";

file="\sanc_animcr\snrollright.rtm";

aimprecision=7;

duty=20;

speed=-1.1;

enableOptics=0;

connectFrom[]={"Lying",1};

connectTo[]={"Lying",1};

soundEdge1=0.1;

soundEdge2=0.6;

soundEnabled=1;

soundOverride="crawl";

looped=1;

};

class SANCPRLeanLeft:SANCPRLeanRight

{

file="\sanc_animcr\snrolleft.rtm";

};

class SANCSTLeanLeft:CombatWalkF

{

preload=1;

actions="CombatActions";

file="\sanc_animcr\snctleanleft.rtm";

speed=-0.8;

looped=0;

duty=-0.7;

soundOverride="halt";

soundEnabled=1;

soundEdge1=0.1;

soundEdge2=0.15;

legs="legsNo";

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolationSpeed=2;

interpolateTo[]={"Combat",1};

interpolateFrom[]={"Combat",1};

};

class SANCSTLeanRight:SANCSTLeanLeft

{

file="\sanc_animcr\snctleanright.rtm";

interpolationSpeed=3;

};

class SANCCRLeanLeft:CrouchWalkF

{

actions="CrouchActions";

preload=1;

file="\sanc_animcr\snccrleanleft.rtm";

speed=-0.8;

looped=0;

duty=-1;

soundEnabled=1;

soundOverride="halt";

soundEdge1=0.1;

soundEdge2=0.2;

enableOptics=1;

legs="legsNo";

relSpeedMin=0.7;

relSpeedMax=1.0;

interpolationSpeed=1.2;

interpolateTo[]={"Crouch",1};

interpolateFrom[]={"Crouch",1};

};

class SANCCRLeanRight:SANCCRLeanLeft

{

file="\sanc_animcr\snccrleanright.rtm";

interpolationSpeed=2;

};

If you did this correctly, just after pasting this, there should be

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

class Interpolations

***************************************************************

Step 09

Now inside of this class Interpolations , look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> combatF[]={0.9,"Combat","CombatStillPlayer","CombatRelaxed","CombatRunF","CombatRunLF",

"CombatRunRF","CombatRunL","CombatRunR","CombatSprintF","CombatSprintLF",

"CombatSprintRF","CombatWalkF","CombatWalkLF","CombatWalkRF","CombatWalkL","CombatWalkR"};

Replace this by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">combatF[]={0.9,"Combat","CombatStillPlayer","CombatRelaxed","CombatRunF","CombatRunLF",

"CombatRunRF","CombatRunL","CombatRunR","CombatSprintF","CombatSprintLF",

"CombatSprintRF","CombatWalkF","CombatWalkLF","CombatWalkRF","CombatWalkL","CombatWalkR",

"SANCSTLeanLeft","SANCSTLeanRight"};

***************************************************************

Step 10

Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crouchF[]={0.5,"CrouchIM","CrouchRunF","CrouchRunLF","CrouchRunRF","CrouchRunL",

"CrouchRunR","CrouchSprintF","CrouchSprintLF","CrouchSprintRF"};

Replace this by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crouchF[]={0.5,"CrouchIM","CrouchRunF","CrouchRunLF","CrouchRunRF","CrouchRunL",

"CrouchRunR","CrouchSprintF","CrouchSprintLF","CrouchSprintRF",

"SANCCRLeanLeft","SANCCRLeanRight"};

***************************************************************

Step11

Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lyingF[]={1,"Lying","LyingCrawlF","LyingFastCrawlF","LyingCrawlLF","LyingCrawlRF",

"LyingCrawlL","LyingCrawlR"};

Replace this by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lyingF[]={1,"Lying","LyingCrawlF","LyingFastCrawlF","LyingCrawlLF","LyingCrawlRF",

"LyingCrawlL","LyingCrawlR","SANCPRLeanLeft","SANCPRLeanRight"};

***************************************************************

Step 12

Look for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weaponF[]={1,"Weapon","WeaponWalkF","WeaponWalkLF","WeaponWalkRF","WeaponWalkL",

"WeaponWalkR"};

Replace this by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weaponF[]={1,"Weapon","WeaponWalkF","WeaponWalkLF","WeaponWalkRF","WeaponWalkL",

"WeaponWalkR","WeaponRunF","WeaponRunRF","WeaponRunLF",

"WeaponRunL","WeaponRunR"};

***************************************************************

Step 13

Download the GRAA Bonus 1 and get the file "sanc_animcr.pbo" from it

Place this sanc_animcr.pbo in your ....\ModFolder\Addons\

And remove any presence of the DMA_Lean.pbo

That should be all, if you made no mistake at replacing (i did it on a basic BIS config following my own instructions and it worked), you should have enabled the :

-GRAA left/right leaning while standing

-GRAA left/right leaning while kneeling

-GRAA left/right rolling while prone

-GRAA crouch walk while aiming

-GRAA tactical crouch run

-GRAA running with AT on shoulder

NOTE : these animations were made with the GRAA anim pack as a basis, so they interpolate smoothly with this animation replacement pack. If you use these animation with another animation pack, there will be some quick "jumps" in when the animation begin and end.

And DO NOT USE a modified config with those animations added in Multiplayer, unless the server has those animations, it has been reported several time that it will crash.

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Finally got the chance and the opportunity to give the mod a complete test run and it is quite well-polished up and smooth, not really surprising coming from the MOD's author. ;-)

Keep up the nice work

Regards,

TB

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Argh! I KNEW you couldn't stop editing animations as well.... I jsut knew it smile_o.gif

Great job buddy! Nice to see you still have a little fire in you.

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I had to finish that thing, i couldn't help it.

Playing a certain TC for a certain game repeatedly got my feeble mind to fall in a badly demented status, as you already understood it. wink_o.gif

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Hey Sanctuary, I finally had some time to try out GRAA 2.0, absolutely fantastic. I had just one question, the ironsight for the PK is the one for the M249. Was this intentional as you just wanted something nicer than the stock ironsight, or a bug? That is my ONLY "gripe," which goes to show how excellent this little mod is.

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The PKM using the M249 ironsight is an "intentional" feature not a bug smile_o.gif

The reason is simple : not being a texture artist , i am not able to design an ironsight texture that has the same quality and have a similar design or tone as the ones Earl created for his weapons used by this mod (just get a look at my only released weapon to understand that making nice textures is not exactly what i can do).

and the other PKM ironsights created by some people unfortunately does not fit the same design or tone either, so i finally ended using the other machinegun ironsight made by Earl, the M249 one.

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hallo Gentelman Sanctuary.

i'm use new GRAA modpack & the animations too  wink_o.gif .

And found some bugs (Hope you can fix it):

Facetex2 nouse (i'm fix this bug, you can see Iraqi insurgent pack Facetex2).

the Radio (i feel something wrong, i tray to search on the map this word "enableradio= false", please fix it).

Blood texture (there is no any blood when kill Civilians, but i don't know about the soldiers).

U.S ACU Crew (lol there is ACU Crew in HYKV2.04).

That's the bugs been spoted by me.

Very Thanks for your Anim & GRAA Modpack  smile_o.gif .

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Facetex2 nouse (i'm fix this bug, you can see Iraqi insurgent pack Facetex2).

If by "nouse" you mean nose texture, i don't see a big enough problem that is needing an update there.

the Radio (i feel something wrong, i tray to search on the map this word "enableradio= false", please fix it).

The options have to be enabled or disabled by editing the config.cpp.

To enable the radio voices , open the config.cpp and change

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

into

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

But by doing so you will lose the more responsive AI and will go back to the slow to react ones like it is in original OFP.

Blood texture (there is no any blood when kill Civilians, but i don't know about the soldiers).

Design decision, not a bug.

U.S ACU Crew (lol there is ACU Crew in HYKV2.04).

No bug here, the ACU (and the BDU woodland too) crews are working.

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Sanctuary.

1- you don't give Facetex2 Nouse Shadow, ok that's general bug from laulma (sorry, the facetex2 maker).

2- Thanks, i will fix it now.

3- yes, thanks.

4- you don't get it.

ive see acu crew, he Have the old BIS crew Helmt model, i mean why you don't use HYK new Helmt.

Thanks

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i've made a ECP+SLX+GRAA Mod replacement config , if anyone is interested can get it here .sorry i don't know scripting and nothing like that but for what i tested it works fine  tounge2.gif

download here

smile_o.gif

hi wiliiam , i have being trying to get your config to work but no luck , i get this error message preprocessor failed on file config.cpp -error 1. any chance you know what iam doing wrong?

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yes , the problem is that you don't have the Dynamic Range sound addons in your ECP addons folder but it is enabled in the ECP+SLX+GRAA config.cpp . you have two options , install these additional addons or you can change the option in the ECP+SLX+GRAA config.cpp :

like this

/*********************************************

* TO THE END USER (choose your sound setup) *

*********************************************/

// This is where you choose to use standard BIS sounds or ECP Dynamic Range sounds

//ORIGINAL

#include "Sound.h"

//DYNAMIC RANGE - requires DR addons!

//#include "Sound_dr.h"

smile_o.gif

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yippe that worked now i have ,the ultimate Mod !

thanks alot mate i would of done it myself if i could script!

regards neil

p.s congratulations on making such a cool mod Sanctuary, maybe someone will include your anims to this config at a later date notworthy.gif

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Excuse me...but the file is only 6k and tell me "damaged archive or unknown format" (with winrar).

What's happen?

Thanks

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