max power 21 Posted October 20, 2007 404 error on that link.. Share this post Link to post Share on other sites
Guest Posted October 20, 2007 All you need to do is open that link and edit it a bit. And I guess this is the one he wanted you to see: http://www.liveleak.com/view?i=07657_4307 Share this post Link to post Share on other sites
snoops_213 75 Posted October 20, 2007 Hi try 1 or ></a> hope that helps Share this post Link to post Share on other sites
opteryx 1562 Posted October 20, 2007 Secondaries: Link Link I once had a neat video from some military test facility where a MBT was hit by a sabot round (I think), moments later the propellant in the munitions ignited and caused some pretty cool secondaries. Too bad I lost it. Share this post Link to post Share on other sites
HGuderian 0 Posted October 20, 2007 Hi! Is there the possibility to create different explo-effects for each different ingame vehicle (oops, vexata quaestio?)? Would be more realistic to see thinking about the explosion of a Ural rather than a FuelUral rather than a tank. I suppose this is possible only via dedicated scripts. Share this post Link to post Share on other sites
mr.g-c 6 Posted October 20, 2007 Since im using the new versions of both arma effects and Six_pack1, the most tracer are gone... Ive putted both eventhandlers + the pbo inside the modfolder. What should i do? Share this post Link to post Share on other sites
Maddmatt 1 Posted October 20, 2007 Thanks for those videos. Still would like to see some secondary explosions from a tank. Hi! Is there the possibility to create different explo-effects for each different ingame vehicle (oops, vexata quaestio?)? Would be more realistic to see thinking about the explosion of a Ural rather than a FuelUral rather than a tank. I suppose this is possible only via dedicated scripts. It's possible, but there's still some multiplayer script issues that I wish someone could help me with (killed EH only local). I do have some ideas on how to solve them though. @mr.g-c: Get the latest version of the tracers. Share this post Link to post Share on other sites
mr.g-c 6 Posted October 20, 2007 @mr.g-c: Get the latest version of the tracers. I do have the latest (pack 3.0f of the six_pack1) Share this post Link to post Share on other sites
Apache-Cobra 0 Posted October 20, 2007 @mr.g-c: Get the latest version of the tracers. I do have the latest (pack 3.0f of the six_pack1) I had the same problem. You have to install the entire SIX Pack (3.0) to fix it.. Share this post Link to post Share on other sites
sickboy 13 Posted October 20, 2007 If the tracers are all you want, the only components needed are SIX_Misc and SIX_Tracers (and of course the initeventhandler addon). If that's not the case then there's a bug and i'll look into it. Share this post Link to post Share on other sites
HGuderian 0 Posted October 20, 2007 @Maddmatt Thanks, I hope you've care SP players with a separated version of your (essential) mod. @mr.g-c I've solved the same problem playn' around mods order: DMsmokeffects+ArmaEffects and for last (but not least) SixPack v.3.0f. Share this post Link to post Share on other sites
Maddmatt 1 Posted October 20, 2007 @MaddmattThanks, I hope you've care SP players with a separated version of your (essential) mod. No need for seperate versions. I just meant that the effect might not show up properly in MP. It all works fine in SP. Share this post Link to post Share on other sites
mr.g-c 6 Posted October 20, 2007 @mr.g-cI've solved the same problem playn' around mods order: DMsmokeffects+ArmaEffects and for last (but not least) SixPack v.3.0f. Ahh so the order after which mod/addon is loaded makes a difference? Good to know this.... I'll check it and change it that the SixPack will be the last Mod loaded. Regards, Christian Share this post Link to post Share on other sites
.kju 3245 Posted October 21, 2007 Some food for thought for you two guys to improve your excellent effects even more. The video resolution is crappy at times. So the best would be to test the stuff yourself ingame.. It is from the WGL MOD: Those videos showcase various effects and secondary / delayed expansion scripts. WGL4_Bmp_Explosion WGL4_Shilka_AAA_Fire WGL4_Shilka_AAA_Fire2 WGL5_Zeus_Mi-24_Downed (without sound) WGL5_Effects01 WGL5_Effects02 WGL5_Effects03 WGL5_Effects04 WGL5_Effects05 strela-10_effect 412_tank_expl 500_a10_mk19 500_a10_mk19_2 500_a10_rockets You can download WGL5.1 here (OFP 1.96 required). You might wanna have a look at the implementation in the wglevents.rar. Keep up the your excellent work! Share this post Link to post Share on other sites
Flanker15 0 Posted October 21, 2007 I'm not sure about this but does using separate mod folders help mods work better? I dump all my addons in the main addon folder because I want to use all of them at once. Share this post Link to post Share on other sites
sickboy 13 Posted October 21, 2007 Main addons folder is forbidden mate [*] You could possibly overwrite default addons [*] You could possibly remove default addons [*] You have no control over which addons/mods you want to run. There are addons/mods that are not compatible with eachother, or require different versions of other addons. With mod folders you can achieve this without having to move files around [*] You have no way to test things easily, with mod folders you can simply disable one or multiple of them to find a problem, incompatibility or simply because you dont want some addons/mods loaded for the time being. Im sure there's more reasons If you don't want controlability, then at the very least create 1 modfolder, like: @Addons\Addons, and load that one up, so you keep at least your default addons folder clean. Share this post Link to post Share on other sites
Maddmatt 1 Posted October 21, 2007 ... Cool, thanks. Don't have OFP installed anymore so can't test it myself, but maybe I'll have look at those scripts Share this post Link to post Share on other sites
mr.g-c 6 Posted October 21, 2007 ... Cool, thanks. Don't have OFP installed anymore so can't test it myself, but maybe I'll have look at those scripts Yes please do so, because these effects are just great! Anyway, the shilka bullets in Arma do not explode in air like Flak-Shells do usually, so it wouldnt be very realistic to implement these bullet explosions from the Video. Best Regards, Christian Share this post Link to post Share on other sites
.kju 3245 Posted October 21, 2007 @Maddmatt Glad I could help a little. Can I ask you a small favor please: How to disable the smoke of a tow rocket from the styker for example? Right now its very hard to guide the manual guided rocket due to the smoke. Cheers! Share this post Link to post Share on other sites
Maddmatt 1 Posted October 22, 2007 Anyway, the shilka bullets in Arma do not explode in air like Flak-Shells do usually, so it wouldnt be very realistic to implement these bullet explosions from the Video. Not for this mod of course, but might be good for a ballistics mod or something. @MaddmattGlad I could help a little. Can I ask you a small favor please: How to disable the smoke of a tow rocket from the styker for example? Right now its very hard to guide the manual guided rocket due to the smoke. Cheers! I think I have already reduced it in my mod. Look in the config for "class CloudletsMissileManual" and "class MissileManualEffects1". I don't think the first one does anything, just code from OFP. But the second one should be what you're looking for. My mod already has tweaked some values there. I didn't remove the smoke completely though, but maybe I will for the next version. Share this post Link to post Share on other sites
txalin 2 Posted October 22, 2007 hi madmatt, i downloaded your mod a few weeks ago and yesterday, playing with editor, i noticed the following strange bug. I put several mines using QG mercenaries and also with arma soldier in a road, and also put an OPFOR convoy formed by 3 standar trucks. When the first truck passed over first mine it exploded (obviously ) but the strange thing is that no sound was played. I also tested it with different soldiers and different ammo boxes (all from default arma, no addons) with the same result, they exploded without sound. I do it using queens gambit and you mod, and only with ebud soldiers as addons. Will try to make it again tomorrow, today i have to work till 11 pm ................. ................... Share this post Link to post Share on other sites
Maddmatt 1 Posted October 22, 2007 ... Mines having no sound is just an ArmA bug. It doesn't have anything to do with my mod. Community sound mods like the FDF one add sounds for the mines, look around in these forums and you will find them. Share this post Link to post Share on other sites
txalin 2 Posted October 22, 2007 ... Mines having no sound is just an ArmA bug. It doesn't have anything to do with my mod. Community sound mods like the FDF one add sounds for the mines, look around in these forums and you will find them. oki, thx Share this post Link to post Share on other sites
Maddmatt 1 Posted November 11, 2007 New version. Check first post. Loads of changes. Have fun. Share this post Link to post Share on other sites
Jack 0 Posted November 11, 2007 New version. Check first post.Loads of changes. Have fun. Going to give it a try right now, Maddmatt. Share this post Link to post Share on other sites