mjolnir66 48 Posted January 16, 2010 Roger. I'm afraid I don't like the spread on JAM HD very much. It seems to make infantry rifles basically redundant to MGs. On the other hand, BIS weapons are a little too accurate for my tastes. WGL5 got it just right, I think.But that's just my opinion! :) I'm still planning to make a mission that will use WW4 infantry. Once again, great mod, and I hope to make huge battles with it. The way WGL does it is to have quite high accuracy, but then the AIdispersioncoeffx and AIdispersioncoeffy at about 7ish. This makes the AI fire when their aimpoint is within a certain radius of you, rather than pointing at you. And it makes it harder for players to hit by making the FOV wider. Share this post Link to post Share on other sites
sanctuary 19 Posted January 16, 2010 (edited) Note for who would like to play with a wider or narrower field of view as infantry, look for (default BIS values used in WW4 mod) fov=0.85; minFov=0.42; maxFov=0.85; That's what controls it if i remember well. WGL5 buy example uses : fov=0.9; minFov=0.9; maxFov=0.9; if you make the minFov/maxFov being the same number, it means that you can't unrealistically zoom when pressing whatever you have assigned to the zoom key (usually right mouse button) to be able to zoom, you need minfov to be lower than maxfov Edited January 17, 2010 by Sanctuary Share this post Link to post Share on other sites
EliasComando 10 Posted January 16, 2010 (edited) hi sanc i have a doubt i make a custom config and i like use the us army from FFUR 85 (2008 edition) but when remplace, all good but the head have only one face not see the faces of the others soldiers for example in mission editor put a 2 soldiers and the 2 soldiers have the same face how can fix? Edited January 16, 2010 by Sgt. Elias Pinto Share this post Link to post Share on other sites
RKDmitriyev 0 Posted January 17, 2010 Thanks for the tips regarding dispersion, guys. :) (And hi MJ!) Share this post Link to post Share on other sites
sanctuary 19 Posted January 17, 2010 hi sanc i have a doubt i make a custom config and i like use the us army from FFUR 85 (2008 edition) but when remplace, all good but the head have only one face not see the faces of the others soldiers for example in mission editor put a 2 soldiers and the 2 soldiers have the same face how can fix? Sorry i have no idea how those soldier models are built. have you given a look into the ffur config to see if those soldiers need some script to allocate the faces ? Share this post Link to post Share on other sites
reyhard 2082 Posted January 17, 2010 offtopic: face issue is connected with missing cfgModels section... search for it on those boards to see how to it. Share this post Link to post Share on other sites
EliasComando 10 Posted January 18, 2010 Hello, i fix the problem with the faces all good but now i have other doubt in russian forces (Vdv 85 , FFUR 1985 [2008 edition]) not see the nvgoggles model when like use the spestnaz only itself see the green screen but not the model of the nvg goggles how can fix?:j: Share this post Link to post Share on other sites
sanctuary 19 Posted January 18, 2010 Are you talking about AI or about yourself as a player, because yourself as a player do not have the NVG model that appear in front of your face when you look in commander view and rotate to see yourself from front. Unless there is some kind of script that make a hidden selection appearing with setobjecttexture. Share this post Link to post Share on other sites
EliasComando 10 Posted January 18, 2010 is the player when i ilke use the nvg and the soldiers in the mission how can fix? Share this post Link to post Share on other sites
sanctuary 19 Posted January 18, 2010 Show me a screenshot of the exact problem, and post what is wrote in your replacement of the spetsnaz class (and the CfgModel part corresponding of the model) Share this post Link to post Share on other sites
EliasComando 10 Posted January 18, 2010 (edited) [/color] all normal in the us soldiers and guerrillas forces but the russian force not have the nvg model in the night the problem is with all the types of russian soldiers(except pilot) class ru_sol: Man { sections[] = {"head injury","body injury","l arm injury","r arm injury","p arm injury","l leg injury","r leg injury","p leg injury","hlava","krk","zasleh","medic","svetlo","_AKmags","_AKmags1","_Armpatch_left","_Armpatch_right","_Backpack","_Beret","_Bottle","_Cap","_Gasmask","_Gear","_Gpouch","_Helm","_Helmcamo","_HelmF","_Holster","_MAGpouch1","_MAGpouch2","_PKpouch1","_PKpouch2","_Radiogear","_Rpgpack","_Shovel","_SVDmags","_Tuch","_Mapcase","_Lamp","nv","shlem";"shlem2","armpatch","headgear"}; sectionsInherit=Head; }; class ru_off: ru_sol { }; class ru_general: ru_sol { }; class ru_sf: ru_sol { }; class SoldierESaboteur:SoldierEB { scope=1; picture="\misc\meciky.paa"; accuracy=3.5; cost=400000; displayName="$STR_DN_SPECNAS"; weapons[]={"AK74SU","Throw","Put"}; magazines[]={"AK74","AK74","AK74","AK74","TimeBomb","TimeBomb","TimeBomb"}; camouflage=0.7; #ifndef ENABLE_AIAWARE //nothing #endif #ifdef ENABLE_AIAWARE sensitivity=2; sensitivityEar=1; #endif threat[]={1,0.5,0.1}; model="\ffur_ru\sl\ru_sf.p3d"; hiddenSelections[]={"medic","svetlo","_AKmags1","_Armpatch_right","_Beret","_Backpack","_Cap","_Gpouch","_Helmcamo","_HelmF","_Holster","_PKpouch1","_PKpouch2","_Radiogear","_Rpgpack","_SVDmags","_Mapcase","_Lamp"}; nameSound="specNas"; canHideBodies=1; canDeactivateMines=1; }; in the version 1.0 of ffur itself see the nvg model in the russian forces but the left hand of spetsnaz are missing in the version 1.05 the problem of th hand are fixed but the nvg model itself not see in russian forces and the face of guba are blurred (vdv 85 officer) Edited January 18, 2010 by Sgt. Elias Pinto Share this post Link to post Share on other sites
Addonis 10 Posted January 18, 2010 (edited) No NV in the weapons section? I've got almost the same problem with the SAFETY MARINES addon. There is the thread: http://forums.bistudio.com/showthread.php?p=1511381#post1511381 Edited January 18, 2010 by Addonis Share this post Link to post Share on other sites
sanctuary 19 Posted January 18, 2010 model="\ffur_ru\sl\ru_sf.p3d"; Open the ffur_ru PBO and in the subfolder "sl" , take the ru_sf.p3d model. Download ODOLExplorer from THERE (ODOLexplorer 2.0 and its patch 2.44) Now with ODOLexplorer open the model ru_sf.p3d. Don't need to select the texture folder, window telling you "can't find blablabla" will appear for each texture ODOLex can't then find, just leave the ENTER key pressed until each of them are closed and the model appear in the viewer. If the model has a NVG proxy, you will see in front of the model head a big triangle , like this : If for some reason the NVG proxy is not there, there will be no big triangle in front of the head of the model. And that may be why the NVG does not appear - if you have given NVG to the soldiers - In such case, it is the exact same feature as for the Safety Catch USMC that Adonis mention. Other than adding yourself manually this proxy in the model in O2, no idea. Share this post Link to post Share on other sites
EliasComando 10 Posted January 19, 2010 sanc, all the units us army, russian forces and guerillas have the big triangle so how do? Share this post Link to post Share on other sites
sanctuary 19 Posted January 19, 2010 If they have the triangle, it is then not normal at all, if you have given them a NVG. Have you tried as Addonis pointed, to add the nvg in the weapons section ? weapons[]={"AK74SU","Throw","Put"}; so it looks like : weapons[]={"AK74SU","NVGoggles","Throw","Put"}; ? If adding the NVG in the weapon section does nothing, let's see these 2 other possibilities : In ODOLexplorer, you have a list of selections, click on "nvg_proxy" like in that screenshot : If the big triangle in front of the head become red, that's good, if not it is a model fault Now the second possibility i see is the hidden selection line in that soldier class, the hidden selection as its name suggest hide the part of the model that are included in the selection listed. It is possible that one of those selection has the nvg_proxy included in them, and so hide the nv googles from view. To test, in front of the line hiddenSelections[]={"..... add // so it looks like : //hiddenSelections[]={"..... Test now ingame, if you give a nvg to those soldier at night, does it finally appear on them ? If yes, now you have to find which selection has the nvg_proxy included. In ODOLex, click on each selection from the list , that are mentionned in that hiddenSelections line. If one of them has the nvg_proxy big triangle turning red, that should be the problem, delete that selection from the hiddenSelections[]={"..... list and see ingame. don't forget to remove the // in front of hiddenSelections[]={"..... before testing again Share this post Link to post Share on other sites
EliasComando 10 Posted January 19, 2010 i test the 3 possibilities but no have the good result:( Share this post Link to post Share on other sites
Addonis 10 Posted January 19, 2010 From which side can I download O2? Share this post Link to post Share on other sites
sanctuary 19 Posted January 19, 2010 See there : http://forums.bistudio.com/showpost.php?p=1333116&postcount=15 Share this post Link to post Share on other sites
sanctuary 19 Posted January 23, 2010 Here are some more goodies : http://www.mediafire.com/?azuowuymzyz http://www.filefront.com/15411921/bunkbastn23.rar http://www.megaupload.com/?d=SF3YGGU6 http://depositfiles.com/files/9eb41mcb4 http://www.badongo.com/file/19964407 http://www.zshare.net/download/71601643422e01fb/ http://rapidshare.com/files/340014695/bunkbastn23.rar.html Inside the archive you will find NOCH_hesc.pbo NOCH_bunker.pbo Install them into ..\whatevermod\Addons\ folder. Objects will be available under Empty -> NOCH Bastion or NOCH Bunkers NOCH_bunker.pbo contains 2 small rock bunkers. class names : NOCH_Bunker1 NOCH_Bunker2 The difference is just the texture that more or less darker (so usable in desert or temperate environment. NOCH_Bunker2 being the one for more desertic tone. For the AI, those bunkers contains 2 positions, one inside and one at the firing hole, so when you select an AI from your squad and put the cursor on the position you want the AI to go, it will go without a problem. NOCH_hesc.pbo contains several wall tiles that are very inspired by the hesco bastion system. The map icons are roughly at correct size, so placing each tiles can be done easily without having to guess/trial and error too much to make large walls. class names : NOCH_hesc1d NOCH_hesc5d NOCH_hesc10d NOCH_hesc1dT NOCH_hesc5dT NOCH_hesc10dT for the grey/urban variant : NOCH_hesc1g NOCH_hesc5g NOCH_hesc10g NOCH_hesc1gT NOCH_hesc5gT NOCH_hesc10gT the number indicate how many sections are in this wall tile, the letter T mean this is the taller version, the letter d or g mean the desert or grey version. smaller version allow soldiers to shoot over them. of course as of any beta, things may change in official release, textures may differ a bit, etc... Share this post Link to post Share on other sites
Addonis 10 Posted January 26, 2010 Nice to see HESCO in OFP. Thanks Share this post Link to post Share on other sites
Petar 10 Posted January 28, 2010 i test the 3 possibilities but no have the good result:( Have you checked all LODs ? Share this post Link to post Share on other sites
tiket 0 Posted February 4, 2010 @ sanctuary when armor like tanks release? Share this post Link to post Share on other sites
sanctuary 19 Posted February 4, 2010 Not before i finish the ww4 modpack 2.0, in which there should be BIS tanks converted to WW4 values. Share this post Link to post Share on other sites
Sennacherib 0 Posted February 4, 2010 or you could use the Marfy's M1A1, the camo matches your units :) Share this post Link to post Share on other sites
USMCSonic 10 Posted February 5, 2010 That SCAR gonna actually be in the release? Share this post Link to post Share on other sites