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gza036

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Posts posted by gza036


  1. I have 1.96 and 1.99 installed for using a few different mods that were compatible with each.

     

    Windows 10 has completely broken OFP 1.96 for me. The Windows taskbar is visible, Alt-tabbing and changing resolutions crashes the game.

     

    In "Cold War Assault" 1.99   there is an annoying black bar on the top with two white spots on each side. Changing resolutions doesn't fix it.

     

    Quite a shame.


  2. Not even, BIS would win the war over sound quality, visual fidelity and textures any day

     

    -EDIT: I can't believe no one is excited for the campaign...

    huuuuh? I'd give them animations... but models, textures and sounds....? That's crazy.

    Why does everyone use JSRS, dynasound.....

    Will be interesting to see.

    • Like 1

  3. I don't understand the importance of having a preset loadout script. The only entity that knows the entire intel of the mission is the actual designer himself. Players have to recon and observe the mission objective areas to know what types of munitions will be required/needed. 

    Right, but players need missions, and missions need mission designers with scripts. How else are you supposed to control what loadout AI planes have....................?

    Not to mention you're completely eliminating the ability to start missions in-flight. Sometimes this is needed.

    Kind of a big detail.


  4. Weapon names are all there, just start the editor and go into the config editor and check all stuff under CfgAmmo that starts with USAF.

    I get what you are saying when it comes to documentation but my assumption is that if the functionality would indeed meet the mod makers aimed quality goal it would 1. announced  2. documented. Since it's not it is probably not done.

    Mod making is done on ppls spare time so I'm grateful for every byte that gets released, and sometimes one doesn't get everything served on a silver platter so roll up your sleeves and start digging :)

    Right, don't get me wrong, I'm very grateful. I mean, there's a fully functional AC-130, it's incredible.

    On the other hand, the only f-16 you can spawn has a SEAD loadout, and the only thing preventing that is a .txt file explaining how. lol Maybe it's in the works.


  5. Hey I still like to use this mod and also trying out your COWarMod

     

    There seems to be a conflict with COSLX and JSRS1.5

     

    It seems that when a wounded guy is bleeding, whenever his health decreases a bullet impact sound plays along with him screaming.

    I thought people were shooting at me until I figured out it was just an errant sound playing.

     

    Any idea how I could fix this?

     

    I tried opening up SLX_shout.pbo and SLX_wounds.pbo and messing around with a few things to narrow it down, but couldn't figure it out.


  6. Creating an air combat scenario with some added features.

     

    GLOC (G-force induced loss of consciousness) has been simulated in ACE3, but I'd like to incorporate it into my mission for non-ACE users and add some extra stuff. Namely, "hick" maneuver sound effects that I want to play while under heavy G load. <<<I think I can figure that part out

     

    For measuring G's. I've adapted some of ACE's code, credit goes to KoffeinFlummi and esteldunedain.

    This displays G's in-game:

    _interval = .1;
    _oldvel = velocity (vehicle player);
    sleep _interval;
    
    while {player in jet1}
    do
    {
    _newVel = velocity (vehicle player);
    _accel = ((_newVel vectorDiff _oldVel) vectorMultiply (1 / _interval)) vectorAdd [0, 0, 9.8];
    _GForce = (_accel vectorDotProduct vectorUp (vehicle player)) / 9.8;
    _oldVel = _newVel;
    sleep _interval;
    
    hintsilent format ["%1 G's", round _Gforce];
    };
    
    

     

    Please help me create the tunnel vision black-out effect.

    I've studied the biki, searched, and tried to implement ppeffectcreate/enable/adjust/commit... But can't figure out how to do it properly.

     

    here is a relevant part of the original ACE script if that helps:

    GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]];
    
    if !(ACE_player getVariable ["ACE_isUnconscious", false]) then {
        if (_average > 0.30 * _gBlackOut) then {
            _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0;
            GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]];
            addCamShake [_strength, 1, 15];
        } else {
            if (_average < -0.30 * _gRedOut) then {
                _strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0;
                GVAR(GForces_CC) ppEffectAdjust [1,1,0,[1,0.2,0.2,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]];
                addCamShake [_strength / 1.5, 1, 15];
            };
        };
    };
    
    GVAR(GForces_CC) ppEffectCommit INTERVAL;
    
    

     


  7. There is for the A10 atleast;

    A10C_dynamic_loadoutscript = [_A10C,_station_1,_station_2,_station_3,_station_4,_station_5,_station_6,_station_7,_station_8,_station_9,_station_10,_station_11,_station_12,_station_13,_station_14,_station_15,_station_16,_station_17,_station_18,_station_19,_station_20,_station_21,_station_22,_station_23,_station_24,_station_25,_station_26,_station_27,_station_28,_station_29,_station_30,_station_31,_station_32,_station_33,_station_34,_station_35,_station_36,_station_37,_station_38,_station_39] execvm "\USAF_A10\scr\LOADOUTS\A10C_dynamic_loadouts.sqf";
    So, for instance if I do it in the editor for quick'n'dirty SP use and want the loadout to be like this if you look at the A10 from the front, starting from the left:
    Mk82, Mk82, AN/AAQ-28, Mk84, GBU-12, GBU-31, GBU-12, Mk84, Mk82 x3, Mk82, AN/ALQ-131
    A10C_dynamic_loadoutscript = [this,"USAF_1Rnd_ANALQ131","USAF_1Rnd_MK82","USAF_1Rnd_MK82RACK","USAF_1Rnd_MK84","USAF_1Rnd_GBU12","USAF_1Rnd_GBU31","USAF_1Rnd_GBU12","USAF_1Rnd_MK84","USAF_1Rnd_ANAAQ28","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty"] execvm "\USAF_A10\scr\loadouts\A10C_dynamic_loadouts.sqf";
    

    There's quite a bit of a detective work to be done to find out what station goes where. But it's quite satisfying ending up with a good result so pilots don't have to do anything before take-off (or just restricting munitions that the mission maker deems unsuitable etc).

    This is a undocumented feature afaik that I found when trying to do a temporary config patch for the cockpit sound bug in the A10 so use at your own risk. I haven't got a single error as long as I do it properly either on SP, local mp or dedicated MP but do not bug the mod dev team if it doesn't work :)

    Well, that's one plane... Not releasing a comprehensive list of all the weapon names etc really limits an addon's usefulness for making missions unfortunately.


  8. Was there any documentation that is supposed to be included in this? How to spawn with custom loadout, what are the weapon names....

    Checked the mod folder, the front page of the thread, searched the thread...

    Also I thought that the jets from the other mods were able to refuel... Refueling works for the USAF mod planes, but anytime I try with Firewill's or the JS f/a18 "I get permission denied, asset is in use"

    So, how to make that work?


  9. No other mods running. I made sure to check that at least. Can anybody else mimic?

    Yes, all custom loadouts called from the init field are broken for me.

    Tested with no other mods running.

    this setvariable ["F16_Loadout","sead"];
    

    fYtBtt.jpg

    FIR_Fnc_F16_setloadout also broken

    [this,"aim9x","aim120","agm88","gbu38x2","ecmpod","htspod","mk82gpx3","agm65dx3","aim120","aim9x"] call FIR_Fnc_F16_SetLoadout; 

    BZfRVz.jpg


  10. cool thanks. Wish I understood some spanish... and no briefing. What generally are you supposed to do in this SP mission? 


  11. Okay after trying this out, no doubt it is a must-have from now on. Costs 1fps!!!

     

    I'd like to try the advanced DOF version as well.

    Is there a way to change the f-10 key binding? Since that is used for squad control

     

    Also, I have Nvidia and can't find anything resembling "Full RGB mode" in the color settings of Nvidia Control Panel. So, not sure if I'm missing out on something? It looks pretty damn good in-game to me...

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