djukel
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Everything posted by djukel
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Finnish Defence Forces Modification 1.3
djukel replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
ask the files from some guy (MSN?) who has the files and put them in the folders manually I'm online (MSN: ts@surkimukset.net) if you still need those files. Those files is more than 100MB, I cant afford to download them with modem:( I hire somebody to d/l it again the full install, just give me 100% proper link. Thanks! -
Finnish Defence Forces Modification 1.3
djukel replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
I can not install 1.3!!! What should I do with this error messages? Extracting finmod\addons\FDF_sfx.pbo CRC failed in finmod\addons\FDF_sfx.pbo Extracting finmod\addons\FDF_v.pbo CRC failed in finmod\addons\FDF_v.pbo -
Need alternative link to Vektorboson's dialoge tut
djukel replied to djukel's topic in OFP : MISSION EDITING & SCRIPTING
Thanks! -
group1 can now be accessed. That trick not working. Did you tested it? The group name only "valid" if you define it in soldiers init field.
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How do you changed the look of destroyed armored models? I mean they are not totally black, only turret.
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Hi! Could you make a sample mission - without any user made addon - to see how your AI-OD system works? thanks
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Hi! On the side of nato and green colored Bradleys there are desert colored fuel cans. It is bug or what? Can I remove it?
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Do you plan to make destroyed pieces of helicopter (separate body and rotor model for example) like planes already have?
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Loading map screen with script (not pressing m)
djukel posted a topic in OFP : MISSION EDITING & SCRIPTING
HI! Is there any command that could switch to MAP screen during mission (and switch back) ? I tried the FORCEMAP thing but not willing to work. -
If I can't destroy an armor vehicle with 3 rpg hits, then what is this AT weapon for?
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What scripts are people wanting?
djukel replied to MrZig's topic in OFP : MISSION EDITING & SCRIPTING
I would like a script too. Every time when a LAW (AT or AA) soldier is died the nearest group member go to them and pick up his lawlauncher if it still has rocket(ammo). -
maybe yuo can post a pic of that ? hesitation to edit anything here is big because i already have like 16346456 configs One snapshoot would'nt show the differences well. You should see in game. Only takes one second to edit config.cpp
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I reedited "smokeshell" and "class explosion" smokes, It looks much better now, I think. If somebody interested replace these lines in config.cpp file. ..................................................................................... class SmokeShell : GrenadeHand { hit=5; indirectHit=2; indirectHitRange=0.200000; cost=100; simulation="shotSmoke"; explosive=0; soundHit[]={"",0,1}; smokeColor[]={1,1,1,0}; class Smoke { interval=0.010000; cloudletDuration=4.000000; cloudletAnimPeriod=4.000000; cloudletSize=0.650000; cloudletAlpha=0.35000; cloudletGrowUp=1.500000; cloudletFadeIn=0.000000; cloudletFadeOut=5.000000; cloudletAccY=-0.300000; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,0}; initT=1000; deltaT=-500; class Table { class T1 { maxT=0; color[]={0.600000,0.600000,0.600000,0.30}; }; class T2 { maxT=1000; color[]={0.400000,0.400000,0.400000,0.15}; }; }; density=0.35000; size=2.000000; initYSpeed=1.000000; timeToLive=1.00000002004087728E20; in=3.000000; out=0.000000; }; }; ..................................................................................... class CraterSmoke1 { access=3 interval=0.055500; cloudletAnimPeriod=4.500000; cloudletSize="2.0+(random 0.25)"; cloudletAlpha="0.55 + (random 0.10)"; cloudletGrowUp=0.650000; cloudletFadeIn="0.1 * 0.8"; cloudletDuration="2.7 +(random 0.30)"; cloudletFadeOut=3 cloudletAccY=-0.120000; cloudletMinYSpeed=-0.500000; cloudletMaxYSpeed="3.0+ (random 0.20)"; cloudletColor[]={1,1,1,0}; initT=500 deltaT="-50 * 0.8"; class Table { class T0 { maxT=0 color[]={1,1,1,0}; }; class T1 { maxT=500 color[]={0.500000,0.500000,0.500000,0}; }; }; cloudletShape="cl_fired"; density="0.5+(random 0.20)"; size="4.0+(random 0.25)"; timeToLive=0.150000; in=0.152000; out=0.950000; initYSpeed="1.5+(random 0.50)"; }; class CraterSmoke2 { access=3 interval=0.125000; cloudletAnimPeriod=3.800000; cloudletSize="1.75+(random 0.25)"; cloudletAlpha="0.4+(random 0.10)"; cloudletGrowUp=0.800000; cloudletFadeIn=0.800000; cloudletDuration="1.7 +(random 0.20)"; cloudletFadeOut=1.200000; cloudletAccY=-0.500000; cloudletMinYSpeed=0 cloudletMaxYSpeed=2.500000; cloudletColor[]={0.345000,0.360000,0.348000,0.150000}; initT=0 deltaT=700 class Table { class T0 { maxT=0 color[]={0.345000,0.360000,0.348000,0.150000}; }; class T1 { maxT=300 color[]={0.345000,0.360000,0.348000,0.150000}; }; }; cloudletShape="cl_fired"; density=0.70000; size=1.000000; timeToLive=0.110000; in=0 out=1.600000; initYSpeed=0.100000; }; class CraterSmoke3 { access=3 interval=0.125000; cloudletAnimPeriod=3.800000; cloudletSize="1.5+(random 0.50)"; cloudletAlpha="(random 0.550)"; cloudletGrowUp=0.800000; cloudletFadeIn=0.800000; cloudletDuration="2.4 +(random 0.20)"; cloudletFadeOut=1.200000; cloudletAccY=-0.150000; cloudletMinYSpeed=0.0 cloudletMaxYSpeed=0.500000; cloudletColor[]={0.750000,0.750000,0.750000,0}; initT=500 deltaT="-50 * 0.8"; class Table { class T0 { maxT=0 color[]={0.700000,0.700000,0.700000,0}; }; class T1 { maxT=500 color[]={0.400000,0.400000,0.400000,0}; }; }; cloudletShape="cl_fired"; density="0.50+(random 0.10)"; size="random 10.500"; timeToLive="2.4 +(random 0.10)"; in=0 out=3.600000; initYSpeed=0.150000; };
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Group link ii ver. 1.21 released
djukel replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Hi! Please give me a working download link! thanks -
The BRDM model after destruction looks the same, it is bug or have no destroyed model yet?
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Those effect are very clumsy compared to GMR. I really sorry not continuing MP work goldmember I hope you should give us that optimized version some day.
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Contact goldmember immediately You should know - if you try at all - GMR mod not just a vehicle explosions, a lot,lot,lot more.
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Finaly I could play with winter maps, no more ugly dust on it. Thanks goldmember!
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I agree. Default dust is exaggerated, colors also far from best. Question is how goldmember's dust will look like. Dymanic dust depending on wheather really cool idea, that must be used to other effects like helidust and gundust too.
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Newer effects, like shellwhiz sound and smoking crater not working on Sigma-6 tankpack. I think should need proper shellammo names of these tanks. Who was that nice guy who helped us earlier in Sigma-6 config.cpp decoding?
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Help somebody please give me another link, this Yahoo download is impossible mission for me.
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I think no such a version. Maybe you should order from Goldmember!
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Replacements for g36, desert island, su-25
djukel replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
I don't think so! I have no fatvombat islands but have same texture failure. This island is pretty unfinished -
Hey goldmember! I foudn seriuos issue in smoking crater. Demomission worked fine, but I made a big tankbattle to see effects. Whenever I run misson allways got CTD withim a minute. Can you please check this out? I could send you misson too if need it.
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This way much better now! Thanks! I like effects but scorched earth under tanks drops my fps if longsmoke and debrises are running also White,grey crater smoke is proper I think, green raw grass burns with white smoke. I remember from my childhood when I was burned out fields.