goldmember
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That would be a real christmas miracle! Sorry, maybe in early january.
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Making new explosive bullet cloud classes
goldmember replied to Baphomet's topic in OFP : CONFIGS & SCRIPTING
That way can not be changed. You can not make new class explosion. But If you disable regular explosion effect - to make explosive = 0 to ammo class - you can put any new effect by script and eventhandler. Do you have pictures or video footage about bullet30/25mm impact explosion effect. I also wanted to change this, but do not know how it looks in real. -
I am afraid you should give up playing GMR in MP. I have no time, no skill to work out this. I optimized my scripts as much as I could but make it MP compatible is beyond my knowledge. Maybe somebody willing to do this for you.
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Hi! I think about MP problem and realized that maybe the smoking, burning debrises cause lag. Every destroyed vehicle has 4-6 debrises and each of them runs separatley a script which makes smoke or fire on it. In this new version debris can be disabled or limited in two ways, I hope it is helps. Besides I made some optimalization too. Plus: this contains the aircraft destruction by missile effect too, and he has strong PC and like lot of debris - as L.H. Oswald pic - now can be do it. It would be great if somebody would test it how it works. I upload GMR_MP_test.zip to briefcase http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder
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Missile hit rarely make dammage 1 to aircraft, therefore must used lower getdammage value. I think the original destroyed aircraft model is not fit to such an explosion, so I deleted. I will put little objects as debris into the explosion, that would represent the remains of aircraft.
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Yesterday I saw effect picures of OGWC, and I made ourself a same aircraft destruction by missile effect in the air. I hope they do not mind. IF you think need such a thing I could put it to next version. Aircraft_explo_test.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder
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I should say you think wrong. Dead body effect exist since version 1.43. ------------------------------------------------------------------------ About MP problem: I wish I could help you. I have no idea what causes lag, I am not a programmer, I do not know what effect is local and what goes to server and why and how ... Earlier you not complaint about MP, what was the first version when that seriuos lag problem arised? ----------------------------------------------------------------------- I rewrote debris script, now can be set how many debris you want around vehicle in average.
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Finnish defence forces mod 1.1
goldmember replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
Man! You spoil my pleasure in early morning with your pure fabrication. "LOTS OF ERROR" DO You think anybody would play my mod if it is full of bugs? I admit there is some problem between unofficial addons and GMR mod, but it is far from your statemant. And of course causes problem running GMR and FDF mod together, after all they have a different modified config.bin. So you oblige me by not talking about my mod in hostile attitude in the future. thanks -
It looks you slept over the last 3-2 weeks. Firstly, crater error already solved. Secondly every effect can be turn on/off in EXP_INIT.SQS file (search for GMR_Forevercrater). Thirdly not every crater stays permanently on ground, just craters under destroyed vehicle. So if you saw hundreds craters around on map it was not my fault, unless you destroyed hundreds of vehicles.
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I use this for big arty explosions. Check that test mission. Shell_explo_test.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7
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Yes you have to, or you can download it if you want. http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder
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Try it on default BIS vehicle. I upload beta2, fixed reversing error and working on more vehicles.
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Upps! Reversing is negativ speed. I will fix that.
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Truck_dust_beta1.zip includes: - new track dust to vehicle - vehicle breakdown smoke (only armored vehicle yet) http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder Installation: Open GMR.pbo and copy (replace) these files into it. Replace config.bin with new one. Note: If you want to test it on winter maps, edit GMR_trackdust in exp_init.sqs file!
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If I remember well these script lines is no mine. Had you tried it with disabled GMR_helidust as well? Maybe that help. ----------------------------------------------------------- I forgot. Tonight I will realesed beta version of new trackdust.