goldmember
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Everything posted by goldmember
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Realistic explosion MOD v1.1 - small update2 improvement: More smoke (bigger in size and duration) less flame version. Installation: 1) just replace config.bin in GMR_exploMOD folder. link to: GMR_smallupdate2.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap
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You should download version 1.1 (at www.ofp.at or www.ofpbase.com) . FInd proper link above.
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OK! I do it for you a non - hollywood version.
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Realistic explosion MOD v1.1 - small update ------------------------------------------ bugfix: fuelstation now explodes improvement: I made 2 new looking explosion (but do not expect huge difference!), and give more color so grenade bumm is better now. Installation: 1) just replace config.bin in GMR_exploMOD folder. link to: GMR_smallupdate.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap Please someone grant a proper d/l link!
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Because of only one "class Explosion" handles all explosion effects in config.bin not easy to find the balance that every type of ammo be exploded nicely. (For example if I want to make a bigger flame for grenades, it will raise the flame size of rest of them) As I know only one way have to change flame of one type of ammo, to change it's hitpoints. Bigger point effects bigger flames. But beyond at certain point it will destroy the realism of game. Besides we could shape the explosion effects further if trying to change values in "class Explosion". Today I made some alternative explosion modifying values. If somebody feel willingness to do this, here is the key values that worth to change (in the editable config.cpp find "class Explosion" part): - cloudletAlpha: density of explosion (or flames) - cloudletFadeOut: time while explosion fading out - cloudletMinYSpeed and cloudletMaxYSpeed: Upspeed range of explosion - size: size of one flame - sourceSize: spread of explosion (I fixed the to much flame coming out of trucks)
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can your script be hardcoded in my pbo file ? and if yes, then how ? of course only the script can be coded the same way as you put "numrand.sqs" to your every vehicle. the "class Explosion" changes in config.bin can not be.
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Unfortunately VIT's apc addon not use the same "vehicle tree" that uses basic config.bin inorder effect not inherited. Manually you can implement the explosion if you put these lines into "class vehicle" of VIT bmp's config.cpp file. class EventHandlers { killed="[_this select 0] exec ""\GMR\expfire_apc.sqs"""; };
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The burning sound only last 20 second, because I do not want to create big file size in order i shortened the burning period. But can be longer if you want (in next version) Maybe I use repeatedly the sound but in this case will ends suddenly.
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here is te link http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap You can find it in "mydocuments" folder
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In OFPEC.com there is an previous version of this mod.
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Damm yahoo briefcase!!! here is te link http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap I hope this way will work!