goldmember
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Everything posted by goldmember
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Hey! Could somebody show me pictures on BMP,M2A2,SA-13 missle launch? Small video files would be even better.
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You done it right! But there is a deficiency in my scripts. At the beginning every effects were connected to vehicle destruction. So exp_init.sqs - where key values are stored - was only executed when a vehicle destroyed. But now there are some effects, like helidust and gundust not connected to explosion so until one vehicle not destroying these effects not live or live but don't have to... I find out something to handle this failure. ---------------------------------------------------------------- Helitargeting problem: thank machinegunner and tankgunner will attacks transports helis- uh60,uh60-mg,ch47,mi-17 - and small helis like oh58 and so on BMP2 and M2A2 gets airtargeting ability. ----------------------------------------------------------------- And I will look at missile dust possibility
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I discovered some very strange (for me) things in basic vehicle's config.bin. I did not payed to much attention for it because I use my modified vehicles config long time. But now when I made aircraft effects for you noticed this "problem" again. - BMP2 and M2A2 do not target any aircraft. - Although machinegun bullets has function (airLock=1) to target aircraft, machinegunner soldier only attacks UH-60MG choppers, and jeepgunner,tankgunner only attacks UH-60MG and AH1 choppers. Are these realistic or not? If you think that worse to change this I could made a pack that resolve this problem.
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"I get the message Script \GMR\check_dammage_air.sqs not found and cannot play the mision from the editor." You used old config version instead of 1.46 "Another problem: Can't aim or move when using pistols. " You used config.cpp insted of config.bin http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder So d/l version 1.46 and use config.bin!
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Using GMR with different mod: ----------------------------- FDF mod + GMR mod ----------------- copy config.cpp (from FDF_to_v1.4x.zip) to fdfmod/bin folder copy GMR.pbo (fom GMR_exploMODv1.4x.zip) to fdfmod/addons folder -> start with FDFmod.exe from Operatinflashpoint folder GMR mod + Ofpec_Blood --------------------- copy config.bin (from Blood_to_v1.4x.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.4x.zip) to GMR_exploMOD/addons folder copy Ofpec_Blood.pbo to GMR_exploMOD/addons folder -> start with "-mod=GMR_exploMOD" GMR mod + INQ weaponpack ------------------------ copy config.bin (from INQ_to_v1.4x.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.4x.zip) to GMR_exploMOD/addons folder copy INQ_weaponpack.pbo (from INQ_weaponpack.zip) to GMR_exploMOD/addons folder copy XMS.pbo (from INQ_Mod.zip) to GMR_exploMOD/addons folder copy Dtaext.pbo (from INQ_Mod.zip) to GMR_exploMOD/Dta folder -> start with "-mod=GMR_exploMOD" GMR mod + Dynamicrange soundpack -------------------------------- copy config.bin (from DR_to_v1.4x.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.4x.zip) to GMR_exploMOD/addons folder copy Dynamicrange.pbo to GMR_exploMOD/addons folder -> start with "-mod=GMR_exploMOD"
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I am wondering how this bug can be hidden so long? It seems we did not played to much on resistance side. I will repair it.
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GMR_exploMODv1.47BETA http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder need working version 1.46!!! Just replace GMR.pbo - new smoke effect during explosion (only on armored vehicles yet) - new aircraft falling effects (smokes and tailrotor failure) ----------------------------------------------------------------------------- New values in exp_init.sqs file ;change Probflysmoke value (0-100) to modify the probability of newstyle flying smoke ;effect during explosion. Probflysmoke=39 ;determine Actflysmokerange (in meter) to reduce CPU usage; if player withim this range don't show these effects at all ;besides effect looks better if you see it from distance Actflysmokerange=70 ;change Smoketrail value (0=off, 1=on) to turn on/off smoke effect on falling aircraft. ;OFP engine only add smoke to aircraft if it destroyed, enabling this effect aircraft will smokes ;also when getting serius dammage and starting to fall down (alive crew jumping out of vehicle) Smoketrail=1 ;change Probtailrotor value (0-100) to modify the probability of tailrotor effect ;on falling aircraft(it is only works if you chose Smoketrail=1). Probtailrotor=39 ------------------------------------------------------------------------------- Please give me some criticism I am full of praises already.
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Tomorrow is your lucky day. (Btw, will be some kind of tailrotor failure too.)
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That effect not in v1.46 yet,so if you haven't seen it on apache not a big problem. This is not really a tailrotor failure effect rather dammage smoke effect. OFP engine only give smoke to falling aircraft if dammage value is 1 (vehicle destroyed). These new effect activating when aircraft got serious hit (like crew jump out or engine stops), but dammage value is less then 1. I wanted to make spinning tailrotor failure effect too, but some problem arised.
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This problem is came from OFP engine. If unofficial addon contains "eventhandler" in it's config.bin, this would overwrites those I put in main OFP config.bin.That is why explosion script not executed on some addon. To enable GMR scripts on addons we should edit their config.bin (config.ccp) file. I can do it these works just send me addon's config.cpp file. In briefcase you can find working version of VITAPC and BAS Blackhawks already. http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder
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I uploaded "dynamicrange only" version (DR_to_v1.46.zip) to briefcase. http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod/Version1.46 folder ---------------------------------------------------------- Messy battlefield: DO not worry. I satisfy everybody needs
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There are 2 kind of explosion. First is "destroyed explosion", when vehicle gets killed, effect is scipted by "killed" eventhandler. Second called "hit explosion", is came from OFP config.bin ( see "class explosion" part ). This is vastly modified version of origial OFP explosion effect. It does not matter where ammo eplodes - on vehicle or on ground -, it produces the same effect. --------------------------------------------------------------- "Messy Battlefied" could not be optional, because it is config.bin modification, not script. SO if I put, it can not be disabled unless you reedit config.bin
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Unfortunately color of wheeldust defined not in config.bin. Only we can change the size of dust on different terrian types. But not in easy way. The config.bin only handles the four default (desert,malden,kulgujev,everon) islands and contains information of their different surfaces. Other islands if use new terrian types (textures) - like Nogova or Winter maps - have own config.bin and this contains surface definition. Any config.bin we choose must find that (snapshoot from main config.bin): class CfgSurfaces { class Roadway { access=2; files="silnice*"; rough=0.005000; dust=0.010000; soundEnviron="road"; }; class Grass : Default { access=2; files="tn???"; rough=0.110000; dust=0.100000; soundEnviron="normalExt"; }; class Sand : Default { access=2; files="ps???"; rough=0.120000; dust=0.500000; soundEnviron="sand"; }; { You see here different terrian classes and "dust" values must be changed.
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I am satisfied with my helidust script. I do not want to add more dust, because on grass like terrian I think no need more (desert and winter version will be bigger of course). But I help anybody who wants to modify anything. One changes I made, when engine starts and ends dust now fading in and out more slowly. Another major problem of Tank shockwave that vehicle track/wheel dust is too big, especially on grass. If tank is moving while firing, shockwave effect vanishing in track/wheel dust. I long time ago play OFP with reduced track/wheel dust.
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Latest full version is 1.46. Following support files availabe: Dynamcrange -> DR_to_v1.46.izp Dynamcrange + Blood -> DR_Blood_to_v1.46.zip INQ -> INQ_to_v1.46.zip INQ + Blood -> INQ_Blod_to_v1.46.zip FDF -> FDF_to_v1.46.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMR_mod folder ------------------------------------------------- That "big_mess_inbattlefield" version is just a test. I made it in middle version only, no other mod support yet. We have to decide whether is worth to put in this mod or not and in what form.
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You will give in PM -------------------------------------------- Bigger mess in battlefield! I made a modified config.bin to stay debrises, shrapnels, small rocks longer on ground. You know these thing rising from various detonation of rockets and shells. Differences can be seen well in desert island. I did not noticed big FPS drop. file: Big_mess_inbattlefield_to_v1.46.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7
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Yes,to avoid problems I will rename key values and workout different island color values in exp_init.sqs too. The rotorwash effect on costum addons not work, if addon's config.cpp file already contains eventhadlers. In this case config file must be reedited. For winter maps here is the color values: ----------------------------------------- Rotorwash -> "helidust.sqs" file _color = [[0.8,0.8,0.9,0],[0.9,0.9,1,0.25],[0.8,0.8,0.9,0],[0.8,0.8,0.9,0]] Tank Gundust -> "shockdust_tank" file CFG_color1 = [0.8, 0.8, 0.9] CFG_color2 = [0.9, 0.9, 1.0] CFG_color3 = [0.8, 0.8, 0.9] Tank Gundust -> "shockdust_bmp" file CFG_color1 = [0.8, 0.8, 0.9] CFG_color2 = [0.9, 0.9, 1.0] CFG_color3 = [0.8, 0.8, 0.9]
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Grrreat! Thanks! It is working. I wish you sent it a couple of hours eariler, now it is left from version 1.46. But here is the quick repair: Open "watersplash.sqs" file from GMR.pbo. find that line: --------------- ~1.5+random 1.5 delete it and copy there these lines: ----------------------------------- _object setdammage 0.9 ~0.1 _object setdammage 0.8 ~0.1 _object setdammage 0.7 ~0.1 _object setdammage 0.6 ~0.1 _object setdammage 0.5 ~0.1 _object setdammage 0.4 ~0.1 _object setdammage 0.3 ~0.1 _object setdammage 0.2 ~0.1 _object setdammage 0.1 ~0.1 _object setdammage 0 ~0.1
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Realistic explosion MOD v1.46 Modified explosion effect (shell,rocket and other) in config.bin and more! changes to version 1.45 ----------------------- - tank maingun dust effect for BMPs (and Sigma-6 Tankpack) - helicopter downwash effect - improved airvehicle crash (land and water) - more fireworks on secondary ammoexplosion link to: GMR_exploMODv1.46.zip http://au.f2.pg.briefcase.yahoo.com/ ID: ftielemans PW: dey8p7 GMRmod directory
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I tried "setpos" command, but air modells can not be put underground. I do not know why, because for example cars, trucks can be sink. --------------------------------------------------------------------------- hileco0307: If I am bored I will try --------------------------------------------------------------------------- @cero: Can you send me the name of this guy? --------------------------------------------------------------------------- Version 1.46 today maybe.
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Good idea, but the fire would have to burn for a long time, what if you really need to see where a plane crashed? Still, it would be nice to see this. I tested. It is look wierd. After explosion there is nothing, just smoke and flame. If I have big debrises ... But managed to avoid "planes bounce up and down". If I slow down plane to speed "0" not bouncing anymore. Air vehicles now splashing into water without explosion, they only make waves. Unfortunately black smokes still come out of water for a while, even if I delete airvehicle.
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I am affraid I can not help you. This requires addon modelling knowledge, but I am not expert in it. I could only change explosions by script but need a working addon (model) for this.
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I do not want to make another versions for this. It has enough already. The problem can be solved easily. Every config.bin version has a counterpart config.cpp. In this file you can make any changes and than compile back to bin format. You want back original OFP sounds or you have costum sound? Send me a PM and help you. ----------------------------------------------------------------------------- Spy17! Thanks your suggestions. The explosions of air vehicles was a "little" neglected in my mod. It is the time to devise something. ----------------------------------------------------------------------------- Thx andersson! How could you break up Sigma-6's config.bin?
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Do you think this happens more rarely? I changed script sequences a little since version 1.32, maybe this is the reason. BTW surviving "feature" wan not wilful by me. -------------------------------------------------------------------------- I will use DKM mod's Island identification script to gundust and helidust. -------------------------------------------------------------------------- I could not decoded Sigma-6 tank pack's config.bin. Unfortunately OFP manager is failed to do it properly. You should ask Sigma about this.
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I uploaded missing Blood support (Bllod_to_v1.45.zip) http://au.f2.pg.briefcase.yahoo.com/ ID ftielemans PW dey8p7 --------------------------------------------------- I finished helidust and gundust for bmp's