goldmember
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Everything posted by goldmember
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Thank your suggestions. I will digest it. One thing is sure, I do not know script could determine what type of the ground is under the tank, so It is not possible different dust for desert, grass or concrete. But other ideas can be implemented. ------------------------------------------------------------- Unfortunalety blood support was left out, but I will make up for it today.
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How close you walked to the fire? The dammage script is activating when your distance from centre of fire is less then 5 meters. But if strong wind stretch out the flames it looks like you near to them but not hurt, because you are not close enough. BTW this part of the scripts was not modified so need to work like in previous versions. ------------------------------------------------------------------------ Should I put a very small gundust for BMP's or it is will be very unreal? And now come to mind if somebody use unofficial MBT or APC addons and would like to see gundust effect on it tell me the name of it. I make a database of guntypes to enable working more addons this effect.
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Yes this need to tankgun dust effect. SO if there is an MBT addon that not produce this effect have to write these lines manually it's config.bin. But further problem accurs if an addon not use basic OFP guntypes (gun105, gun120, gun125). In this case need the proper name of guntype and Ihave to build into "shockdust.sqs" So life not easy
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I tested, it worked fine for me all 3 bin versions.Both LAW and RPG soldier make reload animations. Are you sure used config.bin and not config.cpp???
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That is problem! In what version (bin) you noticed that?
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DR_Blood_to_v1.45.zip is uploaded, and others will follow. http://au.f2.pg.briefcase.yahoo.com/ ID ftielemans PW dey8p7 ------------------------------------- Helidust script, then I have to rename this MOD to Realistic FX MOD or something
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link to: GMR_exploMODv1.45.zip http://au.f2.pg.briefcase.yahoo.com/ ID ftielemans PW dey8p7 Before I finish support file I have to know that new effect will not couse serious fps drop, because "fire" eventhandler is call tankgun dust script every time when tank fires (even if use machinegun). Fortunately we can avoid this. So test it in big tank rush!!!
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Problem solved!!! I was idiot.
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Due to unforeseen script (function) problem I have to delayed tankgun dust effect.
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Dust will fly towards to front of the tank, so it will look like to affect the front more. One thing I forgot, I have to update 24 different config.bin
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I can make it by tomorrow just tell me that new effect is fine.
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dust density and size but difference not so sharp
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I uploaded 3 new different tankgun dust. See my briefcase TankMainGun_Dustbeta2.zip file
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Tank maingun shock dust: ------------------------ I will reduce dust, make 2 diferent versions today. I forget to ask this effect exist on BMP too or just on MBT? (Konyak-2) choppers are fading out effect sounds: ------------------------------------------------- I will check it. (victorious)dr+blood bin file it seems to mute all sound: --------------------------------------------------------- This happened to basic OFP vehicles or you used unoffcial addons? Unfortunately some addons not herit "eventhandlers" from main config.bin, so script will not be executed. For example VITAPC pack not working properly too. Does anybody noticed the same on BAS Tonal pack? Using GMR with different mod: ----------------------------- "select fdf mod + gmr mod in kegety's ofp launcher..." you do not need to merge mod like this. Here is one method that works. FDF mod + GMR mod ----------------- copy config.cpp (from FDF_to_v1.44.zip) to fdfmod/bin folder copy GMR.pbo (fom GMR_exploMODv1.44.zip) to fdfmod/addons folder -> start with FDFmod.exe from Operatinflashpoint folder GMR mod + Ofpec_Blood --------------------- copy config.bin (from Blood_to_v1.44.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.44.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_v1.44.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.44.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_v1.44.zip) to GMR_exploMOD/bin folder copy GMR.pbo (fom GMR_exploMODv1.44.zip) to GMR_exploMOD/addons folder copy Dynamicrange.pbo to GMR_exploMOD/addons folder -> start with "-mod=GMR_exploMOD"
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Mr Burns do you think this effect is real or not? ---------------------------------------------------------------- I am thinking how to reduce CPU usage.
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Until my yahoo briefcase is dying, can somebody grant to others a download link to version1.44? ------------------------------------------------------------------- I upload a Tank MainGun Dust effect demomission (based on Fishion great scripts) to my briefcase. Please give me suggestion what need to be changed!
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There it is.I just checked!
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I think you confused config.cpp with config.bin. These errors occur when using config.cpp file. Please check it. ---------------------------------------------------------------- I found an error in "smoke_armor.sqs" file. It is not fatal , sometimes when longsmoke effect starts you get message on the top of the screen. It easily can be fixed (and I will replace the file later too) the last line looks like: _lifeTick = _lifeTick - 1?_lifeTick > 0 : goto "loop4" please hit "enter" to separete it like this: _lifeTick = _lifeTick - 1 ?_lifeTick > 0 : goto "loop4"
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Because I am not brave enough to start donwloading with 2.5K that huge new BAS addons instead I finished version 1.44 for you. Realistic explosion MOD v1.44 Modified explosion effect (shell,rocket and other) in config.bin and more! changes to version 1.43 ----------------------- - destroyed house effect - supplytruck and scud bug fixed - burning sound is fading out now at the end - smalleffectrange value to reduce CPU usage - one new fuelexplosion sound - small adjusting on effects to become nicer Different mod support files also available! link to: GMR_exploMODv1.44.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory OFP version 1.91 required.
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It is your fault. Tried to use GMR.pbo1.44 with config.bin1.43. -------------------------------------------------------------- Tomorrow I finish support files (blood,dr,inq,fdf)
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I know that bug, somebody mailed me this earlier. It seems some vehicles have different central point than usual. Same problem found on supplytrucks - reammo, and refuel - too. I fixed it in GMR_exploMODv1.44BETA.zip
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Yes it is limited, only explosive ammo types can produce explosion effect. This came from OFP engine.
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Imagination is a weapon against reality
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You can not combine configs, must write all 4 into 1. I'll make a try this weekend.