goldmember
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Everything posted by goldmember
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As I remember there is footstep sound but not DR kind. ---------------------------------------------------- Military experts please inform me about burst explosion. When occur? On what vehicle? How it looks like ? etc. Burst explosion not equal secondary ammoexplosion is'nt it?
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Dynamicrange + GMR mod binding project was halted more than a month ago. I can refresh it with changes of GMR 1.43 and release, but you must know it will not be perfect. Special soldiermoving sounds not working, otherwise fine.
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Forget those command line switch, that not work, my mod has a diferent config.bin. But essential commands of my mod - eventhandlers - can be easily implement to your config.bin.
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But these two - FDF and GMR - mods can be easily bind together, no conflict at all. I know because I done it. All thing depends on your willingness
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Maybe I asked the wrong person? Lets hope the best. BUt I have a little bad feeling about that, Pitviper gave a similar promise and since then he disappeared.
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FDF mod team denied my request to make support file to their mod. So officially I will not release it. If anybody has question or request related to this problem write to me (not in this forum of course)
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Yes we talked about it. We must choose beetwen REARM or REFUEL - to make truck and car vehicle class explodable . REFUEL less disturbing.
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I do not forget your sound suggestion, but need more time gather proper source sound to make it. Exploding airplane must be harm, as other vehicle's explosion. In which version you noticed that? Thanks god those picture is fake, so I don't have to find reason why couldn't I make it. The LGB´s explosion can not be changed in config.bin, but "possible" to write a script that simulates something like that. First need a REAL picture
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Realistic explosion MOD v1.43 Modified explosion effect (shell,rocket and other) in config.bin and much more! changes to version 1.42 ----------------------- - dustwave effect - dead body effect (soldiers fall out of vehicles - car, truck and air vehicle class only - during explosion, and they smoke and burn) - burning debris give off light in dark These new effects can be turn on/off in exp_init.sqs file. New Blood and INQ mod support config.bin files also available on my briefcase. link to: GMR_exploMODv1.43.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory
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OFP ligh source not suited to simulates that effect you want. So If there is no fire or flame these light looks extreamly unreal. For consolation burning debris will give light off in dark too. I can settle this for you.
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I am on it. ----------- If those bugs - rearm and smokegrenade - disappeared in v1.42 can not came back in v1.43 because I did not modified config.bin. But I have to admit that support file's config.bin - Blood and INQ weapon - not fixed. SO if you use them bug still alive.
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I am pleased to everyone happy now. I try to make dust effect to accelerate a bit but has chance to became too chaotic and I check sound of the grenade explosion in fdf mod. To solve dynamicrange "crisis" first I attempt to ask Pitviper for config.cpp and then I see what can I do.
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I made a new dustwave. It is fully randomized, so not looks like a ring at all. The speed is synch with whole explosion (BIS and my mod) effect which is not as fast as IRL. link to: GMR_exploMODv1.43BETA.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap
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Since version 1.41 there is updated support to Blood and INQ weaponpack (files Blood_to _v1.41.zip, Blood_INQ_to _v1.41.zip, INQ_to _v1.41.zip). This works with v1.42 and v1.43BETA too. ---------------------------------------------------------- to others: Thanks for suggestions!
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Dustwave, shockwave, newwave. I get confused a bit. Let's concentrate to dustwave only. I could make dust ring a little bit "ugly" and could accelerate it, but then wave radius will bigger too. / btw, burning bodies got more smoke /
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I uploaded v1.43BETA to my briefcase. It is just the GMR.bpo file, config.bin was not modified. It contains two new effects: "dustwave" and "deadbodies" which can be turn on/off in exp_init.sqs of course. Please give me feedback what should I change. link to: GMR_exploMODv1.43BETA.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory
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I'll build in a new kind of "debris": smoking,burning dead bodies who fall out of destroyed car,truck,air vehicles. Unfortunately dead body can not fall out of armored vehicle. Or does?
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Oh my bloody english! I misunderstood your request. Now clear everything
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It is give off a light but couldn't see because of big smokes. Ok, I find out something.
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I fixed, it looks need - GOTO -before "exit" OLD lines in hit_tank.sqs ----------------------- ? (Crewescape==0):"exit" ? (not alive _tank):"exit" ? (canmove _tank) and (canfire _tank):"exit" ? (Crewescape==2) and (canfire _tank):"exit" ? (Crewescape==3) and (canfire _tank) and (_r < 50):"exit" NEW lines in hit_tank.sqs ------------------------ ? (Crewescape == 0):goto "exit" ? (not alive _tank):goto "exit" ? (canmove _tank) and (canfire _tank):goto "exit" ? (Crewescape == 2) and (canfire _tank):goto "exit" ? (Crewescape == 3) and (canfire _tank) and (_r < 50):goto "exit" I REPLACED with these fix VERSION1.42 IN MY BRIEFCASE
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Because of just a beta But here is the good one! Realistic explosion MOD v1.42 - added Longsmoke effect - every key value now changeable in exp_init.sqs file - "rearm" bug fixed link to: GMR_exploMODv1.42.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory OFP version 1.91 required.
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Detail from exp_init.sqs change Crewescape value 0=crew NOT leave disabled vehicle 1=crew ALLWAYS leave disabled vehicle 2=crew leave disables vehicle if it CAN NOT FIRE 3=crew leave disables vehicle if it CAN NOT FIRE, RANDOMIZED Crewescape=0 ANy problem?
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Don't panik! I make this feature optional in next version. BTW you have to noticed when tank is disabled 8 or 9 times from 10 the reason is "can not fire" and the rest is "can not move" only. So it is not a tragedy.
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I upload BETA verison. Zip contains one file - GMR.pbo - just replace old one with this. In pbo there is a file called exp_init.sqs where you should change values ( smoking time, burning time, etc.). Firstly test it on tanks and apc's. link to: GMR_exploMODv1.42BETA.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory
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I tested ''transportfuel" version it works fine. In the next version I fix it. ------------------------------------------ I have problems when and how to activate longsmoke effect. Firstly, basic OFP smoke - after vehicle destroyed - wide and short in size. If I put longsmoke effect - which is tall and not as wide - into this, won't look nice. Secondly, basic OFP smoke sometimes not black rather brown&grey. Unfurtunately I don't know what determines the color of that smoke. This also spoils black longsmoke effect. Not to mention that black smoke will last longer than brown&grey.To reduce this inconveniences I decided to not start longsmoke immediately after destruction instead delayed 30-50 seconds. During this time basic OFP smoke is fading enough to not "disturb" my smoke. And effect are connected to two events. Only starts if vehicle burning already or secondary ammoexplosion can activate it. Because of this you won't see longsmoke allways. During tonight I upload a betaversion you can see how it works till now. IF everybody has another Idea I listen it or just tell me you not care about myproblem and I launch that longsmoke right after vehicle destroyed.