goldmember
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Everything posted by goldmember
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The "transportammo" command caused that. This is necessary inconvenience because without it some vehicles - mainly cars and trucks - won't explode. But I can replace it to "transportfuel" and in this case only happens this "bug" - if I am right - when you drive a vehicle and get REFUEL command (only sometimes we hope)
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I thought it was in my briefcase until I checked. Maybe I forget to upload or deleted somehow. Now is available again find -> Blood_to_v141.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory version1.41
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You overestimate me, but I have a talent to show you another one. A couple of weeks ago I d/l a nukexplosion called condor_Atom from www.flashpoint.ru.
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Big smoke, big computer
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"Could you add that the smoke column grows in diameter the higher it rises ?" I widened smoke column on the top (not too much - see zip file) Shockwave effect: ------------------ I know some versions, each differs a bit. I ask permission from authors (if need) and go. I am now rewriting scripts so almost every value can be changed (smoketime,burningtime,secondary ammoexplosion, longsmoke, shockwave,and so on) to your own taste.
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I uploaded a file called bigsmoke.zip that contains a demomission showing taller smokes to destroyed vehicles. Anyone who interested in please send me feedback what should I change. link to: bigsmoke.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory
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It must work without mod folder, I didnot change this. Maybe you forget to replace the old GMR.pbo (this is not contains that "check_damage .sqs" therefore can be located) with new one? -------------- Radnik! I working on it to make costumizable smoke height.
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I dont' really understand what you mean cheating? There is no rearm command in my scripts. The secondary ammoexplosion is only an effect not rearms the vehicle and blows up again. Please clear a bit your problem!
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Realistic explosion MOD v1.41 changes to version 1.40 ----------------------- - added small sparks to secondary ammoexplosion - sometimes secondary ammoexplosion set vehicle on fire link to: GMR_exploMODv1.41.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory OFP version 1.91 required. I also uploaded Blood and INQ addon support zip's.
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Thanks for checking my scripts. I fix smokeshell error and rewrite that script lines. ------------------------------------------------------------- I made small changes in v1.4. - Added small sparks to secondary ammoexplosion - Sometimes secondary ammoexplosion sets vehicle fire - if it not burning before (based on Maveric suggestion)
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I forgive you Avon:) If somebody missed Blood or INQ support don't worry I done it this weekend.
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Show me one who did! Those talented BAS team couldn't solve this. Burning blackhawks also has PUT OUT FIRE.
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You really did not seen debrises? But 10 pieces - smallest one - must fly atfer detonation. Or should I give more? Burning delay is cool idea, how was not come to mind earlier.
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Realistic explosion MOD v1.4 Modified explosion effect (shell,rocket and other) in config.bin and more! changes to version 1.32 ----------------------- - multiplayer compatibility (need OFP 1.92beta pach or higher) - secondary ammoexplosion effect to armored vehicles (probability of this effect is 37%, if you want to change it extract GMR.pbo and open bumm_second.sqs and modify "_probsec" value) - armored vehicles sometimes exploding without fire effect (probability of fire effect is 50%, if you want to change it extract GMR.pbo and open expfire_tank.sqs and expfire_apc.sqs and modify "_probfire" value) link to: GMR_exploMODv1.4.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory OFP version 1.91 required.
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We have to give our permission first, but this maybe is not enough because FDF mod very tricky it has own starting exe file too.
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If we get it that will be after 1.92 final released, I think. BTW, I don't remember what was the problem about laser designator? Help me!
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This is great news, but dedicated server test need too. And what about lag? One or two days a finished MP version to all types and build a new feature: secondary ammo explosions for armored vehicles.
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You are clear.
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I think you cope with the same problem but didnot realized. The second pictures shows 2 destroyed vehicles so to this belongs 2*8 burning debris and we can see only 5. To right test please use one vehicle and setdammage 1 command. And if you see at least 5-6 debris after detonation you really do not have any problem. BTW I tested to put JAM.pbo into res/addon folder but problem remains.
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Realistic explosion MOD - MP test to BETA 1.92 (contains "middle" bin version only!) Scripts executed by "init" eventhandler instead of "killed" link to: GMR_explomod_MPtest_to_BETA192.zip GMR_explomod folder http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap
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As I read BUG FIXES AND IMPROVEMENTS IN 1.92 BETA eventhandler "init" is now launched on all machines in MP game. So eventhandler "killed" not working yet. I can rewrite the whole thing executed by "init" eventhandler but this way will much more burden our PC. Missing the flying and burning debries: I not changed debris placement in 1.32. BTW I noticed the same thing before. For me this caused by BAS JAM_Magazines.pbo. When I removed everything worked fine. Test it please. ANd debris also works with 1.92 BETA.
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Sorry! open mission.sqm addOns[]= { "soldierwm16b3", "maf_crwirq" }; and delete those lines!
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I upload to my briefcase a DUSTWAVE demo misson, simulates that already known explosion dustwave effects. link to: dustwavedemo.Intro.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory
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I found a strange incompatibility with BAS JAM_Magazines.pbo! Lots of debris not appearing at all when JAM_Magazines.pbo is in addons directory, if I remove everything goes fine. At present I don't know what cause this, maybe to many addons I have or what. Please somebody test it whether he experiences the same problem. (NOTE!!! For successful test, instead of destroying vehicle with any weapon please use "setdammage 1 " parameter to avoid unnecessary debris destroying by detonation)
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Jesus! AND what is in it? It is a zip? Try to download v1.32 from the Privat directory, there is a copy.