goldmember
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Everything posted by goldmember
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Wich bin version you tried?
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I uploaded Realistic explosion MOD v1.32 changes to version 1.31 ----------------------- - burning flame cause dammage to player if he walks close to it - crew of disabled tank -if tank can not fire or move- leave the vehicle - small changes in effects - several script malfunction fixed link to: GMR_explomodv1.32.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap GMR_exploMOD directory OFP version 1.91 required. Blood and INQ support will be done tonight
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Bullet hit: We talked about it later. Only thing that I could change is color. In config.bin there is a class "CraterDustSmall", that handles bullet hit but if I changing any parameter nothing happens except color. I think the behaviour of bullet hit is coded somewhere else, not in config.bin. Not exploding tanks: yes I know when you playing basic OFP game sometimes apc and tank not exploding at all when destroyed. But I can not regulate this. The game engine decides whether vehicle explode or not. Maybe it is depends which part of vehicle being hit or how many ammo and fuel left in the vehicle or something else. Who knows?
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GMR_exploMOD version 1.32 soon! improvements ------------ - removed red color from explosion effect ( more orange added, it is just an idea it you dont like it I canceled ) - burning flame more life-like - new script for debris placements new features ------------ - burning flame cause dammage to player if he walks close to it - crew of disabled tank -if tank can not fire or move- leave the vehicle bugfixes -------- - no debris added to destroyed ships - several script malfunction (not fatal) fixed I know it is not too much, but I started to run out of ideas.
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The Cold War Crisis is over. Pitviper promised he give us dynamicrange config.cpp file after patch 1.92 released. Just until stop hacking his mod.
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I have a bad news and a good news for you. The bad is that pitviper - author of dynamicrange mod - refused any cooperation with my mod and not allowed to use dynamicrange codes in GRM_explomod from now. So I removed dynrange support from mybriefcase. The good news is that I can't resist to help people who has any disire about OFP so if you have any "unusual wish" about my mod next time please send me a mail and not use this forum.
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I uploaded the test version. It contains middle,middle_dynrange,middle_blood_dynrange config.bin and editable config.cppp files. If it it works I will upload the rest. link to: Bugfix_test.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap OFP version 1.91 required.
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I compared the base, INQ and Dyamicrange config.cpp and found a differece related to a couple of weapons (sniper rifle, MachineGun7_6Manual, zuni, LaserGuidedBomb). Some value was wrong in base and dynamicrange versions, INQ looked fine. One thing is sure, dragunov gear problem solved (I tested), and I hope weapon disappering fixed too (I could not tested because I did not encountered those strange weapon disapperings you mentioned before). Later tonight I upload the fixed versions.
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IF I read it well this bug is multiplayer only? BTW I little tried to find this various bug, instead I try to find a proper config.cpp file and build the whole thing into from the beginning. Help would be appreciated. ( the Pitviper project seems died, he has not to much willingness to release his config.cpp)
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It is bad. That means - as we already talked about it - eventhandlers in main config.bin not working in multiplayer. Publicvariable not help in this case. Eventhadler will executes the scripts not any varialble. I cant make any variable that execute an eventhandler! Only way that making multiplayer missions and implement this vehicle burning scripts manually.
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Realistic explosion MOD - L A N test (contains "middle" bin version only!) link to: GMR_explomod_LANtest.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap OFP version 1.91 required.
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These "init" thing seems to work in singleplayer, tomorrow I make a test version for multiplayer.
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Unfortunately "dammaged" eventhandler don't work for vehicles, only mans. But we can try "init" eventhandler, it is executed immediately in mission start, but maybe it is will slow down gameplay.
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It is not so easy, thIS won't work. My mod and FDF mod has a totally different config.cpp. We have to merge it to one and will work.
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I re-uploaded GMR_explomodv1.31.zip to my briefcase, I fixed 2 script error ( one of mentioned Mr Burns, another was that spot of ligths and spot of flames in dark sometimes not was the same) these changes not effected config.bin files only script files in GMR.pbo was changed. link to: GMR_explomodv1.31.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap OFP version 1.91 required.
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I found it! Quick repair: Open GMR.pbo and look in expfire_air.sqs, find these line. [_vehicle] exec "\GMR\repesz.sqs" and replace to this one. [_object] exec "\GMR\repesz.sqs"
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I´ve got this (or kinda same) error message again. It occurs everytime when an empty Airvehicle crashes to the ground. I tried kamikaze into a House (not ejected) and nothing happened. Does anyone else experience this ? That means only happens this scripts failure when air vehicles destroyed. I 'll check that script.
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ummm i repeat ^^^^^^^^^ These debris are the official BIS shrapnel modells, if you have editorupgrade102.pbo you can watch it closer. I tested your problem, when debris is lying on the ground I can shot above it ( I was in lying position too) easily, but when it is standing on its edge (it is very rare situation, hardly happens) I can not. In this case shot debris first, and will falling down and move away too.:)
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I think it is beyond our possibilities:( every flying bullets must use a script to determine Wether it hit to ground or vehicle? No pc can handle that I think. But who knows? uploaded Dynamicrange support (the old one, so soldiermoving still missing) Dynrange_to_v1.31.zip (only dynrange support) Blood_Dynrange_to_v1.31.zip (blood and dynrange support)
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So there should be no more Dynamic Range support ? Snif, feel a bit sad right now  Maybe I will remain with an older version... Hi! I don't want to upgrade dynrange support until it is not 100% done. BUt if you satisfied with earlier version I will make an v1.31 compatible version today. to Theavonlady: GMR_explomodv1.31.zip - contains (basic flamer,middle,smoker bin + gmr.pbo + demomission + editable config.cpp) Blood_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood support) INQ_to_v1.31.zip - contains (flamer,middle,smoker bin with INQ support) Blood_INQ_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood and INQ support)
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I finished uploading.
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Realistic explosion MOD v1.31 - different kind of debris bugs fixed This version contains only the basic 3 (flamer,middle,smoker) config.bin. Because of everybody wants a different kind support, from now every support will be stored in separate files. During the nights I will upload the following files: Blood_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood support) INQ_to_v1.31.zip - contains (flamer,middle,smoker bin with INQ support) Blood_INQ_to_v1.31.zip - contains (flamer,middle,smoker bin with Blood and INQ support) link to: GMR_explomodv1.31.zip http://au.briefcase.yahoo.com/ id: a_goldmember password: faszkalap OFP version 1.91 required. by Goldmember13 Goldmember13@freemail.hu
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It seems multiplayer don't likes "eventhandlers" - this executes those missing vehicles explosion and debris scripts - in main config.bin. Basicly there is no eventhandler command in regular config.bin. I think the problem is coded in OFP engine. Or somebody knows any MOD that use eventhandlers in config.bin? One thing you can do, but not convinient.You must reedit multiplayer mission.sqs and putting all vehicles init field this eventhandlers scripts.
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theavonlady! "debris_is good_config.cpp" was the file name before I use cpp2bin converter and make a bin file " debris_is good_config.bin " then rename it to "config.bin" and upload to my briefcase and you download it. How can your OFP remembers the older bin filename and why try to call it? I think the guilty is the converter. Next time I first rename files to config.cpp and then use converter to make config.bin. I hope it is will help you. Mr Burns! If you already destroyed a vehicle please don't shot around them!
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LOL! What a hell is that file name 'debris_is good_config.bin'? I sent a regular config.bin!!!! and previolusly wrote by you 'flamer_config.bin' DO you rename bin files don't you? It musbe something wierd!!!!!!!!!! ANYBODY NOTICED THE SAME?