jamesavery22
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Everything posted by jamesavery22
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Decrypted weapons.cfg objects.sav files
jamesavery22 posted a topic in OFP : MISSION EDITING & SCRIPTING
Does anyone have or know where to get decrypted weapons.cfg objects.sav files for resistance that tell what weapons and ammo to carry over to the next mission? Just want a basic template file to edit. Thanks -
On some cut scenes (not all) I get an error like " Error on load addon: ashm2ifvreal" It does not kick me to desktop just stops the cutscene. I dont have any other problems with the game and the game play is actually fine. I had some addons at one point (m4a1suppressed, some HK stuff) but I know all their classes by heart and none are titled anything close to ashm2ifvreal. I deleted everything I put into the addon dir and it still happens. I did not edit the cut scenes in any way. I searched the forums and Im guessin no one else seems to have this problem. Thats why I thought it was my addons I put in. But I deleted them and reinstalled it and I still get the error. Am I doing something else wrong?
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Where can I get a list of the names of the new weapons (namely the pistols) in resistance for discription.ext files? I just want the names so I can use them in the single player missions but I dont even know what pistols there are. A 92FS and some russian ones?
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Are you suppose to be able to use the new weapons in any mission? Campaign or single?
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Editing available weapons in gear selection
jamesavery22 posted a topic in OFP : MISSION EDITING & SCRIPTING
I edited description.ext to this // Description.ext (in the Mission directory) file format description // Thanks to Lustypooh for all the good information //Sets scoring of mission at end minScore = 250 avgScore = 2500 maxScore = 6000 // Title that appears on screen in briefing onloadintro = "" // Title that appears on screen at beginning of mission onloadmission = "" // Indicates whether or not the debriefing window appears at end of the mission debriefing = 1 // Indicates whether or not to display the watch during the briefing showWatch = 1 // Indicates whether or not to display the compass during the briefing showCompass = 1 // Indicates whether or not to display the notepad during the briefing showNotepad = 1 // Indicates whether or not to display the global positioning system during the mission showGPS = 0 // Indicates whether or not to display the map during the briefing showMap = 1 // Unknown effect - leave value as true, probably displays mission time during loading onLoadIntroTime = true // Indicate desired spawn condition and delay respawn = "" respawndelay = 10 // This class indicates what weapons to make available to the player in the mission class Weapons { class M16 {count = 1;}; class M16GrenadeLauncher {count = 1;}; class M4 {count = 1;}; class HK {count = 1;}; class M21 {count = 1;}; class M60 {count = 1;}; class LAWLauncher {count = 1;}; class CarlGustavLauncher {count = 1;}; class AALauncher {count = 1;}; class AK74 {count = 0;}; class AK74SU {count = 0;}; class AK74GrenadeLauncher {count = 0;}; class AK47 {count = 0;}; class AK47CZ {count = 0;}; class AK47GrenadeLauncher {count = 0;}; class SVDDragunov {count = 0;}; class PK {count = 0;}; class RPGLauncher {count = 0;}; class AT4Launcher {count = 0;}; class 9K32Launcher {count = 0;}; class Binocular {count = 1;}; class NVGoggles {count = 8;}; }; // This class indicates what weapon magazines to make available to the player in the mission briefing. class Magazines { class M16 {count = 4;}; class Grenadelauncher {count = 4;}; class M4 {count = 4;}; class HK {count = 4;}; class M21 {count = 4;}; class M60 {count = 4;}; class LAWLauncher {count = 4;}; class CarlGustavLauncher {count = 4;}; class AALauncher {count = 4;}; class Ak74 {count = 0;}; class Ak74Grenadelauncher {count = 0;}; class Ak47 {count = 0;}; class Ak47Grenadelauncher {count = 0;}; class SVDDragunov {count = 0;}; class PK {count = 0;}; class RPGLauncher {count = 0;}; class AT4Launcher {count = 0;}; class 9K32Launcher {count = 0;}; class HandGrenade {count = 12;}; class Pipebomb {count = 4;}; class Mine {count = 4;}; class Mortar {count = 4;}; class Flare {count = 4;}; class SmokeShell {count = 4;}; class FlareRed {count = 4;}; class SmokeShellRed {count = 4;}; }; //End of file with OPF mission assistant And it doesnt work. Im just trying to edit C02BATTLEFIELDS.EDEN. I extracted the PBO and running the mission from the dir to which I extracted it to. What am I doing wrong here? -
Editing available weapons in gear selection
jamesavery22 replied to jamesavery22's topic in OFP : MISSION EDITING & SCRIPTING
Ok so your guy has to be leader inorder to select weapons??? I guess this has to be edited in the missio.sqm? Where in that file is your guy? Anyone mind given me a hand here? Thanks -
Editing available weapons in gear selection
jamesavery22 replied to jamesavery22's topic in OFP : MISSION EDITING & SCRIPTING
Turns out that code is a little wrong. The ak74grenadelauncher and ak47grenadelauncher are incorrect for magazines. Anyways I took them out and tried this same weapons and mag class on C01CONVOY.EDEN and it works. But the mission already had a selection under gear. Like there you could already select weapons. But in c02 you can't select anything by default. So is there some bool somewhere dictacting whether or not weapons can be selected? or maybe something pointing to the weapons class? -
Specs: 1ghz tbird, iwill kk266plus, 256mb pc150 corsair, gf2 pro, adaptec 2940u2w. I have the latest drivers for everything, nvidia, via, and directx. The game just crashes randomly. Sometimes 30 sec into the game sometimes an hour. What can I do?
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When can you use the new weapons?
jamesavery22 replied to jamesavery22's topic in ADDONS & MODS: COMPLETE
How do you edit the mission to allow the weapons?? -
Nope, where can you get those?