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pecel2u

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About pecel2u

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  1. pecel2u

    GRAA modpack 2.0 and more

    i've done it, and keep it with cpp file. When i run the game, it show this warning..."config.cpp/cfgammo/smokeshell.soundhit: Member already defined" and the game won't run.(please see my config). EDIT: Nevermind, i fixed it. Now the game running well. Thanks Sanc....
  2. pecel2u

    GRAA modpack 2.0 and more

    this error came up when i convert my config.cpp to bin file. and this is my config file and please give me advice to make config with better performance. FYI, i play OFP in laptop Toshiba Satellite. Ram 1024 Mb, HD 40 Gb, Proc Intel Centrino, VGA 32 Mb ATI.
  3. pecel2u

    GRAA modpack 2.0 and more

    pleaser add more mirror link for graamod and anim... rapidshare, maybe.....
  4. pecel2u

    strange behavior of Ai soldier

    Yes, it work fine. Sorry for the wrong thread. How to replace this thread?
  5. greeting, my game just fine few days ago, but yesterday when i play ofp, something is different. When i order my squad to take cover, they just walking around me, or when i order to set the situation to danger, they just wandering around instead to take cover and lay down. In the battle situation the Law soldier did'nt shot incoming armored vehicle, they just shooting their m16 and circling their target. Is it the anim problem or MOD problem. Or my config script. Please help. edit: I using OFP ver. 1.96, FlashFX MOD and my this is my config.bin Thanks http://www.friendster.com/bkrcsurabaya
  6. pecel2u

    Addon reviewer

    Dear all addon maker. is there possible way to review addon look in game without executeing the game first??
  7. pecel2u

    OFP Addon request thread

    haloo... when i play every mission with tank inside. It always show error "ICP_Effects/init.sqs not found". And when i UnPBO the ICP_effects addon, there is no init.sqs. Where i can fix it? Thx b4. EDIT: nevermind to answer, its not icp_effects but ECP_effects. my mistake to read carefully...thanks
  8. pecel2u

    I want to make my own custom config

    Thank you for the correction.....it working very well. Hmmm...Ternyata hal yg membuat frustasi hanya satu baris saja. magazines[]={"m4sdmag"}; stupid me Just another frustating problem..why my unit when they ordered to drive (or get in) ural truck they just hop in but then get out again and said that they're ready. I use SFM Urals Truck Addons. Thank you for your patience answering all my question.
  9. pecel2u

    Turning OFP into your favourite game!

    sanctuary, i have a question about config.bin. It's in the MISSION EDITING & SCRIPTING thread. please take a look. Thanks
  10. pecel2u

    I want to make my own custom config

    After replacing all infantry and vehicle unit. And it working good. Now i'm try to adding new weapon. I use this code to add m4_acog_suppressed wepaon as a default sabetour weapon. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ar15:Riffle { scopeWeapon=2; scopeMagazine=2; model="\LSR_uswp\m4\lsr_m4_acog.p3d"; modelOptics="\LSR_uswp\opt\opt_m16.p3d"; reloadMagazineSound[]={"\LSR_uswp\sounds\M16reload.wss",0.010316,1}; drySound[]={"weapons\M16dry","db-40",1}; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; opticsFlare="true"; displayName="M4"; uipicture="\LSR_uswp\uipics\ivojak.paa"; magazines[]={"M4"}; modes[]={"Single","FullAuto"}; class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="M4A1"; dispersion=0.002; sound[]={"Weapons\M16Single",1.0,1}; soundContinuous=0; reloadTime=0.07; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="$STR_DN_M4_AUTO"; dispersion=0.004; sound[]={"Weapons\M16Single",1.0,1}; soundContinuous=0; reloadTime=0.1; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.0; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class M4_acog_sd:ar15 { scopeWeapon=2; scopeMagazine=0; reloadMagazineSound[]={"\LSR_uswp\sounds\M16reload.wss",0.010316,1}; drySound[]={"weapons\M16dry","db-40",1}; model="\LSR_uswp\m4\lsr_m4_sopmod_sd.p3d"; modelOptics="\LSR_uswp\opt\opt_acog.p3d"; optics=1; opticsZoomMin=0.16; opticsZoomMax=0.16; opticsFlare="false"; picture="\LSR_uswp\weapics\w_m4sopmodsd.paa"; displayName="M4 SOPMOD SD"; modes[]={"Single","FullAuto"}; }; class m4sdmag:M16 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine="5.56 30 rd. SD Mag"; shortNameMagazine="5.56 30 rd. SD Mag"; picture="\LSR_uswp\weapics\m_ar15sd.paa"; count=30; initSpeed=874; modes[]={"Single","FullAuto"}; class Single { ammo="LSR_m4_Silenced_Single_Bullet"; multiplier=1; burst=1; displayName="5.56x45 SD Semi"; dispersion=0.0003; sound[]={"\LSR_uswp\sounds\M4fireSD.wss","db0",1}; soundContinuous=0; reloadTime=0.075; ffCount=1; recoil="LSR_m4Recoil"; autoFire=0; aiRateOfFire=0.85; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="LSR_m4_Silenced_Full_Bullet"; multiplier=1; burst=1; displayName="5.56x45 SD Auto"; dispersion=0.0008; sound[]={"\LSR_uswp\sounds\M4fireSD.wss","db0",1}; soundContinuous=0; reloadTime=0.075; ffCount=30; recoil="LSR_m4FullRecoil"; autoFire=1; aiRateOfFire=0.85; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; And for the bullet i used this code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class LSR_Bullet: BulletSingle { soundHit1[]={"\LSR_uswp\soundhit\hit_ground1.wss",0.031623,1}; soundHit2[]={"\LSR_uswp\soundhit\hit_ground2.wss",0.031623,1}; soundHit3[]={"\LSR_uswp\soundhit\hit_ground3.wss",0.031623,1}; soundHit4[]={"\LSR_uswp\soundhit\hit_ground4.wss",0.031623,1}; soundHit5[]={"\LSR_uswp\soundhit\hit_ground5.wss",0.031623,1}; soundHit6[]={"\LSR_uswp\soundhit\hit_ground6.wss",0.031623,1}; soundHit7[]={"\LSR_uswp\soundhit\hit_ground7.wss",0.031623,1}; soundHit8[]={"\LSR_uswp\soundhit\hit_ground8.wss",0.031623,1}; soundHitMan1[]={"\LSR_uswp\soundhit\hit_man1.wss",0.012589,1}; soundHitMan2[]={"\LSR_uswp\soundhit\hit_man2.wss",0.012589,1}; soundHitMan3[]={"\LSR_uswp\soundhit\hit_man4.wss",0.012589,1}; soundHitMan4[]={"\LSR_uswp\soundhit\hit_man5.wss",0.012589,1}; soundHitMan5[]={"\LSR_uswp\soundhit\hit_man6.wss",0.012589,1}; soundHitMan6[]={"\LSR_uswp\soundhit\hit_man7.wss",0.012589,1}; soundHitArmor1[]={"\LSR_uswp\soundhit\hit_metal1.wss",0.031623,1}; soundHitArmor2[]={"\LSR_uswp\soundhit\hit_metal2.wss",0.031623,1}; soundHitArmor3[]={"\LSR_uswp\soundhit\hit_metal3.wss",0.031623,1}; soundHitArmor4[]={"\LSR_uswp\soundhit\hit_metal4.wss",0.031623,1}; soundHitArmor5[]={"\LSR_uswp\soundhit\hit_metal5.wss",0.031623,1}; soundHitArmor6[]={"\LSR_uswp\soundhit\hit_metal6.wss",0.031623,1}; soundHitArmor7[]={"\LSR_uswp\soundhit\hit_metal7.wss",0.031623,1}; soundHitArmor8[]={"\LSR_uswp\soundhit\hit_metal8.wss",0.031623,1}; soundHitBuilding1[]={"\LSR_uswp\soundhit\ric1.wss",0.031623,1}; soundHitBuilding2[]={"\LSR_uswp\soundhit\ric2.wss",0.031623,1}; soundHitBuilding3[]={"\LSR_uswp\soundhit\ric3.wss",0.031623,1}; soundHitBuilding4[]={"\LSR_uswp\soundhit\ric4.wss",0.031623,1}; soundHitBuilding5[]={"\LSR_uswp\soundhit\ric5.wss",0.031623,1}; soundHitBuilding6[]={"\LSR_uswp\soundhit\ric6.wss",0.031623,1}; soundHitBuilding7[]={"\LSR_uswp\soundhit\ric7.wss",0.031623,1}; soundHitBuilding8[]={"\LSR_uswp\soundhit\ric8.wss",0.031623,1}; soundHitBuilding9[]={"\LSR_uswp\soundhit\ric9.wss",0.031623,1}; soundHitBuilding10[]={"\LSR_uswp\soundhit\ric10.wss",0.031623,1}; soundHitBuilding11[]={"\LSR_uswp\soundhit\ric11.wss",0.031623,1}; soundHitBuilding12[]={"\LSR_uswp\soundhit\ric12.wss",0.031623,1}; soundHitBuilding13[]={"\LSR_uswp\soundhit\ric13.wss",0.031623,1}; soundfly1[]={"\LSR_uswp\soundhit\fly1.wss",0.031623,1}; soundfly2[]={"\LSR_uswp\soundhit\fly2.wss",0.031623,1}; soundfly3[]={"\LSR_uswp\soundhit\fly3.wss",0.031623,1}; soundfly4[]={"\LSR_uswp\soundhit\fly4.wss",0.031623,1}; soundfly5[]={"\LSR_uswp\soundhit\fly4.wss",0.031623,1}; soundfly[]={"soundfly1",0.2,"soundfly2",0.2,"soundfly3",0.2,"soundfly4",0.2,"soundfly5",0.2}; hitGround[]={"soundHit1",0.125,"soundHit2",0.125,"soundHit3",0.125,"soundHit4",0.125,"soundHit5", 0.125,"soundHit6",0.125,"soundHit7",0.125,"soundHit8",0.125}; hitMan[]={"soundHitMan1",0.166667,"soundHitMan2",0.166667,"soundHitMan3",0.166667,"soundHitMan4", 0.166667,"soundHitMan5",0.166667,"soundHitMan6",0.166667}; hitArmor[]={"soundHitArmor1",0.125,"soundHitArmor2",0.125,"soundHitArmor3", 0.125,"soundHitArmor4",0.125,"soundHitArmor5",0.125,"soundHitArmor6", 0.125,"soundHitArmor7",0.125,"soundHitArmor8",0.125}; hitBuilding[]={"soundHitBuilding1",0.076,"soundHitBuilding2",0.076,"soundHitBuilding3", 0.076,"soundHitBuilding4",0.076,"soundHitBuilding5",0.076,"soundHitBuilding6", 0.076,"soundHitBuilding7",0.076,"soundHitBuilding8",0.076,"soundHitBuilding10", 0.076,"soundHitBuilding11",0.076,"soundHitBuilding12",0.076,"soundHitBuilding13",0.076}; }; class LSR_m4_Silenced_Single_Bullet : LSR_Bullet { hit=8;indirectHit=2;indirectHitRange=0.1; visibleFire=0.035; // how much is visible when this weapon is fired audibleFire=0.035; visibleFireTime=2; // how long is it visible minRange=0.5;minRangeProbab=0.10; midRange=150;midRangeProbab=0.38; maxRange=300;maxRangeProbab=0.04; cost = 0.7; }; class LSR_m4_Silenced_Full_Bullet: LSR_Bullet { hit=8;indirectHit=2;indirectHitRange=0.1; visibleFire=0.035; audibleFire=0.035; visibleFireTime=2; minRange=0.5;minRangeProbab=0.25; midRange=150;midRangeProbab=0.50; maxRange=300;maxRangeProbab=0.08; cost = 2.1; }; In the unit class i change the line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWSaboteur:SoldierWB { scope=1; picture="\misc\meciky.paa"; accuracy=3.5; cost=400000; nameSound="blackOp"; displayName="$STR_DN_BLACKOP"; weapons[]={"M4_acog_sd","Throw","Put"}; magazines[]={"m4sdmag","m4sdmag","m4sdmag","m4sdmag","TimeBomb","TimeBomb","TimeBomb"}; camouflage=0.7; threat[]={1,0.5,0.1}; model="\HYK_USsol\wl\HYK_USsfc_wl.p3d"; canHideBodies=1; canDeactivateMines=1; nightVision=1; }; class SoldierWSaboteurPipe:SoldierWSaboteur { scope=2; displayName="$STR_DN_BLACKOP"; weapons[]={"M4_acog_sd","NVGoggles","Throw","Put"}; magazines[]={"m4sdmag","m4sdmag","m4sdmag","m4sdmag","PipeBomb","PipeBomb","PipeBomb"}; }; class SoldierWSaboteurDay:SoldierWSaboteurPipe { scope=2; model="mc saboteurday.p3d"; displayName="$STR_DN_BLACKOPDAY"; weapons[]={"M4_acog_sd","Binocular","Throw","Put"}; magazines[]={"m4sdmag","m4sdmag","m4sdmag","m4sdmag","PipeBomb","PipeBomb","PipeBomb"}; }; The game run normal, in the briefing screen i have the waeapon i need, and the M4 Acog Suppressed magazine clip is full (and one HK mag??). But when i play the game, i have no ammo at all, i can't reload, or shot a fire. Then the game is exit to windows with error messeges. What is wrong with the code?
  11. pecel2u

    I want to make my own custom config

    Wow, thank you sir.... It work nicely
  12. pecel2u

    I want to make my own custom config

    I've change BIS default pilot with the laser's pilot <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWPilot:SoldierWB { model="MC pilotW2"; nameSound="pilot"; displayName="$STR_DN_PILOT"; weapons[]={"M4","NVGoggles","Throw","Put"}; magazines[]={"M4","M4","M4","M4","HandGrenade","HandGrenade", "HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; }; With this one <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoldierWPilot:SoldierWB { model="\LSR_ushep\LSR_armypilot.p3d"; nameSound="pilot"; displayName="$STR_DN_PILOT"; weapons[]={"M4","NVGoggles","Throw","Put"}; magazines[]={"M4","M4","M4","M4","HandGrenade","HandGrenade", "HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; }; this change all west pilot, but if i want change with different specific pilot(different air craft piloting by different pilot type), what i have to change in config? is it like this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Cobra:Helicopter { picture="icobra"; crew="SoldierWPilot"; //change with-->crew="\LSR_ushep\LSR_armypilotAH.p3d" scope=2; side=1; displayName="$STR_DN_AH1"; nameSound="cobra"; accuracy=0.3; driverAction="ManActAH1Pilot"; gunnerAction="ManActAH1Gunner"; maxSpeed=270; armor=50; cost=10000000; model="ah1_cobra"; rotorBig="vrtule_velka"; rotorBigBlend="vrtule_velka_bl_"; rotorSmall="vrtule_mala"; rotorSmallBlend="vrtule_mala_bl"; weapons[]={"MachineGun30W","HellfireLauncherCobra","ZuniLauncher38"}; magazines[]={"MachineGun30W","HellfireLauncherCobra","ZuniLauncher38"}; type=2; threat[]={0.3,1,0.8}; laserScanner=1; coz when i launch opflashpoint it says that \LSR_ushep\LSR_armypilotAH.p3d not found. And the game will not start.
  13. pecel2u

    Kopassus Beta

    Yaa..diver version..or may be you can make Indonesian seal "KOPASKA" (KOmando PASukan KAtak) or DENJAKA (Detasemen Jalamengkara) The mission is preparing / clearing beachhead landing for tank or APC. Or Destroying armory at beach depot. Doing anything that reguler army cannot do. I'm Indonesian dan saya menawarkan diri untuk casting suara.
  14. pecel2u

    Kopassus Beta

    Oke, you r right...i've googling and i found koppassus wear normal indonesia camo pattern and wearing green TAC helmet. Planning for creating another indonesian forces? Tinggal dimana?
  15. pecel2u

    Addon/Mod Ownership - Q&A.

    Halo, how to replace official soldier with the addon i have? without conversion mod. is it possible?
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