quakergamer
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Posts posted by quakergamer
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Hello,
Nice to see we, all, haven't worked for nothing and that you guys like our unfinished work! It really sucks that I could not continue work on the OPGWC MOD. I had a lot planned, maybe too much. I hope to be back for Operation Flashpoint 2... Beside this guys, thanks for all your support and good luck in your future projects.
Thanks
-quakergamer, OPGWC MOD Leader
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Hello,
I am afraid I am lacking of free time to continue working on OPGWC. School is taking up all my time and, unfortunately, I will not be able to finish the MOD. I might decide to restart the work on OPGWC when OFP2 comes out, but it'll take a while. It sucks to see all the work we all put into this going to waste
. If any team members want to release the latest beta or w/e, they can do so. I hope you guys understand and thanks for all your support!Thank you and hope to see you all in the future!
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Hello,
I am afraid I am lacking of free time to continue working on OPGWC. School is taking up all my time and, unfortunately, I will not be able to finish the MOD. I might decide to restart the work on OPGWC when OFP2 comes out, but it'll take a while. It sucks to see all the work we all put into this going to waste
. If any team members want to release the latest beta or w/e, they can do so. I hope you guys understand and thanks for all your support!Thank you and hope to see you all in the future!
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I've also had problems with Windows XP PRO rebooting or freezing by itself, here's how you should fix it:
1)Update Graphic, Sound & BIOS drivers. If that doesn't fix the problem got to step 2.
2)Reinstall Windows XP Pro. If that doesn't fix the problem got to step 3.....
3)Use a program to check your ram and your VIRTUAL paging file. (You can also disable and enable virtual paging to create a new windows paging file). If your RAM has error, replace it if not go to the last step...
4)Unfortunately it looks like your Power Supply is not powerful enough for your computer. I suggest you to update it to a 450W and +. If you want to get a new video card like the Radeon X800XT or the GeForce 6800, get a 550W or even more if you can find it...
Thanks!! Hope it helps!
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This kind of fence is all around the airports and Special Ops should be able to cut it
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Well OFP: X-box (v1.5 of OFP engine) already has real-time shadows and pixels shaders, two new things that are really necessary for OFP2. I wanna see how those look, etc...
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At least we get OFP X-box that "will" be a preview of OFP2.
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Maybe OFP2 won't be at E3 but who knows, maybe BIS will release some pictures or videoes. Please!!??
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Im trying to say what is on everyone elses mind without sounding like a total dick...but here it goes:BIS, can you please update the official OFP2 site? Â With the exception of the (relatively) new modern look over the cold-war era tube-TV, there is nothing there on flashpoint2.com. Â I've searched the forums with only limited success and many of the links for possible screenshots and such are dead. Â And despite the fact it looks pretty cool, the offical site is...well....useless.
This is the ONLY un-released game I give a flying #@&! about and it seems to be going nowhere. Â Not that BIS isnt hard at work, just we the fans are still in the dark. Â The forums have stagnated with re-hashed topics and pure speculations.
And the last offical post in the VTV News forum was on May 8th. Â In a few weeks the most recent official post will be a year old Â

I know that the final version of OFP2 is a good deal of time off...but please, THROW THIS DOG A BONE! Â
I've been a loyal fan since I played the Beta before the release of OFP1. Â 
BIS won't probably updated the site till after E3. Just wait at E3 you'll probably have a lot of pictures and videos to see about OFP2!
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Hello,
please look @ this eventhandler:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
fired = "if ((_this select 1) == "OPGWC_T62_U5TS") Then {(_this select 0, _this select 1) exec {wahteverpbo\script.sqs}}";
What am I doing wrong because it gives me an error as soon as I start OFP!
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I had the chance to try it and it's really awesome stuff! OPGWC will be using it for their hummers (with AA aswell
!)Be sure to download it when it's out!
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Hello,
I execute on a soldier a script called SoldierInit.sqs. Here is what I doesnt work:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_soldier = _this select 0
...
#SoldierIsPlayer
_soldier removeAllEventHandlers "init"
_soldier addEventHandler ["fired",{"[_this select 0, _this select 1, _this select 2, _this select 3] exec ""\OPGWC_FX\ChupChup\WeaponJamRiffle.sqs"", [_this select 0, _this select 1] exec ""\OPGWC_FX\WeaponFX\backblast_detection.sqs"""}]
_soldier addEventHandler ["hit",{"[_this select 0] exec ""\OFPEC_Blood\blood_squirt.sqs"""}]
goto "Exit"
...
There are NO errors in-game but the problem is that NONE of those scripts get executed when fired, hit ,etc...
So I'm asking you guys if you know how to fix this!
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I could maybe look into it but my guess on how many marbles in the bottle is:I think its text for the game (ie: console text)
Maybe the words that popup and are used ingame?
I doubt its text for the game. The text for the game is stored in stringtable.scv ... I can't also decrypt it with UnPBO v1.3!
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Hello,
I would like to know what is the context.bin file found in [OFP ROOT DIR]\Bin\ .
Thank you!!
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Hello,
I would like to know if there is a website that still host PBO Decryptor v1.3 (That can unbinarize configs). It would help me a lot! If you have it and can send it to me by email send it here:
Thanks
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So can a car or tank drive over them or does it just stop u in ur track???I would hate it to stop cars and tanks cos it be so crappy.
I have tried getting passed it with a car and it works correctly (But its still quite slow if you dont accelearte quickly)... Let me try with a tank!
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What I would like to see is a:
SoundStart=
SoundLoop=
SoundEnd=
So you can have better effects for miniguns... Basically it will play a sound when it starts (so when you fire), it will continue with the loop sound and when you stop, itll play the SoundEnd!
See ya!
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Actually it could be possible to make a script that would check every seond what weapon the soldier has and change the animation according to the weapon you pick up ...
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You want a real life video?If you have one ... yes
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I was wondering, and sorry if it has already been asked, if your able to change the bullet hits from a smakke round brown dust which last for a second to a larger one whcih looks for like a cone and the dust last for a long time like in real life.Yes you can change them , and do you have a video that would show the effect...
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UK Warrior:
http://www.roughnecks.org/opgwc/news/news0107_1.jpg
Also coming in woodland
UK Centurion AVLB:
http://www.roughnecks.org/opgwc/news/news1228_1.jpg
That's about it ...
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hope so...... i think it will only be deployed..... im not sure if it would be possible to pick it upyes it will be possible, the only thing that bugs me : I hope it'll work correct on every surface... we'll see about that!
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Thanks bn880, problem solved!
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QuakeTry adding some trace statements of the form:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
player globalchat "In Explosion.sqs"
player globalchat format["%1", _Missile]
And try to see whether the explosion script is getting called,
and whether you've got hold of the missile correctly. The only
thing I can think of: is the name of the _missile_
OPGWC_SA2? Or something like OPGWC_SA2_Miss? IIRC, the
fourth element of the fired EH array is the name of the
missile class (ie ammoname).
The name of the missile AND the name of the ammo are OPGWC_SA2 . I am going to try what you said and see when the script is called!
Thanks for the help footmunch!
*EDIT* OK! I got it , it finally works:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_sa2 = _this select 0
_Weapon = _this select 1
_Missile = nearestObject [_sa2, "OPGWC_SA2"]
#MainLoop
_lastmisspos = getpos _Missile
~0.05
player globalchat format["%1", _lastmisspos]
? (not alive _Missile): goto "Effect"
goto "MainLoop"
#Effect
[_sa2, _lastmisspos] exec "\DS_obj\SA2\SA2_Explosion.sqs"
exit
I have switched the 0,05 second wait with the _lastmisspos = getpos _Missile and it seems to work. My computer needs a small time to get the position of the object and if it has 0,05 seconds more BEFORE deleting the missile, it gets the correct position!
Thanks for your help footmunch!
Operation Gulf War Crisis
in ADDONS & MODS: COMPLETE
Posted
Hello,
Nice to see we, all, haven't worked for nothing and that you guys like our unfinished work! It really sucks that I could not continue work on the OPGWC MOD. I had a lot planned, maybe too much. I hope to be back for Operation Flashpoint 2... Beside this guys, thanks for all your support and good luck in your future projects.
Thanks
-quakergamer, OPGWC MOD Leader