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skypine27

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Everything posted by skypine27

  1. skypine27

    Wolfbane´s tracerfx script addon

    Could anyone post a link to a E-ECP config.bin file that has these new tracers incorporated? I play Flashpoint w/ EECP, and usually am not smart/proficient enough to modify a config.cpp file and then turn it into a bin. Someone who has allready done this with EECP, it would be great if you could post or email the .bin file so we can test it out. Thanks!
  2. skypine27

    EECP - Enhanced ECP

    New Config Bins? Anyone care to post some changes they've made to EECP's config bin? Like what units / weapons you've replaced, any AI changes, etc? Im not clever enough to edit my own config.bin successfully, so Im locked into playing with the standard EECP one. Which, of course, is absolutely great, but I'm curious as to what other people may have tweaked. Thanks!
  3. skypine27

    WGL Mod 4.12 Update

    I'll second that. I'm new to this mod, and just downloaded the full 4.12 installer today. I fired up Flashpoint with -mod=WGL in the command line, and then started to check out the default Single Missions. I thought something was wrong with my installtion, because the regular solder in Steal the Car still came with the standard M-16. No new sounds, no new grenade effects etc. I figured my installation was corrupt, I just assumed this mod replaced all the default stuff with new stuff. I've played the default Campaigns all the way thru with EECP and Y2K3, and thought WGL would have the same effect. Is there anyway to turn this "mod" into a "reconfig"? I guess I didnt know the difference between a mod and reconfig before today! Thanks!
  4. skypine27

    Wargames addpak 4.0 released

    I'll second that. I'm new to this mod, and just downloaded the full 4.12 installer today. I fired up Flashpoint with -mod=WGL in the command line, and then started to check out the default Single Missions. I thought something was wrong with my installtion, because the regular solder in Steal the Car still came with the standard M-16. No new sounds, no new grenade effects etc. I figured my installation was corrupt, I just assumed this mod replaced all the default stuff with new stuff. I've played the default Campaigns all the way thru with EECP and Y2K3, and thought WGL would have the same effect. Is there anyway to turn this "mod" into a "reconfig"? I guess I didnt know the difference between a mod and reconfig before today! Thanks!
  5. skypine27

    ECP 1.075...The countdown begins.

    Ahh, you're right, sorry. I just couldn't help it. I won't say it again. But it's kind of funny to me that guys still keep asking for release dates.
  6. skypine27

    ECP 1.075...The countdown begins.

    I'd say a weekend some in Feb. is more like it.
  7. skypine27

    ECP 1.075...The countdown begins.

    As I said on page 13 of this thread... We'll be lucky to see it sometime in January. And I stick to it. You can't blame the guys, they are working for free, on their own time. However, I probably wouldn't have started a "countdown" thread until the relase was quite a bit closer.
  8. skypine27

    ECP 1.075...The countdown begins.

    The download here has been rolled back to 1.043 for some reason. http://www.ofpec.com/editors/ecfg/
  9. skypine27

    ECP 1.075...The countdown begins.

    The download here has been rolled back to 1.043 for some reason. http://www.ofpec.com/editors/ecfg/
  10. skypine27

    Ecp released!

    ECP doesnt provide any new units whatsoever. You have to install EECP, and download all the required addons. Hope that helps.
  11. skypine27

    ECP 1.075...The countdown begins.

    You're going to be waiting a lot longer, the website hack isn't going to help things at all. Not to repeat myself, but we'll be lucky to see it in January at all. See thread: http://www.flashpoint1985.com/cgi-bin....t=44149
  12. skypine27

    ECP 1.075...The countdown begins.

    You're going to be waiting a lot longer, the website hack isn't going to help things at all. Not to repeat myself, but we'll be lucky to see it in January at all. See thread: http://www.flashpoint1985.com/cgi-bin....t=44149
  13. skypine27

    Y2K3 - Updated Ofp Config.

    Any suggestion about the M21 for M82? I dont just want to change the model line and have it just look like an M82. Id like to have it shoot like one too.
  14. skypine27

    ECP 1.075...The countdown begins.

    We'll be lucky to see it sometime in January.
  15. skypine27

    ECP 1.075...The countdown begins.

    We'll be lucky to see it sometime in January.
  16. skypine27

    Y2K3 - Updated Ofp Config.

    Thanks Pappy, I appreciate it.
  17. skypine27

    Y2K3 - Updated Ofp Config.

    Looks like we're having a similar problem. Pappy is going to get real tired of answering these questions! Cant blame him. I just wish it was a simple matter of cutting and pasting new text into the config.bin
  18. skypine27

    Y2K3 - Updated Ofp Config.

    I dont mean just the picture isnt visible in the gear loadout screen. The weapon isnt there at all, its not selectable. For some reason, what I did completely removed the M21 (w/o replacing it with the M82). For instance, if you play a defaut mission like Bomberman, where you are supposed to be armed with the M21, your primary weapon slot is empty. And there are no sniper rifles selectable. Ohh, and I didnt know the A10 had been replaced with the INQ one. I thought it was still the old BIS one. The INQ one is much better, thanks.
  19. skypine27

    Y2K3 - Updated Ofp Config.

    I didnt really accomplish much, but thanks anyway. All that stuff I cut and pasted was included in the M82 mod. The guy was nice enough to include a ccp file with all that info. I just needed to figure out where to put it. However, it didnt work in the end. I wanted to replace the M21 with the M82, effectively removing the M21 from the game. But, now I get neither rifle. No M21 (standard snipers are un-armed now) and no M82. Any idea what to put in there or change to get it? I hoped it was possible to get an M21 in the item list, but then after selecting it and entering a mission, it would actually be an M82. I wanted to learn how to change some units while playing your awesome mod. The stock A-10 sucks too, and I wanted to change that next. If I can figure this stuff out, that is.
  20. skypine27

    Y2K3 - Updated Ofp Config.

    Update: Added quotes as suggested, and boom, cpp2bin complies the bin just fine. Added following bullet code class JMGBarrettM82: BulletSingle { hit= 50; indirectHit= 1; indirectHitRange= 0.40000; minRange=0.5; minRangeProbab=0.800000; midRange=900; midRangeProbab=0.350000; maxRange=1800; maxRangeProbab=0.080000; visibleFire= 16; audibleFire= 16; visibleFireTime= 10; cost = 2; }; Added recoil code: JMGBarrettM82[]= {0.04, 0.005,0.230, 0.250,0,0}; Final weapon code under CfgWeapons: class M21 : SniperRiffle { scopeWeapon = public; scopeMagazine = public; weaponType=WeaponSlotPrimary; model="\JMGBarrettm82\JMGBarrettM82.p3d"; picture="\JMGBarrettm82\Data\m82.pac"; optics = true; modelOptics = "\JMGBarrettm82\Scope\Scope.p3d"; drySound[]={"weapons\m16dry",db-70,1}; reloadMagazineSound[]={"weapons\m16load",db-70,1}; sound[]={\JMGBarrettm82\sound\bang.wav,1,1}; count=10; ammo = JMGBarrettM82; opticsZoomMin=0.04; opticsZoomMax=0.12; distanceZoomMin=400; distanceZoomMax=80; displayName = "JMG Barrett M82A1"; displayNameMagazine = "JMG Barrett M82"; shortNameMagazine = "M82"; magazines[]={"JMGBarrettM82Mag"}; dispersion=0.00003; soundContinuous=false; reloadTime=0.3; recoil=JMGBarrettm82; opticsFlare = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=1500; // at shorter distance delay goes lineary to zero maxLeadSpeed=90; // max estimated speed km/h threat[]={1,0.5,0.1}; enableAttack=1; useAction=0; useActionTitle=""; }; class JMGBarrettM82Mag: JMGBarrettM82 { scopeWeapon=0; scopeMagazine=2; displayNameMagazine="JMG Barrett M82 Magazine"; shortNameMagazine="M82"; picture="\JMGBarrettm82\Data\m82mag.pac"; }; Is that last part about the magazine in the correct place? The game loads fine, and doesnt give any errors, however the M21 is no longer visible in any loadout screen and neither is an M82.
  21. skypine27

    Y2K3 - Updated Ofp Config.

    I'm an idiot. Â Found the editable cpp file. Â On the plus side, I'm glad my stupid question reminding you about having to DL the M-14 pack. Any idea why this gives an error when running cpp2bin? Â Would this work to replace the stock M21 with the M82? Says "error on property barret -M21:SniperRifle - CfgWeapons" class M21 : SniperRiffle { scopeWeapon = public; scopeMagazine = public; weaponType=WeaponSlotPrimary; model="\JMGBarrettm82\JMGBarrettM82.p3d"; picture="\JMGBarrettm82\Data\m82.pac"; optics = true; modelOptics = "\JMGBarrettm82\Scope\Scope.p3d"; drySound[]={"weapons\m16dry",db-70,1}; reloadMagazineSound[]={"weapons\m16load",db-70,1}; sound[]={\JMGBarrettm82\sound\bang.wav,1,1}; count=10; ammo = JMGBarrettM82; opticsZoomMin=0.04; opticsZoomMax=0.12; distanceZoomMin=400; distanceZoomMax=80; displayName = JMG Barrett M82A1; displayNameMagazine = JMG Barrett M82; shortNameMagazine = M82; magazines[]={"JMGBarrettM82Mag"}; dispersion=0.00003; soundContinuous=false; reloadTime=0.3; recoil=JMGBarrettm82; opticsFlare = true; aiRateOfFire=5.0; // delay between shots at given distance aiRateOfFireDistance=1500; // at shorter distance delay goes lineary to zero maxLeadSpeed=90; // max estimated speed km/h threat[]={1,0.5,0.1}; enableAttack=1; useAction=0; useActionTitle=""; }; I figured doing it this way shouldnt mess up the standard sniperbullet.
  22. skypine27

    Y2K3 - Updated Ofp Config.

    2 questions about the new Limited Edition Customized Y2K3 Config. One, do .cpp files do anything in the game? Â Do I need the file Y2K3 Custom-PE.XB? Â And the resource.cpp file? Â Or are just the 2 bin files necessary? Two, even though its an awesome config, I have a question about changing the bin file. Â Example, lets say I want to get change the M21 rifle to something else, and play through the regular campaigns. After de PBO 1.3ing it into a bin.cpp, I found this: class M21: SniperRiffle { scopeWeapon=2 scopeMagazine=2 model="\DanM14\DanM21"; modelOptics="\DanM14\M21Optics"; drySound[]={"\INQ_WeaponPack\Sounds\INQ_M14dry.wav",0.010000,1}; reloadMagazineSound[]={"\INQ_WeaponPack\Sounds\INQ_M14reload.wav",0.050000,1}; sound[]={"\INQ_WeaponPack\Sounds\INQ_M14.wav",1,1}; count=20 ammo="BulletSniperW"; opticsZoomMin=0.040000; opticsZoomMax=0.120000; distanceZoomMin=400 distanceZoomMax=80 displayName="$STR_DN_M21"; displayNameMagazine="$STR_MN_M21"; shortNameMagazine="$STR_SN_M21"; If I just change the model line, and nothing else, say to an M82 or something, will that work? Â Or is it best to change everything? Â Do you have to change the ammo lines and everything else? Â Do you have to change the contents of ammo crates and everything else too to have magazine reloads in trucks and crates? Is there a decent program out there to convert a cpp into a bin? Im not having any luck at all with cpp2bin 1.2 It has a problem with the large #s and other things. Thanks!
  23. Is there any way to edit a Config.bin file, so you globally replace the standard Hind (or anything else for that matter) with a different one? I know this can be done, as seen in E-ECP and Y2K3, but is there a FAQ or tutorial around for it? Thanks
  24. Is there a FAQ about editing the config.bin file? Im trying to experiment with changes to the config.bin file. Currently, I play with the ECP one. I'd like to make a global change where the standard M-16 is replaced by another type of weapon, for every unit that carries it. Is this fairly easy? Ive not had any luck with it. Thanks
  25. skypine27

    EECP - Enhanced ECP

    Any news on the translation? Any chance of releasing it w/o German readmes?
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