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scott_rath

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About scott_rath

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  1. scott_rath

    How to play CZ/GER version completely in English

    The patcher is screwy I think, check the files it patched. The campaign file is 0 bytes, thats why you cant see it. i noticed it set some mp files to 0 bytes as well.
  2. scott_rath

    CDKEYS determine Language!

    Hi, I have the Czech version, I installed it with the Czech key and of course the game is in Czech! Now, I installed it again only this time withe a German key, and viola!! Now its in German. Now, if we could somehow figure out a keygen, all we need is to input a US key and bingo, no need to fart around with language mods. Also the CZ 1.01 patch works fine with a German key.
  3. scott_rath

    Change Faces

    How do i determine who gets what face? I want to use the VBS1 soldiers and there faces, but when I do use the VBS1 models there face are all screwy until I change this in my config.cpp from this... class Face1 { name="Peter P."; texture="xicht_a.paa"; east=0 west=0 to this... class Face1 { name="Peter P."; texture="Peterp.pac"; east=0 west=0 Now this works for the VBS1 models now, but all my other soldier models a screwy. It only goes up to class Face52 Can I add 53 - 104 and use the BIS textures. How would I fix this? P.S. I added all of the VBS1 files to my OFP data.pbo and data3d.pbo files so everything is all in one.
  4. I am using my own modded config.cpp and am using CBT_HMMWV for my jeeps and humves. Now my problems is all the pasengers look like there heads are poking out the top of the truck. But the driver is in the truck just fine. What is the problem?
  5. scott_rath

    Anyone have a Woodland camo AH64

    Ok, what is the best looking AH64 addon that was made. I just want a really nice one. Dont care much about features, just looks. Either Black or OD. Thanks.
  6. Anyone have a Woodland camo AH64
  7. scott_rath

    Tail Rotor Fail

    Ok, this looks super cool, and it works great but.... class EventHandlers : ECP_EventHandlers { Dammaged=" _this exec ""\ECP_Effects\tail_rotor\tailrotor_client.sqs""; _this exec ""\ECP_Effects\tail_rotor\tailrotor.sqs""; _this select 0 exec ""\nmod_effects\planefire.sqs"""; It engages way to soon. What can I do to make it wait until theres more damage? Also, I want it to explode on impact with the "killed" handler. How do I go about that??
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