Thunderbird
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Everything posted by Thunderbird
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Hi, Thanks to all people who voted in the M16/camo poll, it's greatly appreciated. Haven't noticed such problems with fsk humvees, but if people would prefer to use CBT ones instead of fsks then we'd do it. Indeed, It's entirely my fault, I thought that following the fact that FDF guys have already authorized us to use some of their stuff a while ago that we'd be allowed to implement 2 more addons as long as we give'em full credits, though, but it seems it isn't the case ('was influenced by the fact that some of FDF guys already know about that and haven't shown any opposition to these replacements as well). But it doesn't matter that much, we will replace both models by Akm74 and Offtime addons that they've kindly allowed us to use. My apologies for any appearance of impropriety that was created. Best Regards Thunderbird84
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Did a poll in order to get people's opinion about the current question. Please vote here. Best Regards Thunderbird84
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Even VBS1? (:-p/jk)
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ArmA models look incredibly good and the same goes to the new reflection effects! But as Llauma pointed out, It would be great to get more informations about some gameplay/realism additions and enhancements. Best Regards Thundebird84
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Hi, A MP config would be available in the incoming FFUR 2006, we'd test it carefully online in order to make sure it won't cause any trouble. More infos available here. Best Regards Thunderbird84
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Hi, OFP animations are defined in 'class cfgvehicleactions' and 'class cfgmoves'. First, make sure you've copied and pasted the following lines from 'ffureuro' cfgvehicleactions to yours. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> OWPMi8pilot = "OWPMi8pilot"; OWPMi8copilot = "OWPMi8copilot"; OWPMi8GunnerFront = "OWPMi8GunnerFront"; OWPMi8LeftGunner = "OWPMi8LeftGunner"; Then do the same by copying and pasting these lines to your 'class cfgmoves', but make sure they'd be derived from 'class driver', don't forget to change the animations paths if you expect to rename 'ffur_rua', though. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ///////////////////////////////////////////////////////////////////// class OWPMi8pilot:Driver { file="\ffur_rua\hip\anim\OWPMi8pilotstat.rtm"; speed="SPEED_STATIC"; looped=true; variantsAI[]= {OWPMi8pilotV1,0.7,OWPMi8pilot}; interpolateWith[]={OWPMi8pilotV1,0.5}; equivalentTo=OWPMi8pilot; interpolationSpeed=1; connectTo[]={OWPMi8pilotDying,1}; }; class OWPMi8pilotV1: OWPMi8pilot { file="\ffur_rua\hip\anim\OWPMi8pilot.rtm"; speed=-1; looped=1; }; class OWPMi8pilotDying: DefaultDie { actions=NoActions; file="\ffur_rua\hip\anim\OWPMi8pilotsmrt2.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={OWPMi8pilot,1}; }; class OWPMi8pilotDead: OWPMi8pilotDying { actions=DeadActions; file="\ffur_rua\hip\anim\OWPMi8pilotsmrt.rtm"; speed="SPEED_STATIC"; terminal=1; connectFrom[]={OWPMi8pilotDying,1}; connectTo[]={DeadState,1}; }; ///////////////////////////////////////////////////////////////////// class OWPMi8copilot:Driver { file="\ffur_rua\hip\anim\OWPMi8copilotstat.rtm"; speed="SPEED_STATIC"; looped=true; variantsAI[]= {OWPMi8copilotV1,0.7,OWPMi8copilot}; interpolateWith[]={OWPMi8copilotV1,0.5}; equivalentTo=OWPMi8copilot; interpolationSpeed=1; connectTo[]={OWPMi8copilotDying,1}; }; class OWPMi8copilotV1: OWPMi8copilot { file="\ffur_rua\hip\anim\OWPMi8copilot.rtm"; speed=-1; looped=1; }; class OWPMi8copilotDying: DefaultDie { actions=NoActions; file="\ffur_rua\hip\anim\OWPMi8copilotsmrt2.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={OWPMi8copilot,1}; }; class OWPMi8copilotDead: OWPMi8copilotDying { actions=DeadActions; file="\ffur_rua\hip\anim\OWPMi8copilotsmrt.rtm"; speed="SPEED_STATIC"; terminal=1; connectFrom[]={OWPMi8copilotDying,1}; connectTo[]={DeadState,1}; }; ///////////////////////////////////////////////////////////////////// class OWPMi8GunnerFront:Driver { file="\ffur_rua\hip\anim\OWPMi8GunnerFrontstat.rtm"; speed="SPEED_STATIC"; looped=true; variantsAI[]= {OWPMi8GunnerFrontV1,0.7,OWPMi8GunnerFront}; interpolateWith[]={OWPMi8GunnerFrontV1,0.5}; equivalentTo=OWPMi8GunnerFront; interpolationSpeed=1; connectTo[]={OWPMi8GunnerFrontDying,1}; }; class OWPMi8GunnerFrontV1: OWPMi8GunnerFront { file="\ffur_rua\hip\anim\OWPMi8GunnerFront.rtm"; speed=-1; looped=1; }; class OWPMi8GunnerFrontDying: DefaultDie { actions=NoActions; file="\ffur_rua\hip\anim\OWPMi8GunnerFrontsmrt2.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={OWPMi8GunnerFront,1}; }; class OWPMi8GunnerFrontDead: OWPMi8GunnerFrontDying { actions=DeadActions; file="\ffur_rua\hip\anim\OWPMi8GunnerFrontsmrt.rtm"; speed="SPEED_STATIC"; terminal=1; connectFrom[]={OWPMi8GunnerFrontDying,1}; connectTo[]={DeadState,1}; }; //////////////////////////////////////////////////////////////////// class OWPMi8LeftGunner:Driver { file="\ffur_rua\hip\anim\OWPMi8LeftGunnerstat.rtm"; speed="SPEED_STATIC"; looped=true; variantsAI[]= {OWPMi8LeftGunnerV1,0.7,OWPMi8LeftGunner}; interpolateWith[]={OWPMi8LeftGunnerV1,0.5}; equivalentTo=OWPMi8LeftGunner; interpolationSpeed=1; connectTo[]={OWPMi8LeftGunnerDying,1}; }; class OWPMi8LeftGunnerV1: OWPMi8LeftGunner { file="\ffur_rua\hip\anim\OWPMi8LeftGunner.rtm"; speed=-1; looped=1; }; class OWPMi8LeftGunnerDying: DefaultDie { actions=NoActions; file="\ffur_rua\hip\anim\OWPMi8LeftGunnersmrt2.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={OWPMi8LeftGunner,1}; }; class OWPMi8LeftGunnerDead: OWPMi8LeftGunnerDying { actions=DeadActions; file="\ffur_rua\hip\anim\OWPMi8LeftGunnersmrt.rtm"; speed="SPEED_STATIC"; terminal=1; connectFrom[]={OWPMi8LeftGunnerDying,1}; connectTo[]={DeadState,1}; }; ///////////////////////////////////////////////////// Thanks for pointing that out. In my judgement, ACU camo won't fit with OFP green field, but if people would appreciate its use instead of the oldy BDU, then, we'd proceed to converting US Army personnel camo. But we still have to collect more infos from several people about the current M16 variant which is mostly used in the US Army. Best Regards Thunderbird84
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Modify the action menu in the config.cpp?
Thunderbird replied to VipHeart's topic in OFP : CONFIGS & SCRIPTING
Hi, <span style='color:red'>Fonts:</span> OFP allows the possibility of using a couple of fonts in several sizes. e.g font bold or italic size Tahoma B 24 Here's the list of available fonts in OFP, you could include more if you wish, though. (Airwolf Mod has already proceeded to that by adding 'impact' font to the following list) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> TahomaB24 TahomaB36 TahomaB48 CourierNewB64 Garamond64 SteelfishB64 SteelfishB128 AudreysHandB48 AudreysHandI48 <span style='color:red'>Sizes:</span> The texts sizes are mainly defined in the resouce.cpp, you can define'em by editing this line's value. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> sizeEx= e.g Size of the text x or y x or y sizeEx= "1.0714 * 0.03"; <span style='color:red'>Colors</span> OFP texts colors are defined by following the rule of R G B (red/green/blue) colors, and the texts color's value is defined in the resource cpp as <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> colorText[]= e.g Color Text Red Green Blue Transparence (alpha) colorText[]={0.080000,0.080000,0.120000, 1}; And to know the color corresponding to the number, you've to use a RGB color's palett (Photoshop or PSP) but you've to multiply the color's number you'd be defining by 255. e.g <span style='color:Green'>Green Color</span>= (In OFP = 0, 1, 0) = (In Photoshop = 0/255, 1/255, 0/255) After several hours of playing with color settings, fonts, selection titles positions, 'finally got the new FFUR 2006 GUI. btw, -> <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //////////////////////////////////////////////////////////////// //////////////////////// class RscMainMenu { access=3; title="$STR_COMMAND"; atomic=0; items[]={"Move","Target","Engage","GetIn","Status","Action","CombatMode","Formations","Team","Reply","HideMenu"}; class Move { title="$STR_MOVE"; key=2; character=1; command=-2; menu="RscMoveHigh"; }; class Target { title="$STR_WATCH_TARGET"; key=3; character=2; command=cmd_watch; }; class Engage { title="$STR_WATCH"; key=4; character=3; command=-2; menu="RscWatchDir"; }; class GetIn { title="$STR_GETIN"; key=5; character=4; command=cmd_getin; }; class Status { title="$STR_STATUS"; key=6; character=5; menu="RscStatus"; Command=-2; }; class Action { title="$STR_ACTION"; key=7; character=6; command=cmd_action; }; class CombatMode { title="$STR_COMBAT_MODE"; key=8; character=7; command=-2; menu="RscCombatMode"; }; class Formations { title="$STR_FORMATION"; key=9; character=8; command=-2; menu="RscFormations"; }; class Team { title="$STR_TEAM"; key=10; character=9; command=-2; menu="RscTeam"; }; class Reply { title="$STR_REPLY"; key=11; character=0; command=-2; menu="RscReply"; }; class HideMenu { title=""; key=14; character="Backspace"; command=-3; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscSubmenu { access=3; atomic=0; class Back { title=""; key=14; character="Backspace"; command=-4; }; class Separator { title=""; key=0; character=0; command=-1; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscMoveHigh : RscSubmenu { title="$STR_MOVE_DIR"; items[]={"Join","Advance","StayBack","FlankLeft","FlankRight","Separator","Stop","Expect","Hide","Separator","NextWP","Separator","Other","Back"}; class Join { title="$STR_FOLLOW_ME"; key=2; character=1; command=cmd_join; }; class Advance { title="$STR_ADVANCE"; key=3; character=2; command=cmd_advance; }; class StayBack { title="$STR_STAY_BACK"; key=4; character=3; command=cmd_stay_back; }; class FlankLeft { title="$STR_FLANK_LEFT"; key=5; character=4; command=cmd_flank_left; }; class FlankRight { title="$STR_FLANK_RIGHT"; key=6; character=5; command=cmd_flank_right; }; class Stop { title="$STR_STOP"; key=7; character=6; command=cmd_stop; }; class Expect { title="$STR_EXPECT"; key=8; character=7; command=cmd_expect; }; class Hide { title="$STR_HIDE"; key=9; character=8; command=cmd_hide; }; class NextWP { title="$STR_NEXT_WAYPOINT"; key=10; character=9; command=cmd_next_waypoint; }; class Other { title="$STR_MOVE_OTHER"; key=11; character=0; command=cmd_move_submenu; menu="RscMoveDir"; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscMoveDir : RscSubmenu { atomic=1; title="$STR_MOVE_DIR"; items[]={"N","NE","E","SE","S","SW","W","NW","Back"}; class N { title="$STR_MOVE_N"; key=2; character=1; command=-2; menu="RscMoveDist"; }; class NE { title="$STR_MOVE_NE"; key=3; character=2; command=-2; menu="RscMoveDist"; }; class E { title="$STR_MOVE_E"; key=4; character=3; command=-2; menu="RscMoveDist"; }; class SE { title="$STR_MOVE_SE"; key=5; character=4; command=-2; menu="RscMoveDist"; }; class S { title="$STR_MOVE_S"; key=6; character=5; command=-2; menu="RscMoveDist"; }; class SW { title="$STR_MOVE_SW"; key=7; character=6; command=-2; menu="RscMoveDist"; }; class W { title="$STR_MOVE_W"; key=8; character=7; command=-2; menu="RscMoveDist"; }; class NW { title="$STR_MOVE_NW"; key=9; character=8; command=-2; menu="RscMoveDist"; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscReply : RscSubmenu { title="$STR_REPLY_MENU"; items[]={"Done","Fail","FireReady","FireNotReady","Repeat","Copy","UserRadio","Radio","Back"}; class Done { title="$STR_REPLY_DONE"; key=2; character=1; command=cmd_reply_done; }; class Fail { title="$STR_REPLY_FAIL"; key=3; character=2; command=cmd_reply_fail; }; class FireReady { title="$STR_REPLY_FIREREADY"; key=4; character=3; command=cmd_reply_fireready; }; class FireNotReady { title="$STR_REPLY_FIRENOTREADY"; key=5; character=4; command=cmd_reply_firenotready; }; class Repeat { title="$STR_REPLY_REPEAT"; key=8; character=7; command=cmd_reply_repeat; }; class Copy { title="$STR_REPLY_COPY"; key=9; character=8; command=cmd_reply_copy; }; class UserRadio { title="$STR_RADIO_CUSTOM"; key=10; character=9; command=cmd_radio_custom; menu="RscUserRadio"; }; class Radio { title="$STR_RADIO"; key=11; character=0; command=-2; menu="RscRadio"; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscCallSupport : RscSubmenu { title="$STR_SUPPORT_MENU"; items[]={"Medic","Repair","Rearm","Refuel","Done","Back"}; class Medic { title="$STR_SUPPORT_MEDIC"; key=2; character=1; command=cmd_support_medic; }; class Repair { title="$STR_SUPPORT_REPAIR"; key=3; character=2; command=cmd_support_repair; }; class Rearm { title="$STR_SUPPORT_REARM"; key=4; character=3; command=cmd_support_rearm; }; class Refuel { title="$STR_SUPPORT_REFUEL"; key=5; character=4; command=cmd_support_refuel; }; class Done { title="$STR_SUPPORT_DONE"; key=6; character=5; command=cmd_support_done; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscStatus : RscSubmenu { title="$STR_MENU_STATUS"; items[]={"Support","FuelLow","AmmoLow","Injured","WhereAreYou","Report","UnderFire","OneLess","IsDown","Back"}; class Support { title="$STR_CALL_SUPPORT"; key=2; character=1; command=-2; menu="RscCallSupport"; }; class FuelLow { title="$STR_REPLY_FUEL_LOW"; key=3; character=2; command=cmd_reply_fuel_low; }; class AmmoLow { title="$STR_REPLY_AMMO_LOW"; key=4; character=3; command=cmd_reply_ammo_low; }; class Injured { title="$STR_REPLY_INJURED"; key=5; character=4; command=cmd_reply_injured; }; class WhereAreYou { title="$STR_REPLY_WHERE_ARE_YOU"; key=6; character=5; command=cmd_reply_where_are_you; }; class Report { title="$STR_REPORT"; key=6; character=5; command=cmd_report; }; class UnderFire { title="$STR_REPLY_UNDER_FIRE"; key=7; character=6; command=cmd_reply_under_fire; }; class OneLess { title="$STR_REPLY_ONE_LESS"; key=8; character=7; command=cmd_reply_one_less; }; class IsDown { title="$STR_REPLY_KILLED"; key=9; character=8; command=cmd_reply_killed; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscWatchDir : RscSubmenu { title="$STR_WATCH_DIR"; items[]={"OpenFire","HoldFire","Fire","Separator","Engage","EngageAtWill","Disengage","Separator","LookAround","WatchDir","Back"}; class OpenFire { title="$STR_OPEN_FIRE"; key=2; character=1; command=cmd_open_fire; }; class HoldFire { title="$STR_HOLD_FIRE"; key=3; character=2; command=cmd_hold_fire; }; class Fire { title="$STR_FIRE"; key=4; character=3; command=cmd_fire; }; class Engage { title="$STR_ENGAGE_NOW"; key=5; character=4; command=cmd_engage; }; class EngageAtWill { title="$STR_ENGAGE_AT_WILL"; key=6; character=5; command=cmd_loose_form; }; class Disengage { title="$STR_DISENGAGE"; key=7; character=6; command=cmd_keep_form; }; class LookAround { title="$STR_LOOK_AROUND"; key=8; character=7; command=cmd_watch_around; }; class WatchDir { title="$STR_WATCH_DIR"; key=9; character=8; command=cmd_watch_submenu; menu="RscWatchMoreDir"; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscWatchMoreDir : RscSubmenu { title="$STR_WATCH_DIR"; atomic=1; items[]={"N","NE","E","SE","S","SW","W","NW","Back"}; class N { title="$STR_MOVE_N"; key=2; character=1; command=cmd_watch_n; }; class NE { title="$STR_MOVE_NE"; key=3; character=2; command=cmd_watch_ne; }; class E { title="$STR_MOVE_E"; key=4; character=3; command=cmd_watch_e; }; class SE { title="$STR_MOVE_SE"; key=5; character=4; command=cmd_watch_se; }; class S { title="$STR_MOVE_S"; key=6; character=5; command=cmd_watch_s; }; class SW { title="$STR_MOVE_SW"; key=7; character=6; command=cmd_watch_sw; }; class W { title="$STR_MOVE_W"; key=8; character=7; command=cmd_watch_w; }; class NW { title="$STR_MOVE_NW"; key=9; character=8; command=cmd_watch_nw; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscMoveDist : RscSubmenu { title="$STR_MOVE_DIST"; items[]={"D50","D100","D200","D500","D1000","D2000","Back"}; class D50 { title="$STR_MOVE_50"; key=2; character=1; command=4096; }; class D100 { title="$STR_MOVE_100"; key=3; character=2; command=4096; }; class D200 { title="$STR_MOVE_200"; key=4; character=3; command=4096; }; class D500 { title="$STR_MOVE_500"; key=5; character=4; command=4096; }; class D1000 { title="$STR_MOVE_1000"; key=6; character=5; command=4096; }; class D2000 { title="$STR_MOVE_2000"; key=7; character=6; command=4096; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscFormations : RscSubmenu { title="$STR_FORMATION"; items[]={"Column","Staggered","Wedge","EchL","EchR","Vee","Line","Back"}; class Column { title="$STR_COLUMN"; key=2; character=1; command=cmd_form_column; }; class Staggered { title="$STR_STAGGERED"; key=3; character=2; command=cmd_form_stagcol; }; class Wedge { title="$STR_WEDGE"; key=4; character=3; command=cmd_form_wedge; }; class EchL { title="$STR_ECHL"; key=5; character=4; command=cmd_form_echleft; }; class EchR { title="$STR_ECHR"; key=6; character=5; command=cmd_form_echright; }; class Vee { title="$STR_VEE"; key=7; character=6; command=cmd_form_vee; }; class Line { title="$STR_LINE"; key=8; character=7; command=cmd_form_line; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscCombatMode : RscSubmenu { title="$STR_COMBAT_MODE"; items[]={"Stealth","Combat","Aware","Safe","Separator","PosUp","PosDown","PosAuto","Separator","Back"}; class Stealth { title="$STR_STEALTH"; key=2; character=1; command=cmd_stealth; }; class Combat { title="$STR_COMBAT"; key=3; character=2; command=cmd_combat; }; class Aware { title="$STR_AWARE"; key=4; character=3; command=cmd_aware; }; class Safe { title="$STR_SAFE"; key=5; character=4; command=cmd_safe; }; class PosUp { title="$STR_POS_UP"; key=6; character=5; command=cmd_pos_up; }; class PosDown { title="$STR_POS_DOWN"; key=7; character=6; command=cmd_pos_down; }; class PosAuto { title="$STR_POS_AUTO"; key=8; character=7; command=cmd_pos_auto; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscTeam : RscSubmenu { title="$STR_TEAM"; items[]={"Red","Green","Blue","Yellow","Main","Separator","Assign","Back"}; class Red { title="$STR_TEAM_RED"; key=2; character=1; command=cmd_team_red; }; class Green { title="$STR_TEAM_GREEN"; key=3; character=2; command=cmd_team_green; }; class Blue { title="$STR_TEAM_BLUE"; key=4; character=3; command=cmd_team_blue; }; class Yellow { title="$STR_TEAM_YELLOW"; key=5; character=4; command=cmd_team_yellow; }; class Main { title="$STR_TEAM_MAIN"; key=6; character=5; command=cmd_team_main; }; class Assign { title="$STR_ASSIGN"; key=10; character=9; command=-2; menu="RscAssign"; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscAssign : RscSubmenu { title="$STR_ASSIGN"; items[]={"AssignRed","AssignGreen","AssignBlue","AssignYellow","AssignMain","Back"}; class AssignRed { title="$STR_ASSIGN_RED"; key=2; character=1; command=cmd_assign_red; }; class AssignGreen { title="$STR_ASSIGN_GREEN"; key=3; character=2; command=cmd_assign_green; }; class AssignBlue { title="$STR_ASSIGN_BLUE"; key=4; character=3; command=cmd_assign_blue; }; class AssignYellow { title="$STR_ASSIGN_YELLOW"; key=5; character=4; command=cmd_assign_yellow; }; class AssignMain { title="$STR_ASSIGN_MAIN"; key=6; character=5; command=cmd_assign_main; }; }; //////////////////////////////////////////////////////////////// //////////////////////// class RscRadio : RscSubmenu { title="$STR_RADIO"; items[]={"Alpha","Bravo","Charlie","Delta","Echo","Foxtrot","Golf","Hotel","India","Juliet","Back"}; class Alpha { title="$STR_RADIO_ALPHA"; key=2; character=1; command=cmd_radio_alpha; }; class Bravo { title="$STR_RADIO_BRAVO"; key=3; character=2; command=cmd_radio_bravo; }; class Charlie { title="$STR_RADIO_CHARLIE"; key=4; character=3; command=cmd_radio_charlie; }; class Delta { title="$STR_RADIO_DELTA"; key=5; character=4; command=cmd_radio_delta; }; class Echo { title="$STR_RADIO_ECHO"; key=6; character=5; command=cmd_radio_echo; }; class Foxtrot { title="$STR_RADIO_FOXTROT"; key=7; character=6; command=cmd_radio_foxtrot; }; class Golf { title="$STR_RADIO_GOLF"; key=8; character=7; command=cmd_radio_golf; }; class Hotel { title="$STR_RADIO_HOTEL"; key=9; character=8; command=cmd_radio_hotel; }; class India { title="$STR_RADIO_INDIA"; key=10; character=9; command=cmd_radio_india; }; class Juliet { title="$STR_RADIO_JULIET"; key=11; character=0; command=cmd_radio_juliet; }; }; Please Be lenient, I'm not good in making tutorials, but I hope it would help, though. Good luck. Thunderbird84 -
If you get a look on some previous pages, you might notice that several people have suggested implementing the M16A2 instead of the A4 because of realism, plus this has even been authentified by some militaries and ex-militaries. As far as I know, the M16A4 is mostly used by USMC guys, but glad to learn that some US army sections use it as well. Regards Thunderbird84
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Hi, Sure, why not. That's why a mp config has been especially done. -> Best Regards Thunderbird84
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Even if several people were satisfied of the previous FFUR 2005 framerate level, the incoming pack FPS would be a lot better because the number of addons have been decreased from ~250 to ~30 and NIM clouds have been disabled in order to enjoy people with low comps. First It depends on your CPU speed and on your DDR/SDR RAM memory then comes the grapic card, OFP should work very well even with a 2nd gen GC like 'NVIDIA TNT2' but I'd suggest the use of at least a fifth generation graphic card 'Geforce 5700...etc' (It doesn't cost more than 50$ ) in order to use DXDLL without experiencing any problem, btw, as far as I know, it would be good to keep the drivers usually updated. Best Regards Thunderbird84
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Thanks, glad you appreciate it. Indeed, these civilians are well done but it would be better to wait for an updated version that would be using .paa/.pac textures instead of .JPEG. I think we won't change the music we implemented in all FFUR packs, except if some people would like to get some specifical songs in game, though, btw, Making a list of the best missions ever done for OFP might be quite hard to do cuz it'd require several days of extensive tests, I think it would be better to grab the TOP 10 missions did by BIS and to try'em out using FFUR, otherwise, just get a look on OFPEC missions section once it's fixed. Best Regards Thunderbird84
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Nice movies everyone, However Maxriga and Gredya 'waw' movie is very well done, especially because of the new concept 3D/real life combination they did, and because of the huge 'Video-Editing' efforts behind it as well, I'd definitely put it in the top 5 of the best movies ever carried out for OFP. Keep up the nice work folks! Best Regards Thunderbird84
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Please avoid generalizing, people behind these riots are a bunch of ignorants deeply anchored in their beliefs, and most of them are influenced by radical imams, but this doesn't make all muslims terrorists and flag-burners, though, and the hatred against muslims should not increase, otherwise it would turn to 'despair'. Best Regards Thunderbird84
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Hi, The M16A2 is still used by a large part of the US army personnel and it's still the official main firearm, only USMC units carry the M16A4, though, and as far as I know, mostly units stationed outside USA use the ACU camo. This can be defined in the cfgmoves, but changing this value would make AT/LAW soldiers faster than soldiers or grenadiers, so they'd keep running faster even if they won't be carrying any rocket launcher, and that might break the realism, though. Avoided to implement it because of its big size, even without the extra stuff (~20 MB). Btw, Here's a pic of the new FFUR 2006 GUI... I hope you prefer it more than the previous one. Best Regards Thunderbird84
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Ammunition values mainly mean 'bullets impacts power', but a few changes have been done on the rate of fire (most of BIS weapons rate of fire seem not that bad), though. e.g: The M249 achieves a higher rate of fire than the M60 or Coax bullets have higher rate of fire than BIS default tanks machine gun,etc... Regards Thunderbird84
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Hi, BIS Jeeps have already been replaced by some other decent and quite similar hmmwvs (Fsk ones). As far as I know, Spetznatz Mod shilka's almost finished but it seems that Manfred experiences some internet problems that don't allow him putting it online. The current FFUR AI view distance is a bit higher than BIS one but that one I defined in the FFUR 2006 would allow AI units engaging targets at ~400 - 500 meters. (inspired from real combats). -------------------------------------------------------- Btw, as promised a few days ago, Here are the main contents of the incoming FFUR 2006. -Realism and Gameplay Aspects Enhancements *New menu interfaces. *Added a MP config that allows you playing online. *Updated soldiers animations with Sanctuary next gen animations pack. *Reworked the reflection effects in order to make'em less 'shiney'. *Implemented one of the most realistic ammunition values did for OFP. (Thanks to WGL). *Weapons implemented the most authentically possible. (thanks to Miles_teg and to Franze). [M16A4 replaced by the M16A2] [F1 grenades replaced by RGO Grenades] [P226 replaced by the P228] [Mp-5 replaced by M4sd (acog variant)] [uS army personnel use several M4 variants and keep using the M16A2 as well] [As Val replaced by the Vss Vintorez] *Now US Army soldiers carry 7 magazines and 3 M67 grenades. *Now AI units can engage targets at ~400-500 meters and LAW/RPG soldiers engage armored units at ~200 meters. *Updated all ironsights and implemented realistic sniper riffles ironsights. *Updated several firearms sounds [M16, HE explosions...etc]. *Replaced Resistance songs by New ones coming from famous movies. *Replaced rocket launchers cursor by a new one. *All addons have been decompressed and regrouped in 'ffur_...' folders to further reduce lag and framerate difficulties. (Reduced the number of addons from ~250 to ~30). And much more... -Effects Improvements -Realistic tanks explosions (with the ability of blowing up MBTs turrets), debris don't appear on radar and the framerate level doesn't increase when several tanks are simultaneously destroyed. -New grenade bouncing effect. -Added smoke trail to propulled grenades. -Realistic tanks tracers. -You'd have the possibility of installing an enhanced version of John's effects in order to make the explosions looking better. -Several new replacements *Updated US soldiers with a new and realistic BDU camo. *Updated Russian soldiers. *BIS Shilka replaced by RHS one. *BIS Glocks replaced by SJB ones. *BIS OT-65 replaced by FDF BRDM-2. *BIS G-3 replaced by NorFor G3. *BIS OH-58 replaced by Franze Kiowa. *Mi-28 replaced by Evgeni Kamov-52 (The new variant of the v-80). *Dshk replaced by FDF NSV 12.7. -Fixed all bugs reported in the FFUR 2005. *Fixed Mi24 - 'AI Auto Raise/Lower Gear'. *Fixed the Super Cobra missiles proxy. *Fixed Fuel Ural mass value. (won't keep flying if it'd be hit). *Fixed Ural Animations. (thanks to CameronMcDonald). *Adjusted the ironsights of both light machine guns. *Decreased the dispersion value of both light machine guns. *Fixed the reflection effect value. *Fixed the Notepad lod. *Fixed several inventory pictures. *Fixed the T-80UM missing lod (Now it explodes when it rolls on mines). *Fixed the russian voices radio (100% russian). Removed NIM clouds to satisfie people with low comps. *Fixed the BMP-2 hatch animations. (Now crews can turn on). *Fixed several ironsights. (They're smoother). *Fixed the Shotgun ammunitions. And much more... Stay tuned. Best Regards Thunderbird84
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I think one should never generalize, there are more than 1,200 billion muslims over the world and they represent about 22% of the world's population and of course not all of them support the current events, otherwise it would simply turn to a WWIII... Even most of them condemn burning ambassies and attacking european symbols under weak pretexts, though. Emotion with political opinion can be quite nasty. Best Regards Thunderbird84
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As far as I know, both sides (jewish and muslim) always drew sarcastic cartoons of each others but by keeping limits. I mean, Israelis rarely offend moslems by drawing their prophet and the same goes to muslims. Best Regards Thunderbird84
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I agree with the fact that most of islamic nations provide more time and consider more efforts to religion than to some other more significant fields. But discussing about the 'bases' of islam, on its structure and how it's seen by moslems would require a deep analysis based on historical and political events. In any way, I think that one should avoid offending others beliefs unnecessarily. And once again, freedom of speech should not be uselessy used. Best Regards Thunderbird84
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Freedom of speech should have some limits in order to avoid experiencing such useless problems, was it that necessary to draw ironically the moslem prophet? I think the moslem world's reaction towards the current events was really expected... And we have to know that, unlike a lot of of occidental people, most of Moslems are passionately attached to their beliefs and to their religious values. Let's keep respecting that. Best Regards Thunderbird84
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Hi, We got the shilka sooner than expected, so we still need a couple of days in order to enhance some details. These pics have been done before implementing the new reworked reflection effect to the shilka. Nice texturing work! The FFUR Euro VoiceRH.pbo is the updated version of russian voices, just copy and paste it to your ffurxxx\addons folders. Btw, 'will come up asap with the list of all FFUR 2006 enhancements. Regards Thunderbird84
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Hi, After several months of waiting, I'm delighted to show you the first russian shilka released for OFP intended to replace BIS oldy Zsu. It has been incorporated to the FFUR 2005, and later, we will implement it to other woodland packs as well, though. Huge thanks to RHS team and especially to Shadow NX and to Kenji who've kindly offered us their exclusive and still-unreleased Shilka. Best Regards Thunderbird84
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'will adjust the 'sitting animation' in the FFUR Desert Ural. The FFUR 2005 is the top priority right now, but the other packs will be updated later as well. Regards Thunderbird84
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Nice retexturing job! My choice goes to Hyk models, though, but both of them look great. Best Regards TB84
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My very low 1.4Ghz, 448Sdram comp allows me keeping the control over the framerate level in order to avoid to people experiencing lag issues when new scripts and new models are implemented instead of BIS ones. That's one of our biggest priorities, though. Best Regards Thunderbird84