Thunderbird
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Everything posted by Thunderbird
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
FFUR projects are cancelled for some reasons... or at least... for some weeks. We lost all packs and we don't have any backup unfortunately I'm really sorry... <span style='font-size:8pt;line-height:100%'>j/k</span> -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
No - you aren't downloading the right pack mate... we lost a huge part of them... the file you're downloading is entirely corrupted. I'm really sorry. wait some weeks. -
Thanks, I haven't expected to see so much of countries represented over there at the begining of the conflict. and even surprised to see such nations over there. what an unecessary engagement, it would be better that they'd spend their money in more useful ways... Regards TB84
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which parameter determines if a weapon can lock
Thunderbird replied to hyori's topic in OFP : CONFIGS & SCRIPTING
Hi, At first , make sure you've both of these lines in your ammo's class (cfgammo) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> canLock=LockYes; manualControl=1; to lock an armor, you've to switch to "true/1" the following line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">irLock=1; This line's intended to "locking vehicles" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> airLock=x; This one to "Aircrafts" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> laserLock=x; And finally this one's intended to Laser designators, switching it to "1" means that a laser soldier can lock this target for ya, but it works only with static vehicles/Objects. Best Regards Thunderbird84 -
How many foreign soldiers are actually in Iraq? and how many nations of the GW2's coalition are represented over there ? Regards TB84
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hey mates, some good news here: Well after discussing with some Chinese/Japanese guys, they kindly offered to record for us 2 voices packs intended to replace BIS ones, A Japanese one for the west side and a Chinese for the east. They should be ready within more or less 5 weeks, then we'll releas'em as patch for the FFUR Asian Crisis pack and we'll incorporate the upcoming enhanced Japanese soldiers made by Hyakushi as well. Best Regards Thunderbird84 -
...or just wait for the incoming FFUR '85 winter pack which will include all of this pretty stuff Regards TB84
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These models won't fit in ofp, they'd look quite good in Lock'on,though. Regards TB84
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Indeed, the effect's due to Dxdll, btw I have no idea about Parvus PS settings , maybe you could ask'im Regards TB84 -
Wow! This scud will definately replace BIS ones in FFUR packs. Looking forward to it! keep up the sweet work... Best Regards TB84
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You can all stop modding now.
Thunderbird replied to Blackblood's topic in ADDONS & MODS: DISCUSSION
Awesome units and hopefully we'd includ'em to replace the current used ones in the FFUR Asian Crisis by these enhanced units once they're released. (as a patch though). Regards Thunderbird84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Some useful information before the release : Once the stuff is released , please make sure you read everything to avoid some "useless" questions like "how do I create a shortcut to play the ffurasian crisis" ?... We included a bunch of detailed readmes and .txt explaining everything about each concerned pack. We have also included in each folder the "llauma" sky [intended only to people who have Fifth Generation Graphics Card (eg. GeForce 5 Series or Radeon 9 series)] as well. you will find a small installer incorporated in the FFUR 2005 folder which has as an objective to install the russian flag instead of the soviet one without overwriting it. [...that means you'll play BIS campaigns and missions not with the old soviet flag but with the new of the Russian Federation] you will also find another installer included in the FFUR Asian Crisis folder which has as an objective to install the Asian faces instead of BIS ones without overwriting them, this small installer does install also the japanese and chinese flags without overwriting the BIS ones,though. [...this means you will be able to play the BIS campaigns and missions not with US/soviet flags but with Japanese/chinese ones]. um :::> and for people who haven't seen it : Make sure you deleted all previous FFUR stuff from your Operation Flashpoint folders , and even from your comps Best Regards Thunderbird84 -
Awesome work! the textures are very nice ... keep it up Regards TB84
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
FFUR 2005: We've already replaced the BRDM a few months ago by the OT-65 from CSLA but we removed it cuz there was a bug when the vehicle was in water... Actually, it's too late to make any replacement, 90% of packs are already online. Kind Regards Thunderbird84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi, No but we'd maybe include it in the extra config pack expected that we'd release a bit later after the main huge releases. Regards TB84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Thanks, Fixed. Honestly it was very hard to test all the packs but we've done our best in the goal to reach the wanted result and I hope we fixed all bugs and errors , some talented Beta-testers as Canadian Terror helped us a lot to find'em and to tak'em out, the same goes for Benus who spent a lot of hours by testing each pack and reporting each bug. We canceled a lot of packs a few days ago which were uploading just in the goal to fix some forgotten minor bugs. Hopefully you won't encounter any major bugs and any CTD. Yeah , I expect to release all the stuff at the same time making this release one of the biggest one ever carried out thus far for our favorite simulator. Well, I have to say that 70% of the packs are already online and we're quite close from the release. Best Regards Thunderbird84 -
ECP functions for Kegety's Arctic Units
Thunderbird replied to wiper's topic in ADDONS & MODS: COMPLETE
Kegetys artic units don't work with ECP scripts because they have their own EH class defined in the top of the cpp and which provide the blood effect to these units once being hit. SEB nam units work perfectly because they don't have any class EH (class eventhandlers) so they do use the main class (xxx) -> [man/tank/apc...etc]:landvehicle data. To fix that : -At first open kegnoecain_snow\cpp -look for : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; e.g Then take out this line from all the "class xxx:Soldierxxx" . Now you should use Kegetys artic units with ECP effects without any problem. Kind Regards Thunderbird84 -
FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi, Be a bit patient mates, the packs are currently uploading and the upload's speed is around only 20 KB/s. Btw here's a list of all installers's sizes : FFUR 1985.exe -> 415 [mb] FFUR '85 Winter.exe -> 415 [mb] FFUR '85 Desert.exe -> 434 [mb] FFUR 2005.exe -> 499 [mb] FFUR Asian Crisis.exe -> 534 [mb] And as mentioned yesterday : * All addons have been decompressed to further reduce lag and framerate difficulties. * Only relevant and required P3D models and textures have been retained for the FFUR mod. Best Regards Thunderbird84 -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class NVGoggles:Binocular { displayName="$STR_DN_NV_GOGGLES"; showEmpty=0; valueWeapon=5; opticsZoomMin=1.0; opticsZoomMax=1.0; modelOptics="\ECP_Effects\models\optics_nv_mono"; model="nvg_proxy"; }; Copy and paste this in your Y2K3 config instead of the current class. ps : as akd said you, you have the choice between a bunch of NVGs views from ECP, this one showed above is the default ECP one , you may be able to change it by another one just by replacing the following line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">modelOptics="\ECP_Effects\models\optics_nv_mono"; by one of these ones: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> modelOptics="\ECP_Effects\models\optics_nv_stat"; modelOptics="\ECP_Effects\models\optics_nv_statF"; modelOptics="\ECP_Effects\models\optics_nv_shad"; modelOptics="\ECP_Effects\models\optics_nv_shadF"; modelOptics="\ECP_Effects\models\optics_nv_stat_ns"; modelOptics="\ECP_Effects\models\optics_nv_clear"; modelOptics="\ECP_Effects\models\optics_nv_mono"; ps2 : make sure you extracted all these models and their paa/pac from the new ECP_Effects.pbo to the old folder ECP_Effects.pbo still used by Y2K3. Kind Regards Thunderbird84
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FFUR Incoming HUGE RELEASE !!!
Thunderbird replied to Thunderbird's topic in ADDONS & MODS: DISCUSSION
Hi all, Here are the sizes of all .rar packs, btw : * All addons have been decompressed to further reduce lag and framerate difficulties. * Only relevant and required P3D models and textures have been retained for the FFUR mod. FFUR 1985 -> 383 [MB] FFUR '85 Winter -> 381 [MB] FFUR '85 Desert -> 398 [MB] FFUR 2005 -> 461 [MB] FFUR Asian Crisis -> 476 [MB] We used a classical compression's way to make these rar packs in the goal to allow you extracting them as fast as possible to your Operation Flashpoint's folder, even for comps lower than 2.0 Ghz. I'll inform you ASAP about the installers sizes cuz there are still a few ones which need to be tested again. (we used a classical compression for installers in the same goal as well). By the way, just a *minorthing* -> Neologismus [lol]... Here are 2 pics of some enhanced and re-textured winter units. Soviet authentic winter camo based on RHS Model. an US crew retextured to winter. (thanks to Hyakushi and CBT for the model). The release's closer than ever, Stay tuned ! Kind Regards Thunderbird84 -
The best way to take out a such lag is to remove the scripts included in the EH and a bunch of the useless usermenu's selections. E.G for the T-80 replacement by ORCS T-80UM, you may have something like this. (this class belongs to the FFUR 2005 pack, so don't use the "weapons" and "magazines" lines as showed here because you'd need to defin'em in the cfgweapons and cfgammo) //the same goes for the FFUR_Brad_MGunClouds <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class T80:RussianTank { side=0; scope=2; crew="SoldierECrew"; weapons[]={"2A46c","PKT55","NSV"}; magazines[]={"3BM42M80","BK29M80","9M117Launcher80","PKT55","PKT55","PKT55","PKT55","PKT55","PKT55","PKT55","PKT55","NSV"}; displayName="T-80UM"; model="\icp_t90\t80utim"; nameSound="tank"; canfloat=1; picture="it80"; icon="tank"; maxSpeed=65; armor=700; armorStructural=2.0; forceHideGunner=0; class HitEngine {armor=0.8;material=60;name=engine;passThrough=1;}; class HitHull {armor=0.9;material=50;name=hull;passThrough=1;}; class HitTurret {armor=1;material=51;name=turet;passThrough=1;}; class HitGun {armor=0.6;material=52;name=gun;passThrough=1;}; class HitLTrack {armor=0.6;material=53;name=pasL;passThrough=1;}; class HitRTrack {armor=0.6;material=54;name=pasP;passThrough=1;}; soundEnviron[]={"\ICP_t72s\sound\treads.wav",0.916666,0.800000}; soundEngine[]={"\icp_t90\DVI.wss","db-2",1}; soundGear[]={"\ICP_t72s\sound\gear.wav",0.1,0.8}; gunnerOpticsModel="\wgl_veh\t80\t80_optics.p3d"; gunnerOpticsColor[] = {0.91, 0.23, 0.23, 1}; driverAction="ManActT80DriverOut"; gunnerAction="ManActT80GunnerOut"; commanderAction="ManActT80CommanderOut"; driverInAction="ManActT80Driver"; gunnerInAction="ManActT80Gunner"; commanderInAction="ManActT80Commander"; ejectDeadDriver = 0; ejectDeadGunner = 0; ejectDeadCargo = 1; type=1; cost=1500000; simulation="tank"; hiddenselections[]= {"TR","zak","dz","pl","no1","no2","no3","fire1","fire2","fire3","fire4","fire5","fire6","rak1","rak2","rak3","rak4","Flag"}; class HatchDriver { selection="poklop_driver"; axis="osa_poklop_driver"; angle=-100 }; class HatchGunner { selection="poklop_gunner"; axis="osa_poklop_gunner"; angle=-100 }; class HatchCommander { selection="poklop_commander"; axis="osa_poklop_commander"; angle=-100 }; class ViewGunnerBase { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=-100; maxAngleY=100; initFov=0.550000; minFov=0.320000; maxFov=0.850000; }; class TurretBase { soundServo[]={"\ICP_t72s\sound\turret.ogg",0.0316228,1.0}; gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-4; maxElev=+20; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "OtocHlaven"; }; class Animations { class SetNumber { type="rotation"; animperiod=0.5; selection="useract"; axis="osa_useract"; angle0=0; angle1=0; }; class InFlamed { type="rotation"; animperiod=0.5; selection="useract"; axis="osa_useract"; angle0=0; angle1=0; }; class OtstrelGilz { type ="rotation"; animPeriod =0.5; selection ="Krish"; axis ="osa_krish"; angle0 =0; angle1 =-2.5; }; class Recoil { type ="rotation"; animPeriod =0.1; selection ="stv"; axis ="osa_stv"; angle0 =0; angle1 =-0.0042; }; class Podveska { type ="rotation"; animperiod=0.5; selection="podv"; axis="osa_sus"; angle0=-0.041; angle1=0.041; }; }; class MGunClouds : FFUR_Brad_MGunClouds{}; }; You won't need to add any class EH cuz it will automatically use the class tank:landvehicle 's one Now your lag's problem should be fixed. PS : Hmm, if pappy used the T-90 instead of the T-80 UM then keep the "model=" ; "displayname=" and "hiddenselections=" as they are . Kind Regards Thunderbird84
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Bring us some "real" High Reso Pics of the new marines camo. :P Good luck and cu soon Regards TB84
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What a great idea... this island's beautiful as well! Keep up the nice work Regards TB84
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Tried a few minutes ago the new version and noticed a bunch of nice enhancements, now when you load up the servers screen you don't have to search a lot to find an Honor server cuz they always do appear at the top of the screen, quite usefull as feature. Regards TB84
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well, If you'd like a rotor failure script working as "killed=" you have to do some modifications inside ECP scripts , but to avoid being confused, it would be better that you use an extra tail rotor fail sqs/sqf that you'll activate as "EH/killed=" ECP rotor tail failure scripts are based on GMR ones, so, download this file. and put it into your \addons\ folder. then add the following line to your Helicopter's class EH <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> killed="[_this select 0] exec ""\GMR\check_dammage_chopper.sqs"""; This script activates craters for choppers once destroyed, dust and water effects as well. (better than ECP ones though). Kind Regards Thunderbird84