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zerg63

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Everything posted by zerg63

  1. zerg63

    Flashpoint Community Hardware Specs.

    AMD 64 X2 Manchester 4200+ Geforce 7800GTX SLI PC4200 RAM 3GB HDD 300GB Samsung CRT 17' MS Explorer 4.0 MOUSE G15 keyboard Windows XP SP2
  2. zerg63

    OFP videography

    sorry, i haven't any upload server korean video server - other music ver last lcwf mod video. addons : lcwf mod , ffur 2006, ZIS truck, RHS T-54/55, SEB island
  3. zerg63

    OFP photography - Questions & comments

    M48A3K - 6074 faces M48A5K - 6004 faces  and texture.. bad textures.. turrets top and back is not good quality
  4. zerg63

    LCWF MOD

    i can't. it's too old tank  sorry..  it's discharge in south korean army. maybe.. they using for coast cannon. removed engine. can't move
  5. FIRST M48 addon in OFP~! 90mm : M48A3K 105mm : M48A5K addons : LCWF MOD(unreleased)
  6. zerg63

    LCWF MOD

    M48A3K M48A5K Finish!
  7. zerg63

    LCWF MOD

    M48A5K : 75% many variations. M48A5 , M48A2C , M48A3K blablabla....
  8. zerg63

    LCWF MOD

    hm.. upcoming release   I have a one question to every addon makers.. : Weapon's muzzleflash shows up all the time.. always! p3d's MLOD format and  "zasleh" is fine. Why? that's problem add two muzzleflash. but, no problem in two muzzleflash models (90mm Recoiless Rifle : not rocket weapon.. that's rifle weapon)  removed muzzleflashs
  9. Republic of Korea 'Marine' addons : AFR Zodiac , LCWF MOD
  10. zerg63

    LCWF MOD

    ah... find ODOL problems. random face, muzzleflash.. blabla.. and a.. other problems in Cfgmodel , ODOL
  11. ROK Marine in S.Korean roadway addons : KCP road, LCWF MOD(Unreleased)
  12. zerg63

    LCWF MOD

    Cfgface <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgFaces { class rok_sol0 { name="rok_sol0"; texture="\facestex2asia\cn00.pac"; east=0; west=0; }; class rok_sol0d { name="rok_sol0d"; texture="\facestex2asia\cn00d.pac"; east=0; west=0; }; class rok_sol1 { name="rok_sol1"; texture="\facestex2asia\cn01.pac"; east=0; west=0; }; class rok_sol1d { name="rok_sol1d"; texture="\facestex2asia\cn01d.pac"; east=0; west=0; }; class rok_sol2 { name="rok_sol2"; texture="\facestex2asia\cn02.pac"; east=0; west=0; }; class rok_sol2d { name="rok_sol2d"; texture="\facestex2asia\cn02d.pac"; east=0; west=0; }; class rok_sol3 { name="rok_sol3"; texture="\facestex2asia\cn03.pac"; east=0; west=0; }; class rok_sol3d { name="rok_sol3d"; texture="\facestex2asia\cn03d.pac"; east=0; west=0; }; class rok_sol4 { name="rok_sol4"; texture="\facestex2asia\cn04.pac"; east=0; west=0; }; class rok_sol4d { name="rok_sol4d"; texture="\facestex2asia\cn04d.pac"; east=0; west=0; }; class rok_sol5 { name="rok_sol5"; texture="\facestex2asia\cn05.pac"; east=0; west=0; }; class rok_sol5d { name="rok_sol5d"; texture="\facestex2asia\cn05d.pac"; east=0; west=0; }; class rok_sol6 { name="rok_sol6"; texture="\facestex2asia\cn06.pac"; east=0; west=0; }; class rok_sol6d { name="rok_sol6d"; texture="\facestex2asia\cn06d.pac"; east=0; west=0; }; class rok_sol7 { name="rok_sol7"; texture="\facestex2asia\cn07.pac"; east=0; west=0; }; class rok_sol7d { name="rok_sol7d"; texture="\facestex2asia\cn07d.pac"; east=0; west=0; }; class rok_sol8 { name="rok_sol8"; texture="\facestex2asia\cn08.pac"; east=0; west=0; }; class rok_sol8d { name="rok_sol8d"; texture="\facestex2asia\cn08d.pac"; east=0; west=0; }; class rok_sol9 { name="rok_sol9"; texture="\facestex2asia\cn09.pac"; east=0; west=0; }; class rok_sol9d { name="rok_sol9d"; texture="\facestex2asia\cn09d.pac"; east=0; west=0; }; class rok_sol10 { name="rok_sol10"; texture="\facestex2asia\dn00.pac"; east=0; west=0; }; class rok_sol10d { name="rok_sol10d"; texture="\facestex2asia\dn00d.pac"; east=0; west=0; }; class rok_sol11 { name="rok_sol11"; texture="\facestex2asia\dn01.pac"; east=0; west=0; }; class rok_sol11d { name="rok_sol11d"; texture="\facestex2asia\dn01d.pac"; east=0; west=0; }; }; animations Fset <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class animations { class Fset { type="rotation"; animPeriod=0.01; selection="Fset1"; axis="Fset2"; angle0=0; angle1=1; }; }; class EventHandlers { Init="[_this select 0] exec ""\facestex2asia\faces.sqs"";"; }; faces.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 ? typeOf _unit in ["ROKSoldierWB","ROKCrew","ROKSF","ROKSFSD","ROKSolDes","ROKSolMP","ROKSolac","ROKSolac1","ROKSolac2","ROKSolacMP","ROKSolmedic1","ROKSolmedic2","ROKSolmedic3","ROKSolmedic4","ROKSolmar2","ROKSolmar3","ROKSFSD","ROKSol1","ROKSolmar4","ROKSol1MG","ROKSol1MG2","ROKSol1gl","ROKSol2gl","ROKSol3gl","ROKSol4gl","ROKSol1AT","ROKSol2AT","ROKSol1LAW","ROKSol2LAW","ROKSol1AA","ROKSol2AA","ROKSol1Miner","ROKSol2Miner","ROKSol1OFF","ROKSol2OFF","ROKSol1sn"] : goto "Korean" exit #Korean _faces = ["rok_sol0","rok_sol1","rok_sol2","rok_sol3","rok_sol4","rok_sol5","rok_sol6","rok_sol7","rok_sol8","rok_sol9","rok_sol10","rok_sol11"] goto "Set" #Set _unit animate ["Fset",1] _count = count _faces _num = random _count _num = _num - (_num mod 1) _face = _faces select _num _unit setFace format ["%1", _face] @ ((_unit animationPhase "Fset") == 0) or !(alive _unit) ? !(alive _unit) : goto "Death" goto "Set" #Death _unit setFace format ["%1D", _face] exit fset1, fset2 in all geometry not working.. Â Â they are clone soldiers Â
  13. zerg63

    LCWF MOD

    thanks K111, K511, K1, K1A1, K200A1, AH-1S, UH-60P, CH-47, F-4E, F-5E, bla bla,, is completed addons but ah.. infantry and a weapons still have problems weapons muzzle flash problem, facetex2 random script or soldier models problem, plz, help me if you can help me, i'll send addon files to you. weapons config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 1 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class DaewooK127 { units[] = {}; weapons[] = {"DaewooK2","DaewooK2GL","DaewooK7","DaewooK1","DaewooK2sn"}; requiredAddons[] = {}; requiredVersion = 1.90; }; }; class CfgModels { class Default { sections[] = {"zasleh"}; }; class Man: Default {}; class Weapon: Default{}; class k2: Weapon {}; class k2gra: Weapon {}; class k2sn: Weapon {}; class k1a: Weapon {}; class k1an: Weapon {}; class k7: Weapon {}; }; class CfgAmmo { class default {}; class Grenade: default {}; class K201grenade: Grenade { hit=40; indirectHit=18; indirectHitRange=7; minRange=15; minRangeProbab=0.300000; midRange=80; midRangeProbab=0.550000; maxRange=150; maxRangeProbab=0.000000; model="granat"; simulation="shotShell"; explosive=1; lightColor[]={1,1,1,0}; class light { interval=0.010000; cloudletDuration=4.000000; cloudletAnimPeriod=1.000000; cloudletSize=0.250000; cloudletAlpha=1.000000; cloudletGrowUp=1.500000; cloudletFadeIn=0.000000; cloudletFadeOut=5.000000; cloudletAccY=-0.300000; cloudletMinYSpeed=0; cloudletMaxYSpeed=10; cloudletShape="cl_basic"; cloudletColor[]={1,1,1,0}; initT=1000; deltaT=-500; class Table { class T1 { maxT=0; color[]={0.700000,0.700000,0.700000,1}; }; class T2 { maxT=1000; color[]={0.400000,0.400000,0.400000,1}; }; }; }; }; class BulletSingle: Default{}; class K2ammo: BulletSingle { hit=9;indirectHit=2;indirectHitRange=0.1; visibleFire=16; // how much is visible when this weapon is fired audibleFire=16; visibleFireTime=3; // how long is it visible minRange=0.5;minRangeProbab=0.10; midRange=50;midRangeProbab=0.38; maxRange=250;maxRangeProbab=0.04; cost = 0.7; }; class K7ammo: K2ammo { hit=6; indirectHit=1; indirectHitRange=0.050000; visibleFire=0.035; // how much is visible when this weapon is fired audibleFire=0.035; visibleFireTime=2; // how long is it visible minRange=1; minRangeProbab=0.100000; midRange=50; midRangeProbab=0.700000; maxRange=75; maxRangeProbab=0.040000; }; }; class CfgWeapons { class default {}; class GrenadeLauncher: default {}; class RiffleGrenadeLauncher: GrenadeLauncher {}; class M16GrenadeLauncher: RiffleGrenadeLauncher {}; class DaewooK201: M16GrenadeLauncher { scopeMagazine=2; weaponType=0; magazineType="2*256"; ammo="K201grenade"; picture="\LCWF_Wepcon\m_m203grenade.paa"; displayName="K201 Grenade"; displayNameMagazine="K201 Grenade"; shortNameMagazine="K201 Grenade"; count=1; initSpeed=85; reloadTime=0; sound[]={"weapons\M16GrenadeLaunch",1.0,1}; canDrop = true; }; class MGun: Default {}; class Riffle: MGun {}; class M16: Riffle {}; class DaewooK2: M16 { ammo="K2ammo"; weaponType=1; magazineType=256; canlock=0; displayName = "K2"; displayNameMagazine="K2 Magazine"; shortNameMagazine="K2Mag"; picture="\LCWF_Wep\k2pic.paa"; scopeWeapon = public; scopeMagazine = public; model="\LCWF_Wep\K2.p3d"; modelOptics="\Data3d\optika_HK.p3d"; magazines[]={DaewooK2}; optics = true; opticsZoomMin=0.35; opticsZoomMax=0.35; count=30; modes[]={"Single","FullAuto"}; class Single { ammo="K2ammo"; multiplier=1; burst=1; displayName="K2 Semi"; dispersion=0.000200; sound[]={"\LCWF_Wep\M16single.wss",db+20,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="K2ammo"; multiplier=1; burst=1; displayName="K2 Auto"; dispersion=0.000800; sound[]={"\LCWF_Wep\M16full.wss",db+20,1}; soundContinuous=0; reloadTime=0.100000; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class DaewooK2GL: DaewooK2 { displayName="K2/K201"; model="\LCWF_Wep\k2gra.p3d"; picture="\LCWF_Wep\k2grapic.paa"; muzzles[] = {DaewooK2Muzzle, DaewooK201Muzzle}; class DaewooK2Muzzle : DaewooK2 { magazines[] = {DaewooK2}; }; class DaewooK201Muzzle : DaewooK201 { displayName="K201"; magazines[] = {DaewooK201, Flare, FlareGreen, FlareRed, FlareYellow}; }; }; class DaewooK2sn: DaewooK2 { displayName="K2 Scope"; model="\LCWF_Wep\k2sn.p3d"; picture="\LCWF_Wep\k2pic.paa"; modelOptics="\LCWF_Wep\optic\opt_sr25.p3d"; modes[]={"Single"}; optics = true; opticsZoomMin=0.35; opticsZoomMax=0.82; }; class DaewooK1s: DaewooK2 { displayName="K1a/ACOG"; model="\LCWF_Wep\k1a.p3d"; modelOptics="\LCWF_Wep\optic\opt_acog.p3d"; picture="\LCWF_Wep\k2pic.paa"; modes[]={"Single","FullAuto"}; class Single { ammo="K2ammo"; multiplier=1; burst=1; displayName="K1 Semi"; dispersion=0.000200; sound[]={"\LCWF_Wep\M16single.wss",db+20,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="K2ammo"; multiplier=1; burst=1; displayName="K1 Auto"; dispersion=0.000800; sound[]={"\LCWF_Wep\M16full.wss",db+20,1}; soundContinuous=0; reloadTime=0.100000; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class DaewooK1: DaewooK2 { displayName="K1a"; model="\LCWF_Wep\k1an.p3d"; picture="\LCWF_Wep\k2pic.paa"; modes[]={"Single","FullAuto"}; class Single { ammo="K2ammo"; multiplier=1; burst=1; displayName="K1 Semi"; dispersion=0.000200; sound[]={"\LCWF_Wep\M16single.wss",db+20,1}; soundContinuous=0; reloadTime=0.150000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="K2ammo"; multiplier=1; burst=1; displayName="K1 Auto"; dispersion=0.000800; sound[]={"\LCWF_Wep\M16full.wss",db+20,1}; soundContinuous=0; reloadTime=0.100000; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class DaewooK7: DaewooK2 { scopeWeapon=2; scopeMagazine=0; optics=1; opticsFlare = false; displayName="K7"; model="\LCWF_Wep\k7.p3d"; picture="\LCWF_Wep\k2pic.paa"; modelOptics="\LCWF_Wep\optic\opt_eotech.p3d"; displayNameMagazine = "K7 Magazine"; shortNameMagazine = "K7Mag"; count=30; initSpeed=884; modes[]={"Single","FullAuto"}; magazines[]={DaewooK7}; class Single { ammo="K7ammo"; multiplier=1; burst=1; displayName="K7 Semi"; dispersion=0.0002; sound[]={"\LCWF_Wep\MP5SDfire.wss",db+13,1}; soundContinuous=0; reloadTime=0.1; ffCount=1; recoil="riffleSilenced"; autoFire=0; aiRateOfFire=0.853000; aiRateOfFireDistance=520; useAction=0; useActionTitle=""; }; class FullAuto { ammo="K7ammo"; multiplier=1; burst=1; displayName="K7 Auto"; dispersion=0.0004; sound[]={"\LCWF_Wep\MP5SDfire.wss",db+13,1}; soundContinuous=0; reloadTime=0.076; ffCount=30; recoil="riffleSilenced"; autoFire=1; aiRateOfFire=0.853000; aiRateOfFireDistance=520; useAction=0; useActionTitle=""; }; }; };
  14. zerg63

    LCWF MOD

    download link base : AFR's CH-47 added cargo set - K111 jeep finished.. but, i could not ask for can i fix CH-47 addon to AFR
  15. zerg63

    LCWF MOD

    NKA beta pack japanese's addon
  16. zerg63

    LCWF MOD

    K200A1 IFV 95%
  17. zerg63

    OFP videography

    Liberation Mod video great mod
  18. zerg63

    LCWF MOD

    corky, fixed green pattern 100% infantry pack 95% weapon pack 80% jeep, truck
  19. ROKMC in Hokkaido, Japan addons : boh kangon island, LCWF MOD, ffur 2006
  20. zerg63

    LCWF MOD

    base : BIS Jeep K111 JEEP
  21. Republic of Korea Army  upcoming release. addons : Mapfact's Nogova 2, BOH Kang_on island, FFUR 2006 2.0, LCWF Mod, JJR_M16A1, 456820 Animation Pack
  22. Addons : Mapfact's Nogova 2 , LCWF Infatry,WeaponPack
  23. addons : LCWF MOD Infantry(South Korean Army), SFP4 MOD HAWK, BOH MOD Â MG50, US Camo Net Final
  24. zerg63

    LCWF MOD

    WL pattern's retextureing complete.
  25. zerg63

    game stops bug

    I tested all soldiers in new lcwf infantry(Unreleased Ver.) I went close to other addons(man,vehicle... all...), the game stops.. it's LOD problem? I don't know why stop this addon in ofp. and, i was convert MLOD to ODOL. so, why alpha textures seeing with black? zip file download link (plz, don't upload other site)
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