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*zeewolf*

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Everything posted by *zeewolf*

  1. *zeewolf*

    OFP Addon request thread

    Just noticed VME released a new version of their PLA mod last year (v3.2) the infantry looks a lot different. Is this available on any English language hosts? If not is anyone interested in it? If so I will ask them if I can get it mirrored on another site, you need to be a member to get the dl links from their forum (which is a bit difficult since the site is in Chinese). Edit: Hah! You even need to be a member to view the screenshots. They've changed the camoflage to a grey/green pattern added swimming, leaning and other animations (from FFUR SLX 2.5) naval units and more jets.
  2. *zeewolf*

    VME PLA MOD for ARMA II

    Alex, I know a very popular feature of Operation Halfmoon was the addition of a Mandarin voice pack (except it doesn't work in Operation Arrowhead). Will you be adding a voice pack to your mod? I realise it is a lot of work, (perhaps Fromz will give permission to use his pack?) but I'm sure you'll agree it adds a lot of atmosphere to playing as a Chinese soldier.
  3. *zeewolf*

    VME PLA MOD for ARMA II

    Welcome back Alex, great to see everything has worked out in the end. Couple of questions about the mod: Will you be adding thermal sights to the vehicles? Will future versions of the ZTZ-99 have a missile ammunition option for the main gun?
  4. *zeewolf*

    T-90a. Wip.

    Of course, it's pathetic. Because the missiles are a seperate weapon to the main gun they have independent reload times, meaning you can fire the main gun then switch to missiles and fire one off. The missiles should be an ammo type for the main gun so you have to select them as you would to switch to HEAT. In my opinion the T-90 should have four ammo types for it's main gun, 3BM48 APFSDS, 3BK29 HEAT, 3OF26 HEF and 9M119M Refleks. Edit: Same goes for the BMP-3 by the way. It's capable of a "triple-tap" by firing the 9M117 then the 2A70 100mm HE then laying into a target with the 2A72 30mm AP. This allows it to destroy any tank within about 5 seconds. The 9M117 should of course be an ammo type for the 2A70 main gun
  5. *zeewolf*

    T-90a. Wip.

    I hope the released version has the Refleks missiles as ammo for the main gun rather than a third weapon, being able to "double tap" a target with sabot and a missile is just absurd. Also how about making blown ERA tiles part of the vehicle's damaged textures?
  6. *zeewolf*

    ARMA 2 (OA) : DLC discussion thread

    polish? I thought they were Czech. Sorry couldn't resist...
  7. *zeewolf*

    ARMA 2 (OA) : DLC discussion thread

    VME has not ceased development on their PLA mod, in fact it is now in closed beta. Do not assume it will be released here however.
  8. *zeewolf*

    Best campaign

    Last Months in Vietnam is amazing, definately my favorite user made campaign. It really squeezes every last drop of potential out of Seb Ilo. It's a shame a VTE version was never released.
  9. *zeewolf*

    Arma: Cold War Assault

    So, you reckon BI had to get authorisation from CM every time they wanted to release an OFP patch?
  10. *zeewolf*

    Arma: Cold War Assault

    True, but I'd be concerned for anything "designed by committee" and it would be nice if the project required the full range of skills the community posseses (rather than just modelling for example). I haven't seen many ideas for a small official addon or mini-campaign or even a patch for Flashpoint. Perhaps a symbolic "Operation Flashpoint 2.00" patch?
  11. *zeewolf*

    Ultimate Flashpoint Mod

    Erm, I didn't see any credits or acknowledgements for the original addon makers. Are you sure you have permission to use all of this material in this manner? Most of the mod looks like FFUR SLX 2007, even the GUI?! By the way I did a quick check of the grass. It is exactly the same release as I have, if you take a ZSU and spray a large grass patch you will find some places where the rounds cannot reach, the round explodes a different part of the grass patch from the one you are aiming at. This is the "shoot through" bug I told you about before. Also, I was expecting the entire island to be covered in grass (I've done it for my mod and it works ok).
  12. Since this year will mark the 10th anniversery of OFP:CWC's release I've been wondering if BIS are going to be marking the occasion in any way...
  13. Since the VME PLA mod now won't be released here, I guess a new China mod is now needed.
  14. *zeewolf*

    Ultimate Flashpoint Mod Previews and Videos

    No, I made that variation myself. It doesn't exist in the original release I have. I retextured the model for the green grass with no ground texture to use the flowered grass. The version I'm using is available here. In this case, it's relatively simple to use a hex editor to alter the grass texture path in the ODOL model for the patch without the ground texture to create the flowered variation. However this is usually a grey area in the EULA of most released addons and is highly controversial. Meaning it is advisable to get permission from the original author before considering releasing any retextured models. One of the reasons I don't intend to release my Dragon Rising mod is that it contains dozens of retextured models from a large number of addons and it's not practical to get permission from all of the original authors.
  15. *zeewolf*

    Ultimate Flashpoint Mod Previews and Videos

    There is a version of the model that doesn't use the ground texture layer. Can't you retexture it with the grass textures from the models which use the ground texture? In other words create the full range of available grasses, but only using the model which has no ground texture. What do you mean by not loading properly? I haven't had any issues with the grass in SP or MP (I'm using the mission template placement method).
  16. *zeewolf*

    Ultimate Flashpoint Mod Previews and Videos

    I think sled's grass is the way to go. What exactly is the problem you're having? There is also the UWAR grass that looks nice but uses scripting (and I don't think it's designed for MP use which requires the server to manage the spawning so all clients see the same thing). If you like the look of that maybe you can just use the models from it.
  17. *zeewolf*

    OFP Addon request thread

    Does anyone know where I can find the final version of Sled88's grass? The version I have has the "shoot through" bug that stops bullets from some angles. This thread suggests a later version exists, but there are no links to it.
  18. *zeewolf*

    Ultimate Flashpoint Mod Previews and Videos

    What I meant was there are probably three ways to do grass placement: 1. Edit the island and add the grass as objects to the island, this makes grass "permanent" with no way of removing the grass from places it is not wanted. 2. Use scripting to create "dynamic" grass that is automatically spawned and despawned by the server at fixed points around clients. 3. Supply mission templates for the islands containing the grass as editor objects that can be altered as the user sees fit. Regarding the models, do you remember the name of the addon they were from? Maybe I can request it in the forum. I've had a look through Berghoff's releases (vegetation pack 3 and Nordic) and only very small grass patches are there, compleltely unsuitable for the kind of densities we are talking about. I got my models from the Battletech grass pack. I agree about the SLX grass, it can also be flattened by vehicles running over it. The concept of distributing a "grass" and "no grass" config.cpp was good though. With my mod I have a variety of configs that swap sides around, e.g. East = China, Resistance = Russians or East = Russians, Resistance = EU making it a bit more flexible for mission making.
  19. *zeewolf*

    Ultimate Flashpoint Mod Previews and Videos

    Where did you get the original grass models from? Can you post a link? It's possible I'm using an earlier version of the same model which is causing my bullet problems (the models look extremely similar to yours). Is the grass placement defined by the custom island .wrps you are distributing? Is the grass available in the editor so people can add more if they want?
  20. Does anyone have any drop effect scripts that create a realistic dust cloud for large caliber artillery fire (155mm+) and large airstrikes (2000 lb bombs)? I'm thinking on the lines of large instantaneous vertical dust clouds that linger for about a minute.
  21. Thanks for that, I've seen the fuel explosion script before but not the other effects. I've put some random colours and alpha control into the script which improves things slightly although it depends on whether you're using the original cl_basic or a modified version as to how far you can go with the colours. So the bomb script is now: ;Object for centre of cloud _obj = _this select 0 ;density of vertical column (bigger = less dense), e.g. 20 _Zoffset = _this select 1 ;height of vertical column e.g. 100 _max = _this select 2 ;speed of base smoke ring e.g. 5 _vel = _this select 3 ;density of base smoke ring (denser means more clouds) e.g. 30 _thetaMax = _this select 4 _ShapeName = "cl_basic" _AnimationName = "" _Type = "Billboard" _TimerPeriod = 1 _LifeTime = 60 _pos = getpos _obj _MoveVelocity = [0,0,0] _RotationVelocity = 0 _Weight = 1.279 _Volume = 1 _Rubbing = 0.01 _Size = [50,50,50,50] _Colour0 = [0.5,0.5,0.5,1] _Colour1 = [0.5,0.5,0.5,0.9] _Colour2 = [0.5,0.5,0.5,0.8] _Colour3 = [0.5,0.5,0.5,0.7] _Colour4 = [0.5,0.5,0.5,0.5] _AnimationPhase = [0,1,0] _RandomDirectionPeriod = 5 _RandomDirectionIntensity = 0.05 _OnTimer = "" _BeforeDestroy = "" _Object = "" _Size = [0,75,100,150] _LifeTime = 0.1 _pos set [2, 20] _ret = "det1" _alpha0 = 1 _alpha1 = 0.95 _alpha2 = 0.9 _alpha3 = 0.85 _alpha4 = 0 goto "recolour" #det1 drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _Size = [150,125,75,50] _LifeTime = 60 _ret = "det2" goto "recolour" #det2 ~0.1 drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _Size = [50,50] _pos = getpos _obj _ret = "lp" goto "recolour" #lp drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _z = (_pos select 2) + _Zoffset _Size = [50 - _z/8, 50 - _z/4, 50 - _z/4, 50 - _z/4] _pos set [2, _z] ~0.01 ?(_z < _max) : goto "recolour" _pos set [2, 2] _Size = [40, 1] _theta = 360/_thetaMax _i = 0 _Weight = 1.285 _Rubbing = 0 _LifeTime = 15 _ret = "lp2" #lp2 _MoveVelocity = [_vel * cos _i,_vel * sin _i,0] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _i = _i + _theta ?(_i < 360) : goto "lp2" _MoveVelocity = [0,0,0] _max = _max * 1.25 ; azimuth _phi = random 360 ; inclination _theta = random 20 ; number of _n = 1 + random 5 _i = 0 _Weight = 1.279 _Rubbing = 0.01 _LifeTime = 20 _ret = "lp4" _alpha0 = 1 _alpha1 = 0.7 _alpha2 = 0.5 _alpha3 = 0.3 _alpha4 = 0 #lp3 _j = 1 _x = (getpos _obj) select 0 _y = (getpos _obj) select 1 _z = (getpos _obj) select 2 _Size = [10,10,10,10] #lp4 _pos = [_x + (_j * sin _theta * cos _phi),_y + (_j * sin _theta * sin _phi),_z + (_j * cos _theta)] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _j = _j + (-5*(_j/_max)) + 5 _sizeoffset = 10 - (10*(_j/_max)) _Size = [_sizeoffset,_sizeoffset,_sizeoffset,_sizeoffset] _Rubbing = random 0.05 ?(_j < (_max/1.1)) : goto "recolour" _theta = random 20 _phi = random 360 _i = _i + 1 ?(_i < _n) : goto "lp3" exit #recolour _gscale = 0.45 + (random 0.1) _Colour0 = [_gscale,_gscale,_gscale,_alpha0] _gscale = 0.45 + (random 0.1) _Colour1 = [_gscale,_gscale,_gscale,_alpha1] _gscale = 0.45 + (random 0.1) _Colour2 = [_gscale,_gscale,_gscale,_alpha2] _gscale = 0.45 + (random 0.1) _Colour3 = [_gscale,_gscale,_gscale,_alpha3] _gscale = 0.45 + (random 0.1) _Colour4 = [_gscale,_gscale,_gscale,_alpha4] goto _ret And the artillery shell script is: ;Object for centre of cloud _obj = _this select 0 ;density of vertical column e.g. 5 _Zoffset = _this select 1 ;height of vertical column e.g. 50 _max = _this select 2 ; setup particle array _ShapeName = "cl_basic" _AnimationName = "" _Type = "Billboard" _TimerPeriod = 1 _LifeTime = 30 _pos = getpos _obj _MoveVelocity = [0,0,0] _RotationVelocity = 0 _Weight = 1.277 _Volume = 1 _Rubbing = 0 _Size = [50,50,50,50] _Colour0 = [0.5,0.5,0.5,1] _Colour1 = [0.5,0.5,0.5,0.9] _Colour2 = [0.5,0.5,0.5,0.85] _Colour3 = [0.5,0.5,0.5,0.8] _Colour4 = [0.5,0.5,0.5,0.75] _AnimationPhase = [0,1,0] _RandomDirectionPeriod = 0 _RandomDirectionIntensity = 0 _OnTimer = "" _BeforeDestroy = "" _Object = "" ; Detonation cloud _Size = [0,20,50,70] _LifeTime = 0.1 _pos set [2, 10] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] ; persistant detonation cloud _Size = [70,40,30,20] _LifeTime = 60 ~0.1 drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] ; vertical column _Size = [20,20,20,20] _pos = getpos _obj _Weight = 1.285 _LifeTime = 30 #lp drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _z = (_pos select 2) + _Zoffset _sizeoffset = 20 - (_z/8) _Size = [_sizeoffset, _sizeoffset, _sizeoffset, _sizeoffset] _pos set [2, _z] ~0.01 ?(_z < _max) : goto "lp" ; vertical debris trails _Colour0 = [0.5,0.5,0.5,1] _Colour1 = [0.5,0.5,0.5,0.7] _Colour2 = [0.5,0.5,0.5,0.5] _Colour3 = [0.5,0.5,0.5,0.3] _Colour4 = [0.5,0.5,0.5,0] _MoveVelocity = [0,0,0] _max = _max * 1.25 ; azimuth _phi = random 360 ; inclination _theta = random 30 ; number of trails _n = 5 + random 5 _i = 0 _Weight = 1.279 _Rubbing = 0.01 _LifeTime = 20 #lp3 _j = 1 _x = (getpos _obj) select 0 _y = (getpos _obj) select 1 _z = (getpos _obj) select 2 _Size = [10,10] #lp4 _pos = [_x + (_j * sin _theta * cos _phi),_y + (_j * sin _theta * sin _phi),_z + (_j * cos _theta)] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1,_Colour2,_Colour3,_Colour4],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _j = _j + (-3*(_j/_max)) + 3 _sizeoffset = 5 - (5*(_j/_max)) _Size = [_sizeoffset,_sizeoffset,_sizeoffset,_sizeoffset/2] _Rubbing = random 0.01 ?(_j < (_max/1.1)) : goto "lp4" _theta = random 30 _phi = random 360 _i = _i + 1 ?(_i < _n) : goto "lp3"
  22. *zeewolf*

    Making A Mode

    Sounds like you're talking about making particle effects using the drop command and the all powerful particle array. I suggest you start by playing with some of the parameters using this dialog based drop effect demonstration. Once you've got a handle on how the parameters work then you'll be able to write a script to control it. As it happens I've just posted a script in this thread discussing particle effects for explosions, which may be useful as an example of drop effect scripting.
  23. Ok, well I tried making something myself to demonstrate the kind of effect I'm after: ;Object for centre of cloud _obj = _this select 0 ;density of vertical column (denser means more clouds), e.g. 20 _Zoffset = _this select 1 ;height of vertical column e.g. 100 _max = _this select 2 ;speed of base smoke ring e.g. 5 _vel = _this select 3 ;density of base smoke ring (denser means more clouds) e.g. 30 _thetaMax = _this select 4 ;setup the variables for the particle array _ShapeName = "cl_basic" _AnimationName = "" _Type = "Billboard" _TimerPeriod = 1 _LifeTime = 60 _pos = getpos _obj _MoveVelocity = [0,0,0] _RotationVelocity = 0 _Weight = 1.279 _Volume = 1 _Rubbing = 0.01 _Size = [50,50] _Colour0 = [0.5,0.5,0.5,1] _Colour1 = [0.5,0.5,0.5,1] _AnimationPhase = [0,1] _RandomDirectionPeriod = 0 _RandomDirectionIntensity = 0 _OnTimer = "" _BeforeDestroy = "" _Object = "" ; High speed detonation cloud _Size = [0,150] _LifeTime = 0.1 _pos set [2, 20] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] ; persistant cloud from detonation _Size = [150,50] _LifeTime = 60 ~0.1 drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] ; vertical column _Size = [50,50] _pos = getpos _obj #lp drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _z = (_pos select 2) + _Zoffset _Size = [50 - _z/8, 50 - _z/4] _pos set [2, _z] ~0.01 ?(_z < _max) : goto "lp" ; base expanding dust ring _pos set [2, 2] _Size = [40, 1] _theta = 360/_thetaMax _i = 0 _Weight = 1.285 _Rubbing = 0 _LifeTime = 15 #lp2 _MoveVelocity = [_vel * cos _i,_vel * sin _i,0] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _i = _i + _theta ?(_i < 360) : goto "lp2" ; vertical trails from high speed debris ejection _MoveVelocity = [0,0,0] _max = _max * 1.25 ; azimuth _phi = random 360 ; inclination _theta = (random 30) - 15 ; number of trails _n = 1 + random 5 _i = 0 _Weight = 1.279 _Rubbing = 0.01 _LifeTime = 20 #lp3 _j = 1 _x = (getpos _obj) select 0 _y = (getpos _obj) select 1 _z = (getpos _obj) select 2 _Size = [10,10] #lp4 _pos = [_x + (_j * sin _theta * cos _phi),_y + (_j * sin _theta * sin _phi),_z + (_j * cos _theta)] drop [_ShapeName,_AnimationName,_Type,_TimerPeriod,_LifeTime,_pos,_MoveVelocity,_RotationVelocity,_Weight,_Volume,_Rubbing,_Size,[_Colour0,_Colour1],_AnimationPhase,_RandomDirectionPeriod,_RandomDirectionIntensity,_OnTimer,_BeforeDestroy,_Object] _j = _j + (-5*(_j/_max)) + 5 _Size = [10 - (10*(_j/_max)),10 - (10*(_j/_max))] ?(_j < (_max/1.1)) : goto "lp4" _theta = _theta - (random 20) + 10 _phi = _phi - (random 20) + 10 _i = _i + 1 ?(_i < _n) : goto "lp3" This looks suitable for a laserguidedbomb detonation, I'm thinking about doing artillery fire as much smaller vertical clouds but with much more of the vertical debris trails. Any thoughts? I'm just surprised there aren't any effects addons that contain scripts for this kind of thing.
  24. *zeewolf*

    VME PLA MOD for ARMA II

    Erm, isn't this more than a little off topic?
  25. *zeewolf*

    Ultimate Flashpoint Mod Previews and Videos

    So are the grass models Invasion44's or did you make them? I'm aware this grass does work very well with AI, in singleplayer the bullet problem doesn't show up often because AI won't fire if the bullet isn't going to pass through, but multiplayer is completely different. I've often been lying a few metres from another player and emptied magazines at each other but just hit the grass in between. I've been testing various grass addons as part of my own multiplayer mods for some time and while the bullet issue is extremely annoying the ability to lie underneath a solid texture is farcical. I found using WGL texture replacements for the islands with grass gives an acceptable appearance.
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