

Adviss
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Everything posted by Adviss
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thanks for the quick reply, pappy. I can't seem to get flashpoint loaded with your custom .cpp file, however (after renaming it to config.cpp and putting it in the \bin folder). Even without altering anything in it, it gives me an error message saying config.cpp/cfgvehicles/allvehicles.eventhandlers: undefined base class 'ECP_Eventhandlers'
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pappy, great mod. I love it. However (and you probably didn't see this one coming!) it lags my computer to no end. Is it possible to have a "basic" config file, one without any added effects besides the tracers or perhaps the effects that don't have a lasting effect on the game world? As much as I love burning tanks, get a couple of em together and perhaps some burning buildings and it starts lagging my computer down to <10 fps. Usually I wouldn't even bother and uninstall it but I can't seem to bring myself to part with this one; you did a really great job bringing all those units together. cheers!
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High detail weaponpack v1.1 released!
Adviss replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
heh, you could be right! I actually haven't fired the Heckler and Koch's mp5a4 or any subsequent models, so my opinions a tad misguided. I simply take what I know from previous refrences, as the only weapons I fire are Sporting rifles, (.22, .270, .30-06) coupled with some practice shots from Berettas 92fs. I just can't see myself shooting so accurately with a sopmod or mp5, I suppose. But if the weapons do fire that well in RL-all the better! Nice looking O.I.C.W, by the way. Although from what I've heard the chances of it actually entering service are close to nil (I'd perfer a russian SV-98 or SVD myself). -
High detail weaponpack v1.1 released!
Adviss replied to InQUisiToR's topic in ADDONS & MODS: COMPLETE
I just came back from playing around with the update for a couple of minutes. A fantastic update; although I think the mp5 shouldn't be so....controllable when firing fully automatic. After all, the reason why they double tap the trigger is because the first shot lands in the chest area while the second one is elevated towards the head. Also, I didn't check, but try to make the rounds more or less ineffective after 200 yards (bullet drop combined with the 9x19mm's tend to have a wide shot grouping and slow speed). I could be wrong, but this seems to be a common trend having smg's firing out to 300+ yards. Then again, thats just nitpicking around one admittedly well done weapon which goes to show you how much it's improved. Fantastic update. I can't hide my sorrow that the SVD wasn't upgraded, however. -
ah...I hate to bring bad news,but your memory fails you! there was no iron sight for the m16/m203 rifle. The game just switched to a circle with a dot through it.
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Awesome weapons pack. I know its got some bugs and mainly a counter strike conversion, but its done extremely well. Kudos to the m-60, which definately feels right (the color doesn't bother me in the least). Now, to make this thread a little bit more meaningful, I must ask this question: Can some one show me a simplistic process (or at least a detailed set of instructions) on how incorporate these HD weapons into the operation flashpoint singleplayer? I'd love to replace my ever-so-terrible looking m16a2 with the new model, but I find it hard to unpbo your addon pack. All I get is "unpacking pbo...done." and nothing in the folder! Forgive me if ive missed some montumental step in the history of unpacking pbos (as I use a relatively old tool) but I don't edit BIS files much. I've done some sound editing, but thats about it. Any assistance is, of course, appreciated.
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Snypir: I downloaded the decrypted config.cpp file and added the snippet of code (from your previous post) under the class men: land. Upon booting up, the game worked perfectly with the blood addon-that is, until I selected someone with a pistol. Apparently anytime I equip a soldier with a handgun (as the player) i'm unable to move. Even weirder is when I select a civilian with a handgun-they seem to be halfway into the ground. It might be a error on my part, as I don't edit bin files often. If it is a bug, and not my shoddy bin editing skills, is there a way around it? [Edit: oh hell, hes gone for 3 days. Ah..anyone else have this problem then?]
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I must say its a really good blood mod, as well as being the first of its kind. The blood effects, while overexaggerated, look eons better than the puff of red "smoke" you get by default. However, I do have some nagging issues, which more or less probably can't be solved: First off, the pool of blood that forms under a soldier is pink. Its BIS's fault,for sure, but it sure looks odd when the poor sobs' blood is different colors. Can't do much about that one. Second, while I love the addon, its virtually useless unless theres user made or edited missions. As much as I like the mod, I find it hard to enjoy when I have to add a trigger to every mission I have. Its already been mentioned, so I'm pessimistic about that one being "fixed"... But its a great start. theres nothing like strolling past the aftermath of a ambush!
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I must say, as usual, I'm hellaimpressed with the new sky graphics. Its not perfect, but its such a far cry from what I'm used to in Opflash that it doesnt really matter. I think this stands next to the original winter kolgujev as the biggest improvement in terms of enviromental upgrades i've seen. I must sound like a broken record repeating the obvious, but its a fan-friking-tastic mod. Adds something new that hasen't obviously been done before which is a rariety in opflashes mods, and its appreciated. Not to say I don't love weapons...I do. Heh. PS: theres a occasional error message that pops up saying something like "cannont find XXX.pbo in data3d.pbo"-but the game runs fine, and I can run all my missions. Should I care?
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I'm dieing here, Kegetys. I spent most of the day trying to figure out how to install you're pack- I figured my machine was singlehandidly screwing me over since everyone else on the forums seemed to be running it just fine. Johann's post now revealed to me that it is windows 98 who can't run the installer correctly (thus, the "invalid directory" statements) and since i'm quite inept at coding whatsoever could someone release some kind of "coding for dummies" or fixed installer? ... [EDIT]: I just noticed that .bat files can be edited with a simple text editor. I really should have noticed that earlier. Ah...Kind of eliminates the whole purpose of this post, I know.
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*checks singleplayer campain* -drats. your right. *sigh*. I guess I hadn't actually fired that up in a while, I mostly just goof around with the editor. My mistake! Its still a nice script addon though. To make this post a bit more worthwhile I might as well ask a question- what the hell is the advantage of laser targeting using the OH-58, anyways? The apaches dont recognize the target unless their 1000 meters or closer. By that time, theyve already picked out several targets in the area and engaged them already. yes, they do engage the laser target if following close behind me, but I was originally hoping I could sneak into the area with the OH-58, lass the target, and call in my choppers to engage from 2+ kilometers away. argh. Any suggestions?
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To Tall: you dont need to do any of that stuff. If you don't belive me, go to DKM-mods website (I can't remember offhand at the moment) and search the january archives. They should have a download for a addon which adds the effect to all BIS choppers. Its actually what im using currently. I don't however know how in the hell they made the addon, however-which is why i'm asking if a smart fellow from BAS (or anyone with bas's permission) could make the same with their downwash effect.
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Ah, to clarify my previous post: I know how to add the dust script when making a mission. Its not hard, a simple exec line in the editor. What I was referring to was if it were possible to add the script to existing missions in the singleplayer campain.
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I have a quick question, if any of the BAS fellows are still reading this thread-mainly TJ- : I love your scripts. More to the point, I love your "dust" script, which doesn't seem to slow my computer down in the slightest and looks much (no offense to the DKM mod) better than the comanche RAH-66's. Is there anyway you could incorporate this script to work with all standard BIS helicopters? It seems such a shame to have such a great script on only one helicopter, and I'm quite stupid when it comes to editing scripts and the such. [Edit: spelling]
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I realize this is a simplistic question, but ive searched the forum many times over and couldnt find any information on it. Recently it was found out that jet planes in ofp could infact engage each other. Since I have no Airplanes for the "east" side to dogfight the F14 and Tornados I figured I could just put in a empty F14 airplane and add a east soldier in (much like the "this addweapon ..." command) but I failed to figure out how. I just want to have a squadron of enemy planes starting out in midair so they can have a go with the allied fighters. I realize that there is a Mig-29 fulcrum out (scorpios) but for some reason whenever I put more than three of them on screen my computer grounds to a halt . Whenever I replace the plane with the su-25 my system flies at 60 fps (9 su-25s vs 9 f14s...it isnt pretty. poor SU's). Any help is a appreciated!
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well, in my humble opinion, Nogova is only a fraction of what i paid for in Resistance. Not to say its a small one, but I hold my precious pistols, updated graphics, new campain, and improved multiplayer quite dearly. The point being that any self respecting wanker who steals the island isnt getting nearly as much as what I paid for, and so it doesnt bother me to much. Plus, the island'd prolly be buggy as hell, without the swell new vehicles or improvements to the engine (such as boats that choppers can actuallly land on, and the new water, ect...). the point is....I want that winter nogova :) [edit: I suck at spelling, thanks]
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Thats friking amazing. Love it, I do. Wish more people would design large ships with interiors, at that. Like a static *cough* aircraft carrier. wouldnt that complement this nicely. of course, thats just a shameless plug. I especially like how you designed the ship to be walked through; instead of just placing entry points where the poor fellow is glued to the floor. It might not be pilotable, but that thing isnt exactly the most manuverable boat out their anyways. anyways, enough of my ramblings: good work!
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I just tried it out with a time-decceleration script and I can confirm the slide does move back-fast. Even if the slide does move back and forth at a near supersonic speed what is amazing is the technology can be implemented into handguns, and that alone is nifty. If your having trouble seeing it, try moving to a outside view, pressing the * key, and swiveling the camera to the side. With a time-slower-downer script, you should be able to see the slide flicker back before the recoil of the gun commences.
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The OICW doesnt fire 20mm grenades. It fires a 20mm HE air-bursting ammunition. A grenade would be something like the 40mm m203, on the m16a2. This HE AB round has five times the lethality and twice the range as a m203 round. Im still skeptical, however, that it will prove to be battle ready. time will tell, I suppose.
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bigpoppa-thats needless! mungers sound mod doesnt affect anything else than the sound.pbo, since it has no config file and isnt listed as a addon! just backup your sound.pbo from your dta folder (and if you dont, its on the resistance cd anyways, along with o.pbo...how many times thats saved me from screwing up my game, i lost count) and then put in mungers! simple...as that. You dont really need to put in the other pbos,as their just the new vehicles/steyr aug/g36 sound replacements, but i definatly recommend putting amons sound mod in, as it fixes the cruddy pistol sounds. Failing that, you could mix and match your favorite sounds (like meeee) but that might take some time, some hex editing, and config editing as well. ta-ta!
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I just took some time away from playing around with Lostbrothers hk pack to mention that this pack is so goddamn awesome that if you havent had the chance to see all the weapons yet I truley pity you and wish you the best of lucky downloading it. The AW/M, especially, because the bolt action-function is replicated beautifully. I must now return to playing with the weapons. PS: I would never, ever, EVER, want to be on the receiving end of a Mg3. That is all. again, great work fellas, it was worth the wait (and hassle of getting that other computer out just to download it and get the installer running! bravo!)
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I fixed by running the installer on my other computer (which doesnt have ofp installed) and it works fine. lets me change the install directory, as well. This has to have something to do with the "older version already installed" message or something. Im stumped, but at least im able to finally try the excellent addon pack out.
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#%@#%! how do you change the installation directory, then! I cant! theres no option (in the hkpack i downloaded, anyways) to change directories for installation!
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Gunship! that doesnt work, as im not allowed to change directories through the installer! I have resistance, and never had a problem with any other addon! If theres a way to extract the contents of the installer to a directory, any directory, ill take it! as it stands now, I cant do much with it! im going to go insane if I cant use this addon soon, ive been following it ever since the release of the original famas! #%@!
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yea, I cant install! ARGH! it says this; on the "HK: start copying files" page: Error! The name: is not valid. Please reenter it. I cant reenter anything. areiajtpew! it also says I already have a previous version installed, which is odd, because I moved every single addon from the folders and it still says it. Argh!