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ariochrn

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About ariochrn

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  1. ariochrn

    FFUR'85 (2008 edition)

    Go back to page 27 of this topic - you'll find which files need to be changed to give the Soviet officers either berets or helmets. Detailed instructions are given by Mr Kurtz
  2. ariochrn

    FFUR'85 (2008 edition)

    Bordic, look in @ffsx85/bin/sound_dr.h and search for bulletsingle_hit_sounds and bulletauto_hit_sounds. You'll see the sounds are all crack.wss files, so I just redirected to other ground hit sounds. My lines look like this: #define BULLETSINGLE_SOUNDFLY soundFly[]={"\ffur_sfx_cracks\crack_2.wss",1,1}; #define BULLETSINGLE_HIT_SOUNDS soundHit2[]={"\ffur_sounds\hit\singlehitground001.wss",2,1};\ Â Â Â soundHit3[]={"\ffur_sounds\hit\singlehitground002.wss",2,1};\ Â Â Â soundHit4[]={"\ffur_sounds\hit\singlehitground003.wss",2,1};\ Â Â Â soundHit5[]={"\ffur_sounds\hit\singlehitground004.wss",2,1};\ Â Â Â soundHit6[]={"\ffur_sounds\hit\singlehitground005.wss",2,1};\ and for the auto: #define BULLETAUTO_HIT_SOUNDS soundHit2[]={"\ffur_sounds\weapons\bulletricochetburst1.wss",1,1};\ Â Â Â soundHit3[]={"\ffur_sounds\weapons\bulletricochetburst2.wss",2,1};\ Â Â Â soundHit4[]={"\ffur_sounds\weapons\bulletricochetburst3.wss",2,1};\ Â Â Â soundHit5[]={"\ffur_sounds\hit\singlehitground001.wss",2,1};\ Â Â Â soundHit6[]={"\ffur_sounds\hit\singlehitground002.wss",2,1};\ Â Â Â soundHit7[]={"\ffur_sounds\hit\singlehitground004.wss",0.031623,1};\ Â Â Â soundHit8[]={"\ffur_sounds\hit\singlehitground005.wss",0.031623,1};\ Hope that helps!
  3. ariochrn

    FFUR'85 (2008 edition)

    My continued fun with vegetation - the patches of grass, on their own, do not flicker. This only happens where two grass objects overlap. The only solution I can see to this is to wrptool the islands and move the offending grasses further apart. Which would take, ooh, eons. So I'm not going to carry on with that one. The transparent outline to the grass is better visually than the other grass textures out there. Try as I might, I cannot get it unPBOed; I've tried three different utils, which either crash or produce an empty folder. I don't know what JuJu was used by TB, but those files are staying as they are! Ps. well done Chammy, that mission took me multiple attempts! I found it a bit easier with the grass to hide in.
  4. ariochrn

    FFUR'85 (2008 edition)

    Heh, not being able to finish a level because a mission trigger has failed to go off...I like the advice from BI - 'try starting the mission again'. I think I had problems on that level as well - I restarted instead of hunting for a russian who'd legged it into the sunset. I think the APC kept on getting whacked and killing all my squad at the start of that level as well, which required a restart a few times . I think it's an OFP mission trigger problem though, not 'cos of the mod. I'm most of the way through the Flashpoint campaign and have not encountered any mod related problems. Right, I've tried unPBOing the grass file, but get the fatal error like with ffur_misc. It's not a corrupt file, must be the PBOx utility I'm using. I can't use the prepatch grass as it's totally different. So next up for me is changing the pilot's weapons - pistols and smoke grenades for my fellas.
  5. ariochrn

    FFUR'85 (2008 edition)

    Chammy, many thanks for the pointer, I've changed the sound config and things sound much better now. General question about the FFUR_grass from the patch, on my machine it flickers sometimes, and when crawling through it I'm getting a weird view. The grass image is fine from one direction but in the other has a transparent outline that obscures the grass behind it, as you can see in the image. (Hmm, obscuring it by seeing through it...well, the explanation may not be the best, but you can see the outlines around the grass and it looks odd) Is it my graphics card or a quirk of OFP or the grass image? http://img254.imageshack.us/my.php?image=grasshu7.jpg
  6. ariochrn

    FFUR'85 (2008 edition)

    I wondered about that... any ideas what the sound files are for the bullet thudding into the ground? At the moment firefights tend to sound like a ping pong game in a tin room.
  7. ariochrn

    FFUR'85 (2008 edition)

    http://files.filefront.com/UnofficialPatchrar/;12520944;/fileinfo.html It's not a self installer; you'll have to drag & drop the files from the archive into the mod folder. Make backups so you can apply any future official patches
  8. ariochrn

    FFUR'85 (2008 edition)

    It's easy enough to sort out the few remaining bugs with this mod; I've managed to do it without any prior experience of modding. Hopefully TB will get around to doing a further patch, but I hope his priority is Project 85 for AA. If he gets another patch out, I don't think it'll have the fire effects and stuff that got disabled in the last patch, which is what I wanted back. As for the last few bugs (helo undercarriage, Glock etc.) it's literally about a dozen lines in a handful of config files. Anyway, I'm happy with what I've got now, so I'll wait and see for any future releases. Chammy - I think the grass height is listed in one of the readmes, it got halved so as to be more OFP mission friendly
  9. ariochrn

    FFUR'85 (2008 edition)

    I think a few people have had problems occur when putting other ffur/slx patches over this - I've had no snags just using the main file & 1.05 patch on the first page of this topic. The patch did miss a few things, and switched off a few others. What I've put together is a new .pbo file with a few bits pulled out of the old v.1.00 ffur_misc.pbo. Coupled with a few altered config files it re-enables: Mi-24 undercarriage V-80 undercarriage Burning vehicles & crew Vehicle radio chatter Glock slide now forward when loaded AIM-54 now reads 'PHOENIX' (missing 'n' replaced) Russian officer wears beret only If anyone is interested, I'll upload the file (it's about 160kB)
  10. ariochrn

    FFUR'85 (2008 edition)

    That's kind of what I'm trying to do now - I've got the old ffur_misc.pbo unPBOed and I'm putting what I want into a new PBO file, then pointing the appropriate .HPP at it. This got the Soviet Helo undercarriage working, also the downdraft dust and background radio chatter. I didn't bother activating the flares and other stuff. I've got a general understanding of what the different parts of the files are doing now thanks to a couple of tutorials I've read through. Looking again at the ffur_misc.PBO, most of the stuff is replicated in other ffur files. After what you've suggested, it's probably going to be easier to point the eventhandlers to the existing scripts in the other ffur PBOs, so I'm going to crack on with that. Cheers for the pointer!
  11. ariochrn

    FFUR'85 (2008 edition)

    I've been trying to fix a few things and have come to the conclusion that 'ffur_misc.pbo' has been messed up when the patch was applied. Putting the old version in brings back nice fire effects on vehicles and stuff, but brings back some of the old bugs as well. I've unPBOed it to get the Mi 24 undercarriage working - I'm now getting my head around what's going on in that file so I get it going how I want. Unless TB pops another patch out, that is An alternative quick fix for the Helo's is to direct EastVehicles.HPP to the other PBOs, - text edit the following> \@ffsx85\bin\ModConfig\OFP_Default\EastVehicles.hpp scroll 3/4 of the way down to the section 'Class Mi-24:Helicopter' and at the end of that section alter the following line class EventHandlers:ECP_EventHandlers { Init="[_this select 0] exec ""\ffur_misc\scripts\ru_helicopter_mi24.sqs"""; so it reads - class EventHandlers:ECP_EventHandlers { Init="[_this select 0] exec ""\ffur_ruair\mi24\scripts\checkgear.sqs"""; For the V80 gear, scroll down further and edit the next class EventHandler so it points at - '\ffur_ruair\v80\script\init.sqs' Cheers again TB for reigniting OFP for me! Â
  12. ariochrn

    FFUR'85 (2008 edition)

    edit: removed double post
  13. ariochrn

    FFUR'85 (2008 edition)

    To fix the Glock problem (always recoiled unless empty), you need to edit CfgWeapons+Ammo which is located in @ffx85/bin/modconfig. About half way through the file look for Class GlockBase:HandGunBase alter the following lines so they read- model="\ffur_uw\sjb\SJB_Glock17_empty_proxy"; modelspecial="\ffur_uw\sjb\SJB_Glock17_proxy"; Do the same for the silenced Glock a little further down the list (where it says SLX add : Subsonic Ammo) ie. model="\ffur_uw\sjb\SJB_Glock17_SD_empty_proxy"; modelspecial="\ffur_uw\sjb\SJB_Glock17_SD_proxy"; Any ideas on how to get the burning tanks & crews back? I'm getting fed up of hitting the tanks with loads of ordnance, only for the crew to jump out and shoot me Â
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