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Burny

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About Burny

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core_pfieldgroups_3

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    Chicks, Cars, Computers, Movies, Art & Music....... The list goes on but thats the ones that consumes the most of my time...
  1. Hey don't be, why?!... because you dont have any reason to be. Your all doing a god-damn fine job. ...Besides, you can't release it yet. Cause I'm still preparing for the day it hits me like a sledgehammer in the head that it's been released. There's still alot to do, got to stockpile on food and booze. Cause I'm goin' to be playin' this alot and I'm not gona be able to handle it sober. ...So please don't release it yet, my life is in your hands...
  2. Thanks for the help everyone . I took a look in Kegetys winter nogojev 1.1 config, and found: {"\KEGnoecain_snow\sound\snowstep1.wav",0.001426,1.3};\ this I find alittle wierd since theres no "\sound\snowstep1.wav" in the KegNoeCain_Snow .pbo directory. But yet, the included soldiers still plays a custom sound. (at least in my ears) I allso found a reference to to the sound in the CfgSurfaces class just as you said. I think the sound has to be defined in both the island config, CfgSurfaces class and the units config to work properly. Because when I tried the arctic units on desertIsland they didn't give that snow sound. I got the arctic units to give away the sound on my island by playing with my config: so this problem is kind of solved now  but I will definetly look into Bas_Tonal and Jungle everons configs for further clues (once i get them d\loaded), thanks for the tip. but now I have another problem... thake a look at this: Warped forrest [209kb] Kegs winter version of resitance les_nw_jehl_... forrest doesnt wrap around the terrain correctly. I read in the WrpTool manual that this is because resistance forrests uses square objects, and I allso implemented the config fix for the problem but it still won't work here's the config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class vulcano { units[] = {}; weapons[] = {}; worlds[] = {vulcano}; requiredVersion = 1.91; }; }; class CfgWorlds { class DefaultWorld {}; class KEGnoecain_snow : DefaultWorld {}; class vulcano : KEGnoecain_snow { access = 3; description = "vulcano"; icon = "\vulcano\_wrptool_12km.paa"; worldName = "vulcano.wrp"; cutscenes[] = {"..\addons\wrptool_12km_anims\intro"}; // ====== end ILS ====== class ReplaceObjects { // ====== Comments by shinRaiden – BEGIN ====== //====================================== // this syntax removes a bogus p3d... //====================================== class Forest1Border { replace="O\Tree\les_nw_ctver_mlaz.p3d"; with[]= {}; }; //====================================== // a little weird, replacing ourself... //====================================== class Forest1Triangle { replace="O\Tree\les_nw_trojuhelnik.p3d"; with[]={"O\Tree\les_nw_trojuhelnik.p3d"}; }; //=================================== // -- Individually placed, these stair-step: // O\Tree\les_nw_ctver_pruhozi_T1.p3d // O\Tree\les_nw_ctver_pruhozi_T2.p3d //=================================== class Forest1Square { replace="O\Tree\les_nw_ctver_pruhozi.p3d"; with[]={"O\Tree\les_nw_ctver_pruhozi_T1.p3d","O\Tree\les_nw_ctver_pruhozi_T2.p3d"}; center="true"; }; //====================================== // this syntax removes a bogus p3d... //====================================== class Forest2Border { replace="O\Tree\les_nw_jehl_mlaz.p3d"; with[]={}; }; //====================================== // a little weird, replacing ourself... //====================================== class Forest2Triangle { replace="kegnoecain_snow\Tree\les_nw_jehl_trojuhelnik.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_trojuhelnik.p3d"}; }; //=================================== // -- Individually placed, these stair-step: // O\Tree\les_nw_jehl_T1.p3d // O\Tree\les_nw_jehl_T2.p3d //=================================== class Forest2Square { replace="O\Tree\les_nw_jehl_ctver_pruhozi.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_T1.p3d","kegnoecain_snow\Tree\les_nw_jehl_T2.p3d"}; center="true"; }; //=================================== // --- EXPERIMENTAL – Works. --- //=================================== class Forest2T1 { replace="kegnoecain_snow\Tree\les_nw_jehl_T1.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_T1.p3d"}; }; class Forest2T2 { replace="kegnoecain_snow\Tree\les_nw_jehl_T2.p3d"; with[]={"kegnoecain_snow\Tree\les_nw_jehl_T2.p3d"}; }; // ============================= // This p3d is only 2d planes, and you can not walk inside. // -- O\Tree\les_nw_jehl_ctver.p3d // I made up the className "Forest2Plane" // ============================= class Forest2plane { replace="O\Tree\les_nw_jehl_ctver.p3d"; with[]={}; }; // ====== Comments by shinRaiden – END ====== }; }; }; class CfgWorldList { class vulcano {}; }; I don't know if the slopes are too steep or if I'ts this config that isn't correctly coded. I thank you all for the help so far and hope you will be able to help me with this too . - AK-B
  3. Hi! Not really shure if this is the right place to post, but I was wondering if it is possible to define custom walking or running sounds for an winter island I'm working on. I'm guessing I have to define sumtin' in the .cpp file or maby modify the original CWC .bin and run the island via a modfloder?!? Â well I have no Idea myself, thats why I have to turn towars all of you smart people out there for help. Thanks! ...oh and BTW, is it possible to make the anims (island animfolder) work properly when they are in an modfolder or do they have to be in the CWC-addons folder to work like they should?
  4. ... Absolutly AMAZING... I am speechless. I must have watched that movie at least fifty times over and over again, and im still as amazed as the first time. I was so exited when I saw it I started laughing like I never have before... Once again amazing work guys, and all the best of luck to all of you!!! Â *gives the ECP-team a well deserved round of applause*
  5. ... Absolutly AMAZING... I am speechless. I must have watched that movie at least fifty times over and over again, and im still as amazed as the first time. I was so exited when I saw it I started laughing like I never have before... Once again amazing work guys, and all the best of luck to all of you!!! Â *gives the ECP-team a well deserved round of applause*
  6. No... I wish that had been the problem, but that's a negative (unfortunetly... searched the addons & mod-folders 3 times). Is it posible that I've corrupted the p3d file too somehow, just wondering because I did modify the model alitle, to be spesific: added radio-mic and radio from the combat swimmer (also made by matthjis) plus a couple of, er... what ya call it?! earpice? from the original west tankers helmet. All I wanted to do was to change the weapon loadouts of the soldiers to use jam_mags & weapons, and give them some pistols, nvGoggles, perhaps some binoculars to the officers and define a officer and sniper class, because they aren't already defined ...and to brighten my day even further *drumroll* <span style='font-size:10pt;line-height:100%'>TA-DAAA</span> .....a nee<span style='font-size:9.5pt;line-height:100%'>ee</span>w errormessage: 'biz_mercs\config.cpp/BIZ_MercGB.Biz_Mercs_WOUNDS': 'c' encountered instead of '=' Yes I know... that means that I've screwed something up in the WOUNDS section of the config... but what? well I can safely say that I'm definetly not cut out for modding But I'm not throwing the frikkin' towel in yet I WILL prevail ...have to read some more tutorials n unPbo more addOns to watch how others do it... *sigh* ...later
  7. I've made some discoveries, its the RPD-soldier (MachineGunner) thats causing the CTD, maby others too but haven't loked any further. The reason may be that the RPD as It's called in the JAM_Reference, don't exist in the JAM.PBO itself, but was only a reference to a possible weapon\ammo compability... I think (btw shouldn't it be RPK ). I got loads of other errors, like: can't load picture \KMMint\hlm_front.pac (and the wierd thing is that it don't exist in the config, and all texturepaths in both the config AND the .P3D file have been changed to \BIZ_Mercs\...), and also the first person view is without any textures now all of a sudden. I'm thinking of doing everything from scratch... Well, I'm very tiered right now, and must get some sleep, but I'll do as you have sugested and investigate deeper into what could be causing all this shit. I'll report back to you later this week... See Ya  [EDIT] Oh and thanks a million for the correct code for the JAM eventHandler
  8. get it here  thanks again 4 all the help Â
  9. Ok first, thanks a lot Rastavovich , I can't even begin to imagine how you managed to find that error . (Love all the hard work you and the rest of the DKM team have done for the OFP-community) But sadly I have to report it wasn't the only error in the code , err... where to start... well first I got an error about the Eventhandler section that looked like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { Init="[_this select 0] exec ""\BIZ_Mercs\scripts\init.sqs"";"; { fired = " if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}"; }; }; I then removed the Jam eventhandler... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { Init="[_this select 0] exec ""\BIZ_Mercs\scripts\init.sqs"";"; }; restuffed everything to PBO and got it running, then I got an mesage at the main menu statin something like: can't locate \config\JAM_Mortar.p3d/ ...sumthing like that (must be the mortar soldier I thought n' later I removed the mortars from his inventory), then i cklicked ok and proceded to the editor, I placed some of my mercenaries on the map and pressed preview. Then I got the "modelSpecial" error mesage. I thought to myself that its probably an quotationmark(") too many in the weapons or ammo sections in the config, so I opened up the config removed the mortars from the mortarsoldier while I was at it and edited a few other things (shamefully I must say that I don't remember exactly what I edited). Then I restuffed everything in an pbo and rebooted OFP... and what do I get... a CTD (Crash To Desktop) That's what I get I have updated the newly edited config in the first post... please help
  10. Greetings ladies\gents . I have now for the first time in my life decided to enter the dangerous world of addon editing So far I've only done some minor modification of the International soldier addOn by Matthjis, I.e reskinned it and did some very small modifications to the model. And as a miracle sent from the heavens, IT ACTUALLY WORKED... ...errm... untill I went and modified the config.cpp that is Now I get <span style='font-size:10pt;line-height:100%'>config: "" encountered instead of ','</span>, whenever I try to run OFP with my addon activated . So if you think you can help me on this please read the config file provided below: (note: I might have screwed up the config even further when I tried to repear the damage ) [EDIT] config file uploaded to my site(under construction) Bizons OFP Bunker *wonders why I didn't do that erlier instead of messin up the thread with a entire .cpp file* [/EDIT] To add to that major F**k-UP, I also get loads of bugs when trying to binarize my addOns, e.g. .paa textures that's suppose to be transparent turn up with a solid white background color instead. And also when using JAM weapons and equipping a gun, the primary weapon and rocketlauncher-proxies are way to far from the soldier body, I guess the third prob. is a bug in the game itself or JAM because it affected bis-units too, but still... It's very annoying . If anyone manages to help me with this I'd be wery grateful
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