BigPoppa898
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Everything posted by BigPoppa898
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Are the vehicles from 'extra' addons or original to the game? In case they are addons, then you have to add the Slx_gl3 init line to the vehicle's class. Hey TBird, The vehicles I'm using are the standard FFUR/SLX 2.5 vehicles. Am I forgetting something? Would it help if I sent you the (very small) mission file? BP
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TBird, Question for you: -I've activated GL3 in some custom-made missions and it doesn't seem to working with vehicles. For example, I'll have an over matched squad set up not far from a tank, but the tank won't be called in to assist. Am I missing something? I followed the SLX guidelines for enabling GL3 (i.e. set up the trigger and dummy solider) and it seems to work for other squads but not for vehicles or choppers.
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First off, it's good to have you back, TB. great work on the mod and, most importantly, you got the handgun ballistics right!!! Good luck with your transition from the military to civilian life. Question for you: -I've activated GL3 in some custom-made missions and it doesn't seem to working with vehicles. For example, I'll have an over matched squad set up not far from a tank, but the tank won't be called in to assist. Am I missing something? I followed the SLX guidelines for enabling GL3 (i.e. set up the trigger and dummy solider) and it seems to work for other squads but not for vehicles or choppers. Gotta say, this mod with DAC + CoC makes for some awesome firefights. Any help is appreciated. Thanks, Big Poppa
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I got it to work. here's the correct link: http://www.dc3d.co.nz/downloads/cwk_hooch.rar Peace, Biggie
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Hey TBird, I enjoyed the latest patch, but did you ever get a chance to check the ballistics/damage on the handguns? I still think that having to unload a full clip from a handgun into a civ or soldier to take them out is way too much. Looking forward to the new patch. Keep up the good work, Biggie
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Hey T-Bird et al, First, great job on this mod. After playing this for while, here are my observations: Good: -Sounds are great -Air support feature is awesome and long overdue. Funny, for a change it works for me all the time (i.e. no CTD from the editor OR missions) -Textures are great -No slowdown even with alot of objects on screen Bad: -Sidearm/handgun power is way too weak. Shot a Russian soldier's at point blank range 7 times with a .45 before he died. A high caliber pistol at the range should be much more effective. -Kind of miss the close combat/knife action from vanilla SLX -The ol' "dirt kicks up 20 feet behind where it should" bug of SLX Just my buffalo nickel's worth. -Pilots that bail from aircraft over water land and float in the water, but can't swim... -Soldiers swim with weapons in their hand....and fire them in the middle of the ocean (new style of fishing, perhaps?) Hope this helps. Peace, Biggie
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SLX Replacement Pack, Mod, and Addons
BigPoppa898 replied to Solus's topic in ADDONS & MODS: COMPLETE
Hey Solus, I found another error while running SLX with WGL 5.12. If I try to deploy the NSV machinegun, I get a CTD. Any clues on a workaround? Thanks, Biggie -
SLX Replacement Pack, Mod, and Addons
BigPoppa898 replied to Solus's topic in ADDONS & MODS: COMPLETE
Thanks Solus for the quick response. That did the trick!!! Peace, Biggie -
SLX Replacement Pack, Mod, and Addons
BigPoppa898 replied to Solus's topic in ADDONS & MODS: COMPLETE
Hey Solus, I'm encountering an error using SLX and WGL 5.12 with the rucksacks. If I weapon or try to use a rucksack, I get a CTD. Is there a workaround or fix for this? Thanks -
SLX Replacement Pack, Mod, and Addons
BigPoppa898 replied to Solus's topic in ADDONS & MODS: COMPLETE
Hey Solus, Is there some error with the effects being run at night. THe effects work fine during the day, but when I run a mission at night the smoke effects look boxy and pixelated. Running SLX 1.09 w/ WGL 5.12. Thanks, Biggie -
SLX Replacement Pack, Mod, and Addons
BigPoppa898 replied to Solus's topic in ADDONS & MODS: COMPLETE
Hey All, Is anyone else having trouble getting the GL3 CoC artillery calls by the AI to work when running SLX with WGL 5.12? It works great in vanilla SLX, but doesn't seem to work with WGL.... Biggie -
SLX Replacement Pack, Mod, and Addons
BigPoppa898 replied to Solus's topic in ADDONS & MODS: COMPLETE
Hey All, Is anyone else having a problem with the sound and/or mod configs? If run OFP using -mod SLX -mod FFUR, I get no sound. If I flip the order, it works fine but I get no FFUR units. Also, when I overwrite the FFUR BIN or CPP files, I lose all my sound, even in vanilla FFUR. THanks, Biggie -
Looks great, I tested these out on Saturday. The grenade launcher is NASTY!! A couple of things: -The AT weapon re-skins/changes up when you switch to it. It turns into a javelin launcher -Would be cool to give the Squad Leader a sidearm -Would be nice to have a Sniper unit Again, nice work! Peace, BP
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Looks great, I tested these out on Saturday. The grenade launcher is NASTY!! A couple of things: -The AT weapon re-skins/changes up when you switch to it. It turns into a javelin launcher -Would be cool to give the Squad Leader a sidearm -Would be nice to have a Sniper unit Again, nice work! Peace, BP
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US -> FFUR_M203_Launcher Ru -> FFUR_GP25_Grenade A list of all weapons and ammunitions will be included to the patch as well. Best Regards Thunderbird84 How do you remove the death animations?
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Nah, that's not it. Running a P4 2.6 Ghz, 512 RAM. Also, I'm getting 2 "No entry" errors, its looking for SUCHSMAWLAUNCHER and CPENONAIVEHICLES.
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If you get a look at a couple of pages back, you will notice that it's recommended to avoid the use of the skypack in order to avoid getting that CTD. I didn't install the skypack, just the island pack. Could it be anything else?
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Love the mod, but I get a CTD whenever I add more than 20-30 units to the map in Editor. Anybody experience this? Thuderbird, any thoughts? Only happens when using FFUR 2006, not w/ any other Mods. Thanks, BP
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Hey All, Now that I've been using the ECP and FFUR modes for a while, I'm interested to hear from you all what your experience has been and what your preference is. ECP seems to be better if you like to use a variety of add-ons, where as FFUR doesn't work well with add-ons but seems to (at least on my machine) run much smoother with a large number of units. Anybody got an opinion? Peace, Big Poppa
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Air Strike at Smoke Grenade Location
BigPoppa898 posted a topic in OFP : MISSION EDITING & SCRIPTING
Hey All, I'd like to write/get a script that executes an airstrike at the location where my smoke grenade lands (most likely using the BAS smoke grenades. I checked here and in the OFP Editing Center, but didn't find any that did that exactly. Any help is appreciated. Peace and Thanks, Big Poppa -
Air Strike at Smoke Grenade Location
BigPoppa898 replied to BigPoppa898's topic in OFP : MISSION EDITING & SCRIPTING
Good looking out, Hardrock. I will give it a try this weekend and let you know how it goes. Big Pop -
Hey All, Does anyone know of a Hummer addon that works with the latest version of ECP? Neither of the two that I have (FischKopp's amd Semper Fidelis) seem to work after I initialize ECP (my OFP crashes). Thanks, Big
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Thanks Voom, but I ran into the same problem with the Combat hummers....