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Dingmatt

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Everything posted by Dingmatt

  1. We have just released the 0.1 Alpha version of CTI TA, this version plays the same as regular CTI but with a few new units and of course Nucular, Chemical and Biological scuds. (Not even started yet but has been released due to popular demand) Please report any bugs to our Forum (there will be a few). FrostMan Download Site: DSF Productions
  2. Dingmatt

    DSF CTI:TI 0.1 Alpha Release

    Don't worry, were just finishing the coding on the first beta... this release will be stable and include alot of the new TA functions. If you have any of the error codes i could take a look and make sure the've been fixed... Basiaclly we found quite a few errors in our spliced alpha code but the beta has been written entirely from the base up. Watch this space for the update (probably out in a day). FrostMan
  3. Dingmatt

    DSF CTI:TI 0.1 Alpha Release

    V0.2A is out, now has the needed addons bundled with. FrostMan
  4. Dingmatt

    When you see the flash, it's already too late

    This looks cool, may give it a go. Goto DSF Productions for a Nuke enabled CTI. CTI:TA's not quite out but i'll upload our CTI Nuke beta
  5. ============================================================================= Nuclear SCUD Launcher                    ============================================================================= Version 1.1 This is an unoffical addon. It has not been made by BIS or Codemasters. Whilst this addon should not damage your system, if by any change damage occurs we cannot be held responsible. ============================================================================= Installation ------------ Unrar the DSF_RUSOPFOR.pbo file into your Operation Flashpoint addons directory, This is normally c:\Program Files\Codemasters\OperationFlashpoint\AddOns The launchers will be displayed in the editor under East - DSF Vehicles, West - DSF Vehicles and Empty - DSF Vehicles. Extract the DSF Scud Assault.Cain.Rar file into your user missions folder, This is normally c:\Program Files\Codemasters\OperationFlashpoint\Users\yourname\missions This is a gash that demonstrates some of the features fo the nuclear unit. Units Included -------------- DSF Nuke Scud West, DSF Nuke Scud East, DSF Chemical Scud East, DSF Chemical Scud West, DSF Conventional Scud East, DSF Conventional Scud West, DSF Biological Scud East, DSF Biological Scud West, New Features / Fixes -------------------- Improved Targeting, Improved Radiation Detection And Damage, Improved Chemical Detection And Damage, Increased Conventional Warhead Damage, Conventional Warhead Explosion Added, New Biological Warhead Added, New Nuke Effect, New Dust And Shockwave Effect, EMP Tweaked, West Crew Added, Multiplayer Support Added, Code Tweaked And Speed Improvements Implamented, Scud Speed And Turning Circle Changed, Lots Of Tweaks And Features To Numerous To Mention, Features -------- Realistic Nuke, Dynamic Radiation, EMP Blast, Chemical Carnage, HE Warhead, Biological Terror, Weak Armour (you have been warned), Please Post Any Bugs Found On Our Sites Forum ----------------------------------------------------------- Download From Our WebSite Mirror At: DSF Productions Home Page Please don't post mirrors on this thread as we'd like to get a guess at numbers interested. -----------------------------------------------------------
  6. Heres a screenshot for you all... One of the most intresting features is a biological warhead, which on impact release's a virus which is spread from person to person through close contact... eventually killing its host but not before its spread through out a whole base of soilders. Worse this is you don't kow your infected till its too late.... Give the pack a try and tell us what you think.. Thx all, Dingmatt (aka FrostMan)
  7. A Quick update has been made to allow v1.1 to be backward compatible with missions using v1.0. If you downloaded before 6.20am GMT then please re-download. Thankyou FrostMan DO NOT run the biological at 4 speed and then kill any infected units. This will cause severe unexpected results. A reminder that you can make your NBC units compatible with our scuds by creating an animation called NBC_Shield. You can make EMP resistant helicopters by creating an animation called GoldenEye. These animations should be set to phase 1 to take effect. ----
  8. Fixes Included: West Crew, Actual West Scud, Optimized and debugged the Nuke further, Chem Vech Damage. New Developments: Sabotage and Hijack commands added, Nuclear Contamination added, Biological Warhead Added (very nasty), Well here's your chance, what do you want included? We'll try for the best ideas. FrostMan
  9. Dingmatt

    DSF Scud Collection V1.1

    The Chemical is being tweaked to only effect men and crew of soft vech. I'll try and also include turned out crew of armoured vech. FrostMan
  10. Dingmatt

    DSF Scud Collection V1.1

    Theres already a chemical scud in the addon. FrostMan
  11. Dingmatt

    DSF Scud Collection V1.1

    Yeah we noticed. Kinda cool. FrostMan
  12. Dingmatt

    DSF Scud Collection V1.1

    I've never heard of this bug before, let me do some tests and i'll add a bugfix for u. Have a pretty good idea of what it could be. FrostMan
  13. Dingmatt

    DSF Scud Collection V1.1

    I can add the abort Option but with the NBC, everyone unit designer will have to stick to a standard to make it work. What I'll do is add the code and put some instructions in the read me to allow scripters to make there NBC compatible. FrostMan
  14. Dingmatt

    Excessive feedback?

    The error feedback is warning to get as far away as possible... more txt then more time.
  15. Dingmatt

    Excessive feedback?

    Well if were going to descuss this then lets look at the error as it stands. _scud sidechat "Warning Error Detected... " _scud sidechat "Error Code #23: Clamps Control Locked" _scud sidechat "Error Code #52: Fuel Ignition Failure" _scud sidechat "W$ÅNI~G.,? %RR&R" _scud sidechat "Debug: UNKNOWN COMMAND" _scud sidechat "1110000110110001011" _scud sidechat "0110101100001101001" _scud sidechat "0010011111101011101" _scud sidechat "0010011101001001110" _scud sidechat "0011" _scud sidechat "ATTEMPTING TO RUN" _scud sidechat "RUNNING....." _scud sidechat "Systems Nominal" _scud sidechat "Debug Complete" _scud sidechat "Checking Launch Status: MISSILE LAUNCHED" _scud sidechat "Warhead Status: SAFE" _scud sidechat "CORRECTING" _scud sidechat "Warhead Status: ARMED" _scud sidechat "AirBurst Timed Detonation In:" _scud sidechat "5" _scud sidechat "4" _scud sidechat "3" _scud sidechat "2" _scud sidechat "1" I believe that some explanation is needed before nuke malfunctions. Dingmatt
  16. Dingmatt

    DSF Scud Collection version 1 released

    You want a 'Daisy Cutter', Fuel Air Bomb. The most powerful not nuclear bomb. I could make you one i suppose. FrostMan
  17. Units Included -------------- Â DSF Nuke Scud Beta 4 West, Â DSF Nuke Scud Beta 4 East, Â DSF Chemical Scud Beta 1 East, New Features ------------ Radiation is now carried on the wind, look out for the dust or gas clouds. Chemical Scud Beta 1 is incuded... more will follow. Bug Fixed --------- Explosion spawning has been corrected, Radiation has had a new makeover, Future developments ------------------- An EMP blast is being coded, Chemical and conventional warheads are being finalised, Editor Syntex ------------- An AI controlled Scud can now be controlled through the editor using the following trigger syntex [1,(Time),(Target),(launcher)] exec {\DSF_RUSOPFOR\scripts\DSF_ScudLaunch.sqs} For example: [1,10,H,scud] exec {\DSF_RUSOPFOR\scripts\DSF_ScudLaunch.sqs} Would once trigered will wait '10 seconds' before firing the rocket from a scud named 'scud' at a target named 'H'. Known Bugs ---------- Problem: The west unit looks the same as the east unit. Quickfix: Identify Friend or Foe can tell the difference though. Solution: We are working on retexturing the west unit. Download ---------- http://homepage.ntlworld.com/pauline.ingram/DSF_RUSOPFOR.rar Contact us ---------- You can email us at [email protected] to report bugs and request stuff OUr website is http://www.dsfproductions.co.uk
  18. I need help, on 2 things actually the first being i want to attach a damage script to a partical - basically you get hurt it a dust cloud drifts by you. and secondly i need to be able to create a array for all the vech and units in a certain area (300m) but without giving them all names (like a search type script of something?). Does anyone have any ideas? please, i'm really stumped... Dingmatt
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