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DespairsRay

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Posts posted by DespairsRay


  1. I hope the AI are able to use more maneuvers also and their abilities are even more editable in the configs.

    Knowing when to roll, hugging the ground, down turning (roll over and then turn) above a certain altitude so they don't crash, and a few other practical aircraft maneuvers in dogfights from RL.

    Nothing over the top though, but just a few more options for the AI pilots, but a way to differentiate abilities for fixed wing fighters and transports and heli' transports and attackers. Something like that.


  2. i just want situational animations, many of the things listed here are done to some expect even with ofp. Even getting the AI to lean and roll. I just want to AI to be able to cycle through more animations that are conditional and based on situational parameters.


  3. Just would like helmets and backpacks to be separate from the soldier models.

    In ofp, they could be added as "weapons" (Rucksack) so SLX/ECP (I forgot) allowed them to drop and fly off the models as did other weapons (like rifles) and another script allowed helmets to fly off, but nobody really ended up using it which was disappointing to me.

    Also hope that helmets and backpacks have their own damage counters. Instead of having to do the eventhandler stuff.


  4. I'm near having an aneurysm.

    I have tried over and over, I can not get the cfgvehicle section to work properly. I have tried several variations. The amount of code is beyond me.

    Thanks for your response, I'll keep at it but I can't seem to do it. Not proficient at something this big yet.

    Really wish I could do this, at the very least have the RKK units (which are updated from the demo) but the way the configs are set up and the pbos are way difficult for me in the mod, the demo was easier to understand. I could add in the scripts and other editions but I still can't seem to get the units themselves to show up.

    Very frustrating.


  5. Did Franze ever release his mini-mechs? I got excited going through the link but it just died off in 04. Would of been a lot of fun to have little mechs as a man/unit instead of vehicle.

    Another mech, probably no animation though.

    http://ofp.gamepark.cz/index.php?showthis=8034

    Anyone know what happen with these..

    http://ofp.gamepark.cz/index.php?showthis=6214

    Another

    http://ofp.gamepark.cz/index.php?showthis=3363

    Not sure what happened to this one.

    http://ofp.gamepark.cz/index.php?showthis=3348


  6. Another thing that had sorta this effect was with an animation.

    Every time a unit reloaded they would crouch then reload then get back up and fire, since in the ww1 mod they use bolt rifles, they reload after each shot, so it had that whack a mole effect, together with dostop command they effectively gave the trenches a realistic vibe.

    It sucks that there is no crouch command, since going from standing to prone is quite awkward for the units depending on which trench model you are using or how they are set up.


  7. Is there a way to strip down the LIB mod so you can run it with ecp/slx/ecp+slx.

    I only want the units, weapons, vehicles and scripts.

    I know libmod uses some ecp additions but I want ECP (or whatever else) to be the main config not LIB. What exactly do I strip off the config.cpp so it follows it's order in the short cut like most other mods (cwmod, ww1mod). LIB mod doesnt seem to want to run in this hierarchy way, i can only run it off its shortcut.

    I hope i dont sound too confusing.


  8. I can't seem to get a working link for 1.1 files or whatever the latest version is. Could someone reupload it or  direct me.

    Bordic  I had the same problems, I fixed it by finding the p3d files (I did this a long time ago, so i dont remember exactly) and recompiling it in the appropriate folder or pbo.

    For your second question yes, go into the slx bin config and find the cloudlet section, copy the sections you want and paste over the same sections in the ecp bin config file.


  9. I don't know if it was ever released or even someone had the files but never released it but helped the original author out but I'd really like to find the old photographer addon from 2006.

    Doesn't even have to be a person, just the camera at least or the model of it.

    I know about the video/film cameras and have them but this one seemed to be the only photo camera and the thread died a long time ago, wondering if anyone has any file or anything to do with it.


  10. Won't change much except some files might not be able to be located.

    You can only use one MOD either ECP or GRAA, there is a mixed one (it works because they mix up some of the coding to benefit from both), but the reason is when you start up ofp it only uses ONE config.bin/cpp (BIN Folder), you could maybe take the addons out of the graa folder and move it to the ecp folder or just the ofp addons folder but some of their functions may or may not work depending on how the coding architecture is set up like whether a unit/weapon/object has all its data set up in one PBO or the files are dependent on other files.

    I'm not sure if I cleared anything up though.


  11. Can't complain either, pretty much like how this aging game looks like and the textures (when they are all on a pretty good standard) but you could just find better texture civilians....

    There are a few civilian addons, the models might be improved also. You can just make missions with them instead of the BIS ones.


  12. Recoil is pretty much the same, but it's probably harder to mess with, I say just replace the numbers with another recoil that you find easier to handle...

    find a line of code that looks something like this

    class CfgRecoils

    {

    access=1;

    NameofWeaponRecoil[]={0.050000,0.010000,0.140000,0.350000,0,0};

    };

    You kinda gotta look for what recoil goes to what weapon so you change the right one. But I'm sure you can figure it out with educated guesses and looking through the rest of the code.


  13. Yep,

    I don't use CSLA2 and havn't played with that mod so I'm not exactly sure how the code architecture is setup but basically... there is two ways to get the job done.

    First way... since CSLA probably has it's own folder (you probably have it in the main OFP folder) see if there is a BIN folder in the main mod folder. Open up either the config.cpp

    or in some cases they spread it out so find the cfgweapons.hpp (something like that) and open it up. It opens in notepad so its easy to play with. Click Edit at the top and go to find, look for this line... class CfgAmmo .. now scroll down and look for a line of code that has something to do with the RPG you are talking about....

    heres an example....

    class LAW: AT3

    {

    hit=500;indirectHit=150;indirectHitRange=2.5;

    minRange=20;minRangeProbab=0.50;

    midRange=75;midRangeProbab=0.95;

    maxRange=250;maxRangeProbab=0.10;

    model=LAW;

    simulation=shotRocket;

    simulationStep=0.05;

    cost=5000;

    soundHit[]={Explosions\explosion_at3,db30,1};

    soundFly[]={objects\noise,db-80,4};

    maxSpeed=350;

    irLock=true; // no lock on soldier

    manualControl=true;

    maxControlRange=0; // max range for manual control

    initTime=0;

    thrustTime=0.2;

    thrust=2000;

    maneuvrability=0;

    All you have to change is

    hit=500;indirectHit=150;indirectHitRange=2.5;

    Just change the numbers and save.... but try not to go to crazy and unbalance everything.

    hit=0                    How much damage a direct hit is.

    indirectHit=0            How much damage the area around does.

                   

    indirectHitRange=1       The range in metres where ‘indirectHit’

    is effective. I.E. the diameter of the area.

    -------------------------------------------------

    Second way.

    Find the PBO that would have the RPG in it. Like I said it depends on how they set it up, the RPG might be in one big PBO like (CSLAweapons.pbo) or spread out (RPG.pbo). Use a PBO program, I use WinPBO and extract either the config.cpp or the whole contents and put em somewhere like your desktop and edit the config.cpp or .hpp the same way i wrote up there then save and recompile the PBO (making a new one or patching the old one) and replace the old one.

    ----------------------------

    Might sound confusing but it's E Z.


  14. I'm not sure if he is a video student or something of that sort, but I don't really see the reason behind the "epic" videos. His skills, talent, workmanship and immense dedication is GREATLY appreciated though. And judging from the new video he has taken the modifications/addons to an even greater level, but I just wish it was released less ambitiously. Although OFP will never die completely notworthy.gif it's just kind of to much of a time scale.

    Lots of respect though.

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