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Huk256

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About Huk256

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  1. Hello again. Here is an interesting problem I got for you today... Situation: I am in the middle of creating a mission, in that mission I would like to be able to capture damaged enemy tanks but something is not right... I got an RPG soldier, an enemy tank and a script that kills the tank crew when they jump out of it. RPG soldier is firing his weapon... BUM the crew jumps out and are killed instantly, I got myself a new tank - great... but there is the problem - that moron with the RPG is STILL firing at the tank, even thought it is empty already... I tried revealing the tank (rpgSoldier reveal tank) - he is still firing, I tried setting the tank captive after the crew gets out - but he is still firing at it what is worse - if I teleport the - now empty - tank to the location with other (unrelated) rpg/law soldier - he will fire at the tank as well! After few hours of experimenting I found out the following: 1.If I set "engineOn false" on the tank, it is no longer considered a threat by the soldier at teleport location - strange but true - but it is STILL fired upon by the first rpg/law soldier. 2.To force him to stop firing, either him or his leader needs to get very close to the tank (less then 50 meters). Currently I use the following script to make tank "captive": _group=_this select 0; _observer=_this select 1; _target=_this select 2; _units=_this select 3; _leaderGroup=leader _group; _observer setdamage 0; _observer moveindriver _target; _observer reveal _target; _units joinSilent _observer; _units joinSilent _leaderGroup; _observer setpos [9999999,99999999,0]; but as you can see it is pretty ugly solution, because we have to pass the group with the rpg soldiers, the observer (a civilian that will reveal the vehicle for us), the target we want to reveal and the rpg soldiers array, and we have to do that for every vehicle on the map we want to protect (yes, I know there is a lot of room for improvement for this script ;] ). I believe that simple reveal command should be sufficient here, that would make it easy to "reveal" empty targets... I also believe there is a bug here - setCaptive command doesn't stop the first rpg/law soldier from firing at the tank - I think it should. Either way - if somebody knows any better solution for capturing vehicles please let me know. Thanks in advance and sorry for any spelling errors ;]
  2. Hello everybody. Ever since OFP days when I started experimenting with the editor, I was wondering - is it possible to set the bloody texture on some soldier, to simulate he was hit in the arm (for example), but not by using the setDamage command? The problem with setDamage is, that if I have a unit, that was hit in the legs only, and I want to use setDamage it to heal its stand ability like this: {while {!(canStand _x) && (((damage _x)-0.01)>0)} do {_x setDamage (damage _x)-0.01};}forEach units group X; Then it works, but there is high probability that after that, soldier will look like he went trough hell, with most/all of his textures set to full damage. This is because, usually (always?) when unit can't stand it has rather high damage value (0.75 for example), and setDamage sets "equal" damage to all parts of the body (I think). What I would like is to be able to either enable/disable bloody textures on the specific parts of the model - the way ArmA engine does when soldier is hit in that part, or even better to setDamage to the specific part, something like: unit setDamage ["legs",1]. Is something like this possible? Thanks in advance and sorry for any spelling errors ;]
  3. Sorry for the very late respond - I was very busy. @W0lle: Here are the news: I managed to fix BMP1 "floating command rectangle", however then I realized that there is one more problem - if we are the gunner, and try to aim our AT3, then "command rectangle" (and - unfortunately - the cross-hair as well) are "warped" about 30 cm above the cross hair used to aim with the MG or the Cannon, that makes marking targets with AT3 pretty hard - especially with higher zoom factors :/ I tried to fix this, but I have no idea why this is happening - unfortunately, I think that this is hard-coded in the bmp1.p3d, I may be wrong of course, but I tried all variables of axis I know of, and all gunBeg/gunEnd, and the cross hair is always "warped" - besides, if I use BMP1 model with - for example - M2A2 config file - the result ("warping") is the same, and if I use M2A2/BMP2/etc model with BMP1 config - then I can aim normally with both TOW and AT5 :/ So I was wondering... - couldn't we get another model for the BMP1? I found one in this addon: http://www.armedassault.info/index.php?game=0&cat=addons&id=640 and tried it with the config from the current BMP1 - I had to tweak few settings, but it works without any major problems as far as I can tell - couldn't we ask the author for the permission? What do You think? EDIT: Sorry, I forgot that we would have to recreate Resistance version of the BMP1 as well - and the addon I pointed to have only Russian version... damn, if I only knew how to fix this damn cross hair, all would be well :/
  4. @*W0lle*: Well, I think that I should be able to fix almost all of those issues - when I do, I will re-upload cwr_tracked.pbo and configs... (this may take a while, since I am busy at the moment)however I written "almost" because issue with BMP1 "Command square" is hard to fix without the unbinarized p3d file of the BMP1... Question regarding the above: Could You (or somebody else) provide the unbinarized .p3d files of the BMP1? Or are those files licensed from BIS, and cannot be shared easily? Why I would need the p3d is because, I would have to see inside it, and find out the correct start and end points for the gunBeg, gunEnd parameters - I already tried some of those: http://forums.bistudio.com/archive/index.php/t-20115.html but to no avail, I also downloaded samples of Arma vehicles that BIS provides, but BMP2 markings from those are to incompatible with BMP1 to be of any use. One - not so funny - note here, about the Shilka "fix". In the original config in Arma it looks like this: gunBeg = "gun_muzzle"; // endpoint of the gun gunEnd = "gun_chamber"; // chamber of the gun As far as I can tell from examining the p3d file in Oxygen2 - these points DOES exist in the Shilka's model, however they doesn't work with external view. Using a "trail and error" I changed those to: gunBeg = "Mgun_end"; // endpoint of the gun gunEnd = "Mgun_start"; // chamber of the gun and it fixed the Shilka external camera... BUT those points are NOT in the model at all - so it shouldn't worked (or am I wrong?), and I have no idea why it does ;p (unless those points are inherited from the TANK class somehow...) This is just a side note of how weird some of the changes I did are... Best regards to everyone that worked on CWR and everyone at BIS ;]
  5. @verte: To install this files, you would have to "decompress", cwr_tracked.pbo first, replace configs and then "re-compress". Here is a complete cwr_tracked.pbo (extract it to the @CWR\Addons folder - and overwrite existing one), with fixed vehicles: http://wine.x.pl/flashpoint/CWR_tracked.7z FEW NOTES!! 1.I am no expert, but I think that my cwr_tracked.pbo will break multi player since it's signature (.bsign file) will not match - I suggest you backup your cwr_tracked.pbo before overwriting it! 2.I removed the max turn speed limitations from the main turret on T80 - now it rotates as fast as in other tanks. 3.I managed to fix Shilka, but there are still some bugs left to fix: -BMP1 (or was it BMP2?) caries FAR to much ammo, it is "full" from the start, so you can not put anything in it. -BMP2/BMP Ambulance, gives you some error at startup, about missing configuration files, otherwise works OK. -There are still zoom differences between some tanks. -BMP1 - I thinks that the "floating command square" bug, I mentioned earlier is related to the "gunBeg" and "gunEnd" parameters being wrong, to get it right, an unbinarized p3d of BMP1 would probably be required... (anyone knows where to get one?)
  6. All right - I managed to fix T-72, T-80 and partially a BMP1. Fixed config.cpp files, can be downloaded here: T72: www.wine.x.pl/flashpoint/config.cpp This is the "root" config for most vehicles inside the cwr_tracked.pbo, to fix T72 I have changed line 80 from: "inGunnerMayFire = false;" to "inGunnerMayFire = true;" Now T72 works as expected - as far as I can tell. T72Res (T72 for resistance side): www.wine.x.pl/flashpoint/T72Res/config.cpp I added "inGunnerMayFire = true" at line 58, seams fixed as well. T80: www.wine.x.pl/flashpoint/T80B/config.cpp Again - "inGunnerMayFire = false" at line 280, was changed to "inGunnerMayFire = true". BMP1: Uses the same config.cpp as T72, I have commented out line 484: "gunBeg = "pohled_velitele";"now "command square" is located at the middle of the scope however - it works rather weird - when you press space, and try to move your turret around, square is locked to the middle of the scope, but only horizontally - if you move the scope up or down, it gets "out of sync", and is no longer at the middle - this is no big problem, but I can't figure out why this is happening - weird thing is, if I change the model of - for example - M2A2, to the one BMP1 use, same thing happens there... could this be related to the data in bmp1.p3d, somehow - I don't know... Hopefully, someone can put this file to good use, and publish updated cwr_tracked.pbo. Although, I got few comments to add (it is NOT my intention to start any flame war - so don't regard this comments, as aimed at someone, they are just some thoughts) 1.I think it would be good, to keep all addons consistent in some points - what I mean is: in Operation Flashpoint we had T72, T80 and M1A1, all of which had the same (or very similar) speed at which main cannon was turning around, also they had very similar optics. Now, I can understand difference between T-55 and T-80, so that T-55 have slower cannon, and worst optics, but it is the OTHER way around in the addon! T80 has extremely slow main turret, and rather weak optics - I think that should be changed, so that T80, is at leas as fast as T72 (in terms of cannon rotation). 2.LAW and RPGs should be far LESS powerful. In Flashpoint T-55/M60/T72 could take up to 3 shots from LAW or RPG to be destroyed, M1A1 could sustain even up to 5 hits and still fight, that's why we had heavy anti-tank weapons like the Carl-Gustaw launcher, in Arma (original, and CWR as well) it almost doesn't matter if you drive T-55, T72 or T80, since usually one shot from RPG/LAW will kill you so now there is no point in using heavy AT weapons - since light AT weapons works just as well - again I think that should be changed, so that lighter weapons, cause much lower damage. 3.This is rather a question - is there any way I can, download unbinarized p3d for the CWR addon? 4.And one last thing - is it my imagination, or is Shilka's external view as commander broken in normal Arma as well? Thanks in advance for the answers And, please test those config.cpps ;] P.S Again, sorry for my English ;]
  7. I see... and there is no way to make at least add-on tanks work? (well there are a few vehicle packs that include T-80 and T-72, we could use them for now, but for some reason they are affected by this bugs as well :/ ) Or maybe someone knows about any Russian tank add-ons, that works with CWR? As for the bugs... I don't know much about mods creating but... couldn't we just copy "behavioral subroutines" for commander's view, from original T-72 that came with Arma? Would that be hard to do?
  8. OK guys. I must say, I love this mod, "Cold War Crysis" is much better then the original Arma campaign IMHO... however I must ask about few things: I have CWR 0.8 Beta, and there are some problems with, some tanks: -T-72 & T-80 - as @typer, already mentioned, you cannot aim vertically, while in commander's seat, also to call "Keep formation" command, you have to first press space and then "1", while simple "1"-"1" should work What is worst is that this bugs seems to affect addons as well - I have downloaded other T-80 addon and it suffers from the same conditions - but only as long as CWR is running, if I run "normal" Arma, then that T-80 is fully workable - this is most serious bug so far... -BMP-1 - while using first person view, as commander - your "command square", is locked in the bottom left corner of the view, it does work normally in TPP view however. BMP-2 seems unaffected by this. -Shilka - while in TPP view - "command square" is completely locked, no matter what you do, it doesn't move - it works in FPP view, Shilka also suffers from "space+1: instead of "1"-"1" code for "Keep formation" bug mentioned earlier My question is - are you aware of this problems? If so, are there any workarounds? (especially for T-72/T-80 aiming bugs)? Thanks in advance. P.S Sorry for my English.
  9. Huk256

    Few questions

    Thanks for the answears. I am a bit pissed of on BIS right now about VON in resistant (meaby they change their mind and make some patch anyway... ).
  10. Huk256

    Few questions

    Well I have 3 cd's but only two of them are for game instalstion (cd 3 is audio with music from flashpoint). Please don't tell me "I don't see any reason to play 1.46 while I have resistant" because ?I have my reasons (My friend have 1.46 only and I wan't to play using build in VON not TS or ventrillo or any other program) So will we be able to connect with each other?
  11. Huk256

    Few questions

    I have got a few questions about this version: 1.If I run a mp session using Flashpoint 1.46 (in directplay) is there a posibility that data loss will ocure? (I mean that this http://www.flashpoint1985.com/cgi-bin....t=31146 will happen) 2.I have Polish Flashpoint called "Edycja platynowa" (I think this is polish GOTY version right?) and i would like to know if I start a MP session in classic flashpoint (ver 1.46 tho one included in my "GOTY" edition) and my friend will try to connect to me using "normal" flashpoint 1.46 (upgraded from ver 1.00) will we be able to play? 3.Will Voice over net build in Flashpoint retur in socets some day? (meaby in next patch?) Sorry for my english.
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