Lt_Damage
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Everything posted by Lt_Damage
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edit - Ok I see what you mean.. no I simply edited WGLinit.sqs and changed this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(format ["%1",WGLRespawn] == _nstring): WGLrespawn = true to <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(format ["%1",WGLRespawn] == _nstring): WGLrespawn = false That way it can be enabled during a mission if wanted once the WGLRespawn is fixed to black in correctly.
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Heh well wait till you are a server admin with 30 players banging into things in the dark before you make any calls about my decision. As the admin of the server if the MOD introduces a mode of gameplay which I do not wish to be present it will be turned off. Sorry.
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I have updated the wglevents.pbo for my players so that WGLRespawn = False by default. This is what I meant by immediate fix, I am guessing what you are trying to do is fix it so that when WGLRespawn is enabled, the player blacks in correctly. That is fine except while you are doing that, 100's of missions are unplayable while using WGL. You guys do a terrific job of fixing stuff, the last patch was testimony to that, however when something as show stopping as this bug pops up you have to provide the quickest fix first then solve the issue in your own time. Cheers guys, I'll await the proper patch.
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This is the kind of bug that needs immediate patching. e.g process should be: Bug Reported that makes game unplayable. Bug isolated to certain part of code. Code changed in wglevents.pbo wglevents.pbo available for download. Game playable. And no, adding a trigger or a respawn is not a solution, it's more work than that since it effects EVERY mission while the WGL mod is running. WGL should be compatible with standard missions for 1.96 not the other way around. Cheers,
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Many coops now when you die you get a black screen, and never come out. Players actually need to close OFP because they cannot see the menus or anything. How this escaped bug testing is beyond me but this is worse than the no sound bug unfortunately. Hope you guys can correct it, cheers.
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I didn't ask about it out of respect for BAS's workload. Nevermind.. offtopic..
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Thanks mate but my Hilux sucks pretty badly, BAS asked for the model so they could base a technical on it and they said in return they'd make nicer textures for me but that hasn't eventuated.. (I recently asked if I could base a different dirt bike on their Kawasaki and was told no).. Maybe they are just busy and maybe sharing my crappy hilux with them wasn't enough for them to return the favour.. I did work hard on it though..
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Yeah more civilian 4 x 4 cars would be great, there is the BIS police jeep, some from mechanic, the HMMMVV and my dodgey Hilux: I think the overall skill of the OFP addon community is at such a level that whipping up a very good 4WD probably wouldn't be too hard.
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WG 4.10 Patcher WG 4.10 Full Download MIRROR provided by Oceanic Gaming Network
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If you like Benu because my dedicated server is windows I'll install it then host everything you need on our ftp which is on a 100mb connection anyway
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Meh.. if its realistic then ok we'll deal with it.. on the plus side at least we can use the chopper to knock people off their feet :P
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What does this mean exactly? At the moment you can't do a "hot drop" of troops from the choppers because when they land they are knocked off their feet and AI or other players just shoot them.. basically many missions are unplayable because where you are supposed to be inserted into a "Hot LZ" you are now pretty much dumped in a blender.. So does this mean not only will we be knocked down and unable to return fire for a few seconds that we will be unable to stand up and find cover, we must crawl?
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weight and maxspeed values are the only way to adjust accelleration that I know of. I believe it is an engine limitation. You can have less weight and therefore a quicker takeoff I think, but there are sideeffects of bad handling, what I ended up doing with the hilux was just having a huge maxspeed value. This worked out ok as it still took time to reach the maxspeed of 300, but the low-end pull was a lot better.
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Static object bend/conform to ground
Lt_Damage replied to Lt_Damage's topic in OFP : CONFIGS & SCRIPTING
Thank you very much oyman Knew it had to be something easy... Now to place a lot of keywords in this thread so that others can find it.. I truly searched everywhere.. FENCE HEIGHT LEVEL BEND FOLLOW LAND LANDCONTACT SANDBAGS CONFORM WOOD FENCE GROUND -
I have searched OFPEC forums and these forums for about 3 hours but haven't spotted one topic on it.. I'm assuming its something quite easy that I've missed since noone else has had a problem. I have made a "dug out" basically a dirt mound for a soldier to get cover behind.. everything works except when placed it doesn't conform to the ground like the BIS sand bags or ammo crates.. How do you get it to "fit to ground" ? Cheers,
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Need to get some "eyes" so you can merge them with the pics that have eyes looking left or right, need them straight on for the face to work properly in OFP. But very nice work on all of these, congrats.
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Watchtower lookout question
Lt_Damage replied to Major Fubar's topic in OFP : MISSION EDITING & SCRIPTING
Hmm tricky one.. You'll need to script it combining a few things.. _this SetUnitPos "UP" to stop him dropping down. Then use SelectWeapon to making him get out his 'nocs.. Then you'd need to use DoTarget, you could have another unit offscreen like a chopper or plane flying across and he can target that and move slowly around while he has his 'nocs out.. Meh, maybe someone who has access to flashpoint at the moment can assist.. -
No excuse for not knowing enough German? lol sorry.. Maybe if Germany won the war we'd be speaking it. But I agree if they made a stringtable for english speaking players that's very helpful.
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Exactly. Besides if there ever was a game worthy of buying a new computer for it's Flashpoint. My computer wouldn't be half the specs it was now without OFP
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What would be the ETA for the update that fixes sound? The guys on my server pretty much refuse to play WGL until it's fixed.. understandable I guess but i'm missing out on WGL goodness
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Oh I see WG actually modifies the standard NVGoggles instead of introducing their own, should of realised since last I heard there was no way to introduce your own nvgoggles addon. Cheers,
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Thanks the hard work is appreciated and I love the attitude the WG guys have towards fixing things One question, how do you add the WG NVGoggles to WG troops who don't have them? Cheers,
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edit- Once the ITOW has fired it's few rounds, is it possible to reload it from the HMMVV or something because once it's shot 4 or 5 rounds thats it, it's useless.. One last thing.. the "OK I'm Good to Go" replacement for "I'm Ready" is longer than the screen so maybe just "Good to Go" or even "Go" is suffcient. And "Manual Fire" Replaced by "Engage Pilot Manual Override" or something can be something shorter such as "Pilot Weapons Override" Cheers,
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I actually feel ok to post bugs, the WG guys are very realistic about addressing bugs and I get no sense of "Go away we don't want to hear bad, only good!" that some other prominent addon teams tend to act like. Annnyway, some bugs to squash: Sound disappears, seems to be after you die sometimes. Sound is returned if you die again, sometimes, not always. Actually thats the only real bad one I can think of.... ;) I did need to have a description.ext that included the firecontrol dialog AND revive+spectate dialog but I think the revive+spectate script all-in-one is something we developed inhouse at OGN so we'll tackle that.. One last thing, how do you add NVGoggles to units that don't have them? Cheers,
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@Rastavovich, well that's good to hear, the Challenger will join OGN's addon list at that time. Cheers,