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Locke@Germany

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Everything posted by Locke@Germany

  1. Locke@Germany

    OFP Animation Enhancement V0.5

    FDF troops securing a village: ---------------------------------- (Config will be available soon) Little Preview: ------------------------------------ [im]http://gallery.image4free.com/albums/userpics/10665/HGun%20Lean%20preview2.jpg[/img]>100kb The Handgun Leaning Anims still need a some work and won't make it into the FDF Config released later today .
  2. Locke@Germany

    OFP Animation Enhancement V0.5

    I think this shouldn't be to much of a problem for me. I'am also releasing updated configs for FDF MOD V1.3, CSLA 2 and, probably a few more MOD's with new upcomming versions . Stay tuned, Locke@Germany.
  3. Locke@Germany

    OFP Animation Enhancement V0.5

    Hope to have a FDF MOD V1.3 Config + Animations Enchancement V0.52 ready tomorow.
  4. Locke@Germany

    Y2K3 Version 7.3

    Still can't believe it ha ? LOL
  5. Locke@Germany

    Y2K3 Version 7.3

    Maybe Pappy forgot to change the other Anim Names acordingly while he updated his config with the crouched Lean. The half burried soldier usually happens when OFP trys to play a anim and doesn't find it where it's supposed to be. You can always try to update it yourself, just look for the example CfgMoves included in the Anim-MOD download and compare it with the CfgMoves you are using. Edit: Just checked the latest Config Update and the names are all correct (for V0.52 PBO file). I Can only suggest you make sure that you have no old Locke_Anim.pbo in some Modfolder and the new one is in the right place. OFP just can't find the Anims at the place its looking for. Â Â Â Â
  6. Locke@Germany

    Y2K3 Version 7.3

    Seem like you've didn't download the new Version of the Locke_Anims.PBO, there have been some changes in the way i've named the animations so the old CfgMoves won't work with the new and the V0.52 (added Crouched Leaning) won't work with the old PBO. Make sure you always got the most up to date version of Locke_Anims.PBO !!!
  7. Locke@Germany

    OFP Animation Enhancement V0.5

    The settings more define how big the posibility is that you are seen while performing certain animations etc... , so theoreticaly i could make the Lean animations almost not vissible if not totaly unrecognized by AI . Gota play around with those values a little bit, as there are also other variables that influence if you are seen or not. Also the next update will take me a little longer than the first one. Just because at this moment i am continuing work alone on this. So anyone that thinks he has made some animations that could be used in here is welcome to share them in the same way Sanctuary did.
  8. Locke@Germany

    OFP Animation Enhancement V0.5

    Atm the Lean moves aswell as the rolling inherit their visibility from their baseclases, in other words you have the same visibility factor when stand-leaning as if you where just standing in the combat ready position and so on. I've  thought about this from the beginning but the only reason why i still didn't change it is the fact that when you would lean on an empty flat somewhere in the desert you would also be less visible by AI. But there gonna be a lot of updates to this, so its definatly not the final choice. Â
  9. Locke@Germany

    OFP Animation Enhancement V0.5

    You can't use it with the WASD - Layout ? What's so difficult about it ?
  10. Locke@Germany

    OFP Animation Enhancement V0.5

    This seems to be a problem of OFP itself, i am using pretty much the Default Keyassignment from BIS that uses W,A,S,D and the arrow-keys for movement, sprinting is assigned to both shift keys and the Number-Keypad controlls in wich direction i look and i also expierience that if i press A and left arrow i lean to the side ! OFP seems to make no difference between sprint + strafe and strafe + strafe. Atm it looks like there is nothing i can do about.
  11. Locke@Germany

    OFP Animation Enhancement V0.5

    I don't know about MP Compatibility, can't test it myself... Â . But i guess when everyone is playing with the animations i think it should work without any problems.
  12. Locke@Germany

    OFP Animation Enhancement V0.5

    Already working on it ! Â
  13. Locke@Germany

    OFP Animation Enhancement V0.5

    Version 0.52 Beta just has been released, first post has been updated.
  14. Locke@Germany

    OFP Animation Enhancement V0.5

    Can't be the source off your problem as i've developed it under V1.96. Are you trying to run any other MOD's besides this one ? Does your Locke_AnimMOD folder contain the folowing structure and files ? \OFPFolder\ Â Â Â Â Â Â Â Â \Locke_AnimMOD\ Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â \BIN\Config.BIN Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â \Addons\Locke_Anims.PBO Â Because when everything is in the right place and your shortcut is correct you should be able to lean or roll by pressing sprint (right shift-key in my case) + strafe left or strafe right. When lying you roll to the side and when crouching or standing with your main weapon in hand you lean to the side.
  15. Locke@Germany

    OFP Animation Enhancement V0.5

    Less than one hour  probably  . You are always free to send me some money LOL Â
  16. Locke@Germany

    OFP Animation Enhancement V0.5

    Some Pics from the upcoming update beta V0.52: Just some minor adjustments and it will be ready for release .
  17. Locke@Germany

    OFP Animation Enhancement V0.5

    Already in progress ... Â btw. I would be really thankfull if the file could be mirrored by someone , link is only up for 30 days .
  18. Locke@Germany

    EECP - Enhanced ECP

    You've got a comment in your JeepMG class wich is the wrong format From the cpp2bin readme: simply delete this part and it works fine <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> /* Animation class end */ or if you think you need that comment just put the double slash infront. Always a pleasure to help, Locke@Germany. Â
  19. Locke@Germany

    Bin decrypting

    CoC BinViewer
  20. Locke@Germany

    Bn880's Tracers V1.0

    How could it cause any problems when there was no empty reflectors class in your original Well how do you think? Â Is there a problem with some logic here? Â I had a reflectors class during the making of this addon... Â not sure why that is so complicated. I'll take this as an personal offense . Â Â It wasn't clear from your post that you had tryed this during the development of your addon !!! But as English isn't my native language i'am maybe getting this wrong. Also instead of just telling somebody that he has a problem with logic thinking why don't ya just tell what problems you encountered while making your tracers and using the empty reflectors class . Â Â
  21. Locke@Germany

    Bn880's Tracers V1.0

    How could it cause any problems when there was no empty reflectors class in your original For the last 15min i've tried to get a Screenshot of what i mean, but hadn't any success as it is apearing for a too short time to actually capture it    . But i've had a closer look at the light and i can even see the lightcone that normaly only is visible on light from vehicles and streetlamps ! I've made a little test: I've changed the color of the normal reflector under class LandVehicles in the Config of OFP (from where the car class inherits its reflectors) to red and voila the light emitted by the tracer was also red ! Conclusion: A unmaned vehicle whithout any proxy's for lights does sometimes emit a normal light just for a split second after it's created, just as defined in the LandVehicles class ! Adding the empty reflector class to BN_Tracer as mentioned above removes this light.
  22. Locke@Germany

    Bn880's Tracers V1.0

    to your config. Because the tracer is based on the car-class it inherits the refelctors (Lights) from them, sometimes producing a flash comparable to the FlasHRAM Addon. Why, there is no crew in the vehicles. Â Also there is no reflector proxy mate. Â The flash is not likely caused by any reflector... About the lag, okay, your scripts your lag, not my tracers. Â I've made shure that there can't be any other source than your tracer and after all i expierienced this only when the line is not included ! The Flash insn't produced on every tracer, it occurs randomly and is only visible for a split second after the tracer is created. Maybe it's an OFP Bug, remenber destroyed vehicles with lights on ?
  23. Locke@Germany

    Bn880's Tracers V1.0

    Nice tracers. But you may want to add this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Reflectors {}; to your config. Because the tracer is based on the car-class it inherits the refelctors (Lights) from them, sometimes producing a flash comparable to the FlasHRAM Addon.
  24. Locke@Germany

    TexSwapper for MLOD models

    Strange... the old link works fine for me. But just incase i've send it over to YouSendIt . TexPathSwap Download
  25. Locke@Germany

    TexSwapper for MLOD models

    There was already a program released by feersum.endjinn which has the same purpose. Â Look here or Download TxtPathSwap here. I didn't try yours but the older one is very userfriendly IMO.
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