

Macser_old
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Everything posted by Macser_old
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config.cpp/CfgMusic/:'-' encountered instead of "{"
Macser_old replied to Vanezi's topic in OFP : CONFIGS & SCRIPTING
Try taking out the "-" in the class "T-80U". So you have class T80U. As far as I'm aware,you can't have operators in a class name.It would seem to fit the bill too. As that operator appears just before the curled brackets,that open that class. By operators I mean mathematical signs. -,+,* etc. -
config.cpp/CfgMusic/:'-' encountered instead of "{"
Macser_old replied to Vanezi's topic in OFP : CONFIGS & SCRIPTING
Doesn't look like anything major.There's a problem in the syntax/structure. Being able to see the code would help though. :) (Looks like I was typing while the Prof was posting) :) -
You're on the right track so far.You can use WW4 classes in the main config like that,because they're defined already in PBOs. You could probably learn a lot more from someone who's already done a replacement config, with WW4 content.Fortunately for you,Vultar has done just such a config. So send him a PM and request a copy. Compare the WW4 original config with Vultar's version and note the differences.Particularly the "magazines" entry inside the weapon classes. :)
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Well.You could try a file sharing service.Although the time it remains active will be limited.Unless you have an account with them. For a start you could try rapidshare,megaupload,sendspace or multiupload. There's many others of course.So have a look around.You upload the file. They provide a download link,which you post here. Or someone may decide to host it,on a more permanent basis.If they think the appeal is broad enough. Can you describe what exactly it is you've replaced?
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Well.That's what that "loadout" did.If I was to play a BIS campaign,the basic west soldier would have a WW4 M16 and magazines,instead of the default versions. Any class is editable.You can edit any existing class and give that to the default units. Or create a completely new class to equip them.It's up to you. But if you want to change the fundamental settings of every weapon/ammo class in a config,your in for a very long haul. :)
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Ok.Quick example. Look at the config,in the WW4 folder.Find the entry for class SoldierWB. If you have all the WW4 addons,then the weapons are defined already. Go to the "weapons[]" entry.Instead of M16,put in a WW4 class.For example, WW4_M16.The class names can be found in the "Classes" folder of the mod. weapons[]={"WW4_M16","Throw","Put"}; Then change the magazine type to a WW4 class. magazines[]={"WW4_W556_30Bmag","WW4_W556_30Bmag","WW4_W556_30Bmag","WW4_W556_30Bmag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; The default soldier is now armed with a WW4 M16 and magazines. Obviously you'll need to change more entries to balance things out. But technically it's not a complicated process,just a lengthy one. :)
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That's the beauty of a mod folder.Just pop into the config and add the weapons you'd like to see in place of the default ones. :)
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Why does something recreational have to have a point? How is the mod making it impossible to play Resistance with new weapons?
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Does the new version of p3d need no the memory Lod?
Macser_old replied to dirkkmm's topic in OFP : O2 MODELLING
Eh.I don't think that's unusual.Perhaps it could function,in a partial way without some of the points. But I believe the model will crash the game if it doesn't have a memory lod. It's necessary,for the model to interact with the engine. -
That's essentially the answer I was looking for. Sometimes people use fog/very short view distances,to keep fps up. Especially if there's a lot of scripts and other content. :)
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Creepy.But in a good way.I assume that's fog,rather than grainy video. Is that to combat the effects of content on the framerate?Or mainly for atmosphere? And there's obviously been quite a lot of work done.Keep it up. :)
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Does it have "components" in the geometry lod? As in,component 01,component 02 etc. If not,then you need to go to Structure->topology->Find components. Then retry. :)
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Multiple turret issues
Macser_old replied to legion7698's topic in OFP : MISSION EDITING & SCRIPTING
Ok.I admire your persistence. :) One unit wouldn't be much of problem.Maybe even a couple.But it could get laggy very quickly in combination with high counts in polys/verts/textures. Not to mention the other processes fighting for CPU time. Just don't get too annoyed with it,if it doesn't work.The issue has been a point of discussion for a few years.Something that I believe has since been addressed,with the newer titles. But OFP is stuck with whatever it has,in this,and other departments. -
Multiple turret issues
Macser_old replied to legion7698's topic in OFP : MISSION EDITING & SCRIPTING
Have you used some type of dark magic to accomplish this? Sticking a turret on anything with setpos,is awkward and CPU intensive. The results are often not worth the hassle.Especially when you try driving up an incline. If by some miracle you get something usable,that looks "normal",do post back with your findings. :) -
Swot.It'd be a lot of work.But technically there's nothing stopping you from giving it a go yourself.Some careful cut and pasting should do the trick. If you run into problems,you can always post about it in the O2 modelling thread.After a good search first,obviously. :)
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That sounds like the infamous setobjecttexture bug. The only way around it was to map the texture to an area that's out of view. It can be a tiny area.As long as the texture is present on the model.Somewhere. As always,I'm open to correction.
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:) I wasn't aware of that. Glad you found a solution.Flashpoint can be very obscure sometimes.
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I don't think it's the texture.A white model indicates a problem with paths. I haven't messed around with setobjecttexture in quite a while,so I could be missing something.
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Pm me a link to the tgas or post one here.I'm sure it's something simple. :)
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Nice work as usual STGN.The mapping in particular,is very well done.
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Unfortunately you would've been better off shelling out the extra few quid for the GOTY edition.It's got Red Hammer,and Resistance(more importantly) bundled in. As far as I'm aware most of the really good mods,would need resistance installed. I don't remember any trick to doing the obstacles,as such.Just go through to the end,turn and come back to the start.It's been quite a while since I played the campaign though,so I might be wrong.Perhaps you're not completing it quickly enough. :) And welcome to the forums.
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Whether it's mocap or hand done,you won't be seeing many new animations anytime soon.It's just too messy a process.Not to mention the enormous workload.That's why they haven't been attempted very often. Considering the frustration people went through to create them,I think the community made anims are great. Good hunting. :)
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What is best renderer? It plays even worse than ArmA series
Macser_old replied to Hoaah's topic in GENERAL
HW T&L. But I'll reinforce what other posters have said.The engine was not designed to take advantage of modern hardware. As far as I'm aware graphics adapters aren't as important to the engine as cpu quality. Multiple cores are irrelevant.The engine simply won't use them. -
max weight for flying vehicles in O2 lite
Macser_old replied to ladie from hell's topic in OFP : O2 MODELLING
I can't remember what the mass value in the geo lod relates to in real life.But for anything based on a chopper,20,000 seems to be the highest stable mass it can have. As soon as you start adding to that it seems to slowly make it's way to the ground.The more you add,the faster it will drop. :) -
Rearming static weapon
Macser_old replied to major woody's topic in OFP : MISSION EDITING & SCRIPTING
Yeah.The only salvage trucks I know of exist in Arma 2.Not OFP.