Pappy Boyington
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Everything posted by Pappy Boyington
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Pistol Animation Replacement
Pappy Boyington replied to sanctuary's topic in ADDONS & MODS: COMPLETE
so does Martin Riggs and on occasion i do too. -
alright ill be updating the AH1 with that of the Vit AH1W. i worked out all the bugs including the clan logo now works and the hellfire sounds fixed
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are the (sometimes awfully distorted) rotor sounds fixed too? yes but the hellfire sounds are messed up. you luanch it and the launch sound loops at the helo for like 10 seconds. even after the hellfire has detonated. thats my only quark about the helo. oh that and the 30mm cannon sound is rather.. i dont even know how to describe it but i dont like it  other then that its a nice helo  edit: also it says BI Studios where the clan xml logo should go
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you can do it yourself upon release. its easy to do. but i dont plan on doing it because 100+ megs for a handful of soldiers and weapons is absolutly rediculous. im not saying his work is bad. but i refuse to download anything that big unless it has a helluvalot more to ofer. i mean the SEB Nam Pack 2.0 is half the size of his delta and rangers and has 40x the stuff his pack does. look at your Y2K3 Addons folder. its 725 megs. for just the addons. now... how many of you here are willing to make that 800 megs... just for 1 special forces unit? 100 megs for one solider. and i might look into VIT's AH1W to replace the AH1 we have now but unless im extremly impressed... i will probably stick with what im using now. no offense to those that like his if i choose not to use it. its just after this release you will need to remove lsr_rang.pbo (but leave the weapons as they are needed for the hyk soldiers that werent used in y2k3) and i really dont feel like explaining to a couple hundred people "install this, uninstall that, but dont touch this and modify that" i like to keep it simple.
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Special Forces Units pictured above with working goggles. Other Changes for the Special Forces: Special Forces Day: M4A1 SOPMOD with xm177e3 (m4 unsilenced) Magazines Mk23 Unsilenced 3x Satchel Charges Special Forces Night: M4A1 SOPMOD with Silenced M4 Magazines Mk23 Silenced 3x Satchel Charges Special Forces Laser Designator: G36SD Mk23SD Laser Designator the change is SF day will have the same shit as SF night except it will be unsilenced. Â
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yea that pitch black crap i dont know why it does that. when you come back to it an animation will load. about the AH1 i dont know why it would crash. makes no sense. i mean the addon is there in the addons folder. unless you modified your Y2K3\Addons folder? edit ive decided to use the hyk special forces with the face mask thingy. oh and ive re-enabled the "goggles down" option for the normal soldier.
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LSR Deltas/Rangers/Weapons 2.0 Released
Pappy Boyington replied to Laser's topic in ADDONS & MODS: COMPLETE
just a quick note: this isnt a Y2K3 problem. Y2K3 is only mentioned since thats was the orignal name of the "Config" before i bined it. if he had defualt bis stuff it would just be "Config" -
well if you can conclude its those units. then thats your problem. check their download links. cuz i used the orcs "low res" soldiers for the east troops. thier mobile infantry. mabe you accidently downloaded a hi res version of thier airborne troops? just a quick update folks. im gonna be removing the Laser Rangers from Y2K3 and be using the Hyk SF units. this conclusion didnt come lightly. it took me 8 whole seconds to decide on it. he released verison 2.0 of his rangers and weapons pack. i extracted the weapon pack and it says "55 megs" and im like "Fuck that" 55 megs for a frickin weaponpack is absolutly insane. thats 55 useless megs for Y2K3. cuz i dont use them. i just use the units. and im gonna take a wild guess and say the size of the rangers doubled too. so no. im removing them from Y2K3 to lighten up the load OFP needs to boot up with. also santuary brought to my attention a way to make the pistol animations changed from their defaults. and thanks to lockes new innovation i should be able to give you all custom pistol animations to overwrite the orginal shity ones for the next version too. 7.1 Final. Â so this is just one more thing to tack on to the change log (not that i ever kept one lol) for you all. edit: question is do you want the one with the pack or without? im using the one without. up to yall thou
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OFP Animation Enhancement V0.5
Pappy Boyington replied to Locke@Germany's topic in ADDONS & MODS: COMPLETE
Y2K3 one worked -
its gonna install into the Y2K3\DTA folder and will be purely for Y2K3 unless u move them into anohter DTA folder the crouch and lean. go back to page 24 or 25 where i posted the config and animation pbo file u need for that to work. i was pumpin it out too fast and locke was 2 steps ahead of me which is why that 7.1 is a "beta" and the final will include other fine tweaks and additions. about the lag, you mention a chopper. which chopper are you using? cuz i vaugly recall the Mi17 had some problems in terms of lag mabe they accidently resurfaced
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OFP Animation Enhancement V0.5
Pappy Boyington replied to Locke@Germany's topic in ADDONS & MODS: COMPLETE
well this isnt like some neat BAS helo or some really cool hyk unit. in terms of gameplay with any and all addons u use.. this is a "must have" i mean theres addons... and then theres these things. which actualy this is a one of a kind thing. unlike dxdll or transparent water this mod here adds a whole new level of gameplay thats never been seen before. you can play spec ops mission in citys and lean around corners, see inside houses without exposing your entire self to them. this mod just made 800 differnt missions a whole helluvalot easier. after using this how you can possibly think to yourself "eh i dont know i like standing in the middle of the street while being shot at rather then exposing my gun and head." is beyond me. so yes.. this should be a standard addon. -
check the Suchy/Earl USMC pack. the Russian Naval Infantry has some weapons that might be useful (note: Y2K3 Includes that addon so check your editor)
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OFP Animation Enhancement V0.5
Pappy Boyington replied to Locke@Germany's topic in ADDONS & MODS: COMPLETE
there will never be an mp compatable version. not until server owners are smart enough to realize "every last OFP player with even half a brain will have this animation pack, or a mod that uses it.. i better integrate them into my server" so until servers start running this mod.. the whole "MP compatibility" is impossible edit: note that i am not yet voicing my frustraions that servers dont use this... becuz its still work in progress but after the final version of this pack is released.. if at least 70% of online servers arent running it.. then i will be rather displeased with the response of server administrators. 111 -
i will be including my own custom animation pack based on sancuarys 1.7 patrol animation pack adding more streetlights means editing the island, this i cannot do. (well i can but i wont) the weapon u speak of is in the INQ_Weapon_Pack.pbo 99% of all the weapons used in Y2K3 come from that pack. with the exception of the M1911, M82, and M21. all the rest are INQ.
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FlashFx Units Replacement pack 5.0!
Pappy Boyington replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Ok, if the same problem happens on both Y2K3 and FFUR, it must be a tracer config thunderbird84 used from Y2K3 (I think)... better wait till TB sees this. first off quoting images usualy results in the death of the offender secondly yes ive had people complain about the "tennis ball" for me to but what yall dont understand is.. thats how the tracers work. they leave the gun at the same time the bullet does and follows the bullet the entire path. unlike wolfbanes tracers (which i used on the tanks) that spawns a good 80m away from the player and follows the bullet so far before falling away. that is the way bn_880 scripted those tracer rounds is to spawn at the end of the gun. but what gets me is ive only had 2 people complain but in this topic i see even more people complaining about it.. and what i dont get it.. you see it for exactly 0.02 of a second. and yall overreact like the thing hovers there for a day and a half. its bam gone. bam gone. its not that big of a deal. if you want tracer rounds then your gonna have to deal with the "tennis ball" 2 one thousands of a second effect. look at it this way. its a reminder that the tracer rounds actualy work -
ok heres a comparison on nogova with lipany before after
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ive tweaked it an itty bitty bit since i took that pic but i think ive found the point of brightness for the streetlamps from CWC thats a perfect balance between lighting and realistic.
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ok i got the ladders working like they do in the mapfact Editor Update addon. which also means u mound the ladder bass ackwards but with a lil skill you learn how it works. you climb the ladder til your feet are slightly above the steps. then you "drop ladder" and viola.. you land on teh steps allowing u acess to the roofs of the garages. and while i was tinkering with those.. i remembered something else from playing a red hammer mission. the BIS street lamps.. or should i say spot lights that light up half the damn island are a tad on the annoying side eh? so i went ahead and tweaked the street lamps of the CWC to the "real lights" color and ambiance settings. heres a pic of Morton on everon at 2 in the morning beautiful huh? Â Â and realistic too. now the morton doesnt illuminate the surrounding forest. there is one tiny catch however. in some instances like montignac.... where theres only one light, its barely enough to light up half the town. but the fact remains its realistic and looks nice. any comments on the "CWC-real lights" tweak? if i dont get too many complaints then this will be in the final 7.1 patch. edit: note that i can change the ambiance lighting figures higher or lower too. so its not a "this or nothing" kinda thing i could tweak those more if anyone has any complaints
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Transparent Water by Voyager
Pappy Boyington replied to -HA-kgb-cccp's topic in ADDONS & MODS: COMPLETE
I take this back. The lag was causes by something else, there was application running that 70% of my CPU resources. It runs smooth now. Another one bites the dust. 70% Thats alot may I ask what it was another game or something he was downloading more of that porno-graphy. that usualy takes up alot of resource i shoudl know becuz... a guy, that i know.. umm yea he told me that it uses up alot of memory. yea. guy i know. him. hes the ony that told me that. i dont do it. i just found out from him -
ok as you know im waiting on locke to finish his animation mod so while i wait ive started work on some other tweaks to make OFP grand. what i have done thus far is i got the CWC hospital to ofer healing ability. so now if ur hurt on an island like everon or malden and you are near the "hospital" fear not for it can heal you. and the repair shops, will repair your broken down arse now and if luck goes my way, which is mot likly wont but eh what the hell it might im gonna see about them tank/ammo/garage/storage bunkers to get thier ladders working as such in the mapfacts editor upgrade thing. apperntly they (the ladders) are defined in the default config, i need to look closer and find out why they dont work yet but thats my aim is to get them working. until then rest safe knowing that the repair and hospital houses now heal you. it will say "Heal at House" or "Repair at House" because in the config they arent defined to show up thus they arent named. im not gonna mess with it too much. i got what i wanted done with it so far so good. so yea that the update of the moment
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... and we go to chopper4 with the traffic (insert helicopter sounds here) yea bob we got a pile up on the USMC-Sniper highway with an overturned glue truck, so becareful not to get stuck in traffic; and downtown we got bumper to bumper traffic with waht apperes to be a T72 armored vehicle taking up 2 lanes of traffic bottlenecking everything up. back to you dan.
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Transparent Water by Voyager
Pappy Boyington replied to -HA-kgb-cccp's topic in ADDONS & MODS: COMPLETE
no i cant. i can make them work with "default" units but you make a mission where player is a custom addon, USMC pack, footmunch airplane, hell even your own trucks. they all have custom eventhandlers. custom eventhandlers dont read base class eventhandlers the way to run this would be to somehow find a way to make the script create the water thing (im too tired to see exactly how u did it but i have an idea from the script names) from any unit. right now, its my understanding the script runs for the "player" if the script doesnt detect if the unit-a running the script is an AI unit the script probably ends correct? well find a way to "init-once" and run it from an AI or player. because no matter what mission is made on wahtever island theres ALWAYS ALWAYS ALWAYS a BIS unit SOMEWHERE on that map. and if u can find a way to make any unit, AI or player activate the water creation then it should work 95% effectivly without "missing water" and forgive my simple-solution mind here but umm has anyone attempted to make the default anim textures transparent? or what about the orginal water model? obviously you put a model inplace of the old one, cant we use a skypack-like installer to replace the orginal water model? -
Transparent Water by Voyager
Pappy Boyington replied to -HA-kgb-cccp's topic in ADDONS & MODS: COMPLETE
if u fly with an AH64, BMP2, Small Car, A10LGB or M2A2 it wont work it uses a script to initiate. and they only modified the orginal config, the rest are 3rd party addons that use 3rd party eventhandlers. until they find a way to initate this some other way i fear not many people will use this due to 3rd party addons. -
Transparent Water by Voyager
Pappy Boyington replied to -HA-kgb-cccp's topic in ADDONS & MODS: COMPLETE
well congradulations cuz as of right now your the only one that seems to be able to get it to work  tried integrating it into Y2K3 no luck tried it by itself, standalone, no addons except OWPW no luck except that dispite the fact that i had no transparent water, my ofp crashed randomly  edit: ok the post above me explains all that -
Transparent Water by Voyager
Pappy Boyington replied to -HA-kgb-cccp's topic in ADDONS & MODS: COMPLETE
you can depbo the OWP_water_settings.pbo and modify the "distance" in that script