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PhilippRauch

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Everything posted by PhilippRauch

  1. Hi, i have often played on a nice server and just forgot to jot down the name or just was too tired to do so (nights are still the best time to game ) So it woulb be nice to have a Favourite Server List inside ArmA. If you are on a server you like to visit again, lets say its 0430h and you want to keep going after 2h sleep, you type at the chatconsole #bookmark server and it will be added to the favourites list (or filter) at the serverlist. Or maybe its added to a list for one of these ArmA-Launchers...
  2. PhilippRauch

    Advanced Combat Environment

    Hi, for those who think QG isnt worth the €17 (thats 30AUS$ right now) should wait or look around some longer, since the pricedrop and used boxes will come sooner or later... i remember seeing resistance just a year later for under €10 in some electronicsstore... no warez though! I have an additional ARMA copy for my server, bought it for less than €10 on ebay... works fine and even if its without manual or such... used DVDs for ARMA or QG can also be bought cheaper at the local videorental, since they are "used"
  3. PhilippRauch

    CoC Command Engine X

    It seems that, for some reason, the addon coc_cex.pbo (it contains both CoC_CommandEngineX and CoC_InterfaceEngine) is not loaded from the mod folder. All I can suggest is check your shortcut command option '-mod=@CEX' or, for a test, put all CoC addons into your main addon folder. Most of this is currently under construction, especially the ability to track friendly units which are not under your command (as an option assignable by mission designers). At the very least, a CEX commander will always see orders given to him by superiors, as well as be able to track all subordinates at all levels. Hi, thanks it works now, but the shortcut ist perfectly fine, just like the others... mmh.. i wil try around just looking forward for the final..
  4. PhilippRauch

    CoC Command Engine X

    I cant start any mission, neither from singleplayer-mission nor MP or Editor. It always pops up the following error message, after seemingly loading the mission. It shows the error right after having loaded and before the screen changes to the mission, it jumps back to mission selectionmenu. Its from the german version, so the errormsg is german of course... But it means something like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">You cannot play/edit this mission , because it depends on downloaded Contents, which have been deleted.CoC_CommandEngineX, coc_interfaceengine Screenshot _ german I have a modfolder @CEX into which i copied the addons folder from the downloaded archive. Running a shortcut with -mod=@CEX thus.
  5. PhilippRauch

    Non Blinding sun/ Damage textures upgrade

    Hi, wasnt there a patch-program for .pbo? I think there was one, at least for OFP. Or was it just the standard software-patcher allmost everybody uses for their software? I think the best solution would be to do that patchprogram after all is finished and to make it create a new Addon Folder automatically, The Enduser will just need to add the line to their startuplink. Can anyone give me a tip which patchsoft that was? Thanks, Vigilante
  6. PhilippRauch

    Non-blinding sun mod

    Hi, you can download her pack and just use the sunflare or just the new shore, or all or just the damage... its .paa that need to be put into a extracted ca.pbo and repacked. simple isnt it? Well you need the .pbo extractor and a .pbo packer. I have one which resides in my right-click menu. For the new mod it would be nice to be able to lock the vehicle... Keys or maybe a 'chuck-chuck' , ya know these little door openers... maybe even a car alarm if someone doesnt have the right 'chuck-chuck' in his inventory. Maybe he might still board the vehicle but no driving and lots of noise. Anyway, keep going its nice!
  7. PhilippRauch

    Dynamic Mine Field

    Hi, very nice, i wish i had such in OFP-Times... But AFAIK arent Mines placed randomly in Minefield, or do they? Maybe some Guerrilla Army or such, but normally they are placed in such patterns, to really deny that area or avenue of approach. Except those channels. And a properly trained Army will have plans on location and such if there should arise the need to remove them for own troops or after the war is won/lost. Well, ok the Saharani Forces might be not THAT properly trained... Another nice touch would be to have them disarm after a certain timeframe, like the newest kind of mines. I think this could already be done by the mission-creator via scripting. I think new mines need nowadays to have such technology implemented to be accepted by international Law. Although how Countries, even western, do adhere to those Laws is another, totally different story... sadly
  8. Vigilante's firesmoke_ca.paa I didnt like the ArmA firesmoke effect. The Flames where too bright and too many and they had not very smooth tweens. The Flames in my firesmoke are darker, less and i think the tweens look better. I also like the small separated flames better (those rising with the smoke). There are also more turbulences going on inside the fire... I think its the same smoke-effect as in ArmA, i didnt tweak there AFAIR. I just put in new flames tweaked them and changed the alphachannel a bit as well. Its saved from Photoshop with paa-Plug using the defaults and highest setting for imagequality. I will tweak some more for sure, but for now i like it this way. The flames should be more concentrated around the vehicle, though... Have fun and best regards, Vigilante Photos: with Vigilante's firesmoke_ca.paa in ca.pbo: The orginal Version for comparison: Download RAR-File from mooload.com (695kb / unpacked=1,33MB) Mooload: vig_firesmoke_ca.rar Rougepost: vig_firesmoke_ca.rar Unpacker, if you cannot unpack .rar: 7zip
  9. PhilippRauch

    Vigilante's - firesmoke_ca.paa

    Ok, there`s one gap/jump in a smoketile, i will fix that next along with sizing down the whole fire, so its less "engulfing"...
  10. PhilippRauch

    New fire texture beta 0.2

    i like the smokecolour, but for me the fire is somehow too reddish... for this colour of smoke the flames are too big, since the darker the flames the lower the temperature and vice versa... Also thick black smoke shows low temperature burning with little or no excess of oxygen so most of the carbon goes off as sooth. your smoke need less flames, even maybe none, tanks are from steel, iron and such... if they burn, they burn on the inside, except the tank has been torn inside out by some larger ordnance. They are so rigid, they rather 'pop' their turrets than cracking the mainbody-shell, if something explodes in the inside. flames can get out of a tank only through openings. So i would like with less 'flaming moe'. Best would be first lotof flames and brighter smoke which changes over time to just smoking to smouldering to extinct...
  11. PhilippRauch

    Hope you can help me

    thanks for the quick reply! i actually came across that domove command and it now works splendid, it uses something like you wrote sanctuary. thanks though I run out of time now and i have to go, so i will post the whole bunch of script when done 100%. Right now i work on turning the unit by 45deg.. (i will try 45deg. first) Any idea for that? I think i will end up using a function for that, i think it was called pos2dir.sqf or something like that. thanks and peace!
  12. PhilippRauch

    Hope you can help me

    Hi, i did a script checking if a OH-58 has a player as gunner and a AI as pilot and then adding a row of actions to the helo. If the pilot dies, becomes a player, if the player leaves the helo or if the helo becomes more than 0.85 dammaged the actions get removed. That works all fine... The problem though is, that my actions contain flyinheight commands, namely: Fly Treeline: _helo flyinheight 19 Fly 5m up: _helo flyinheight (_height+5) Fly 5m down: _helo flyinheight (_height-5) etc... Now, the Action "Fly Treeline" and "Fly 5m down" work. The others dont, interestingly the helo does all sinking commands, but no rising commands. It only goes lower with flyinheight command. NEVER higher. With the setvelocity it seems do go up, but i would rather not use this command, because the result isnt what i need... ...any idea why the flyinheight doesnt brings my helo up?
  13. PhilippRauch

    FlashFx Units Replacement pack 5.0!

    Hi! I had troubles installing on my WinXP Pro SP2 System. The installer wouldnt start... Fix: Change the compatibility Settings to "Windows 98/ME" and "disable Visual Themes" and "turn off advanced Text..." This worked for me.. peace!
  14. PhilippRauch

    New release date worldwide: Spring 2006?

    I remember having read, that for the first OFP they started development in the early 90s... if not late 80s .. so good thinks/things do indeed take awhile... (it was in some interview.. the scan was here on the forum i think?) and there is alot of space for improvement... even engine wise.. just look at that dx .dll thingy... also all the modmaker becoming better and better... i would save my money for hardware, not buying VBS1 .. so each upgrade makes my OFP1 better/faster/prettier last but not least... gives us non-modders time to become modders ourselves... ;) peace! keep going!
  15. PhilippRauch

    The b-52

    F-4 = cropduster also..
  16. PhilippRauch

    Wargames addpak 4.0 released

    well, the last one is excused... but the other ones... shame on you! ;)
  17. PhilippRauch

    The b-52

    well just a week ago i saw a report on the b1 on discovery or some other of those knowledge channels... it said that the b1 crews have been trained to attack with conventional bombs over the last years and are now ready to be used as such... their speciality is to attack in a highspeed lowlevel flight and drop their 80 or something mk82s in a couple of seconds on the target... since the plane has no active defense systems, the way to escape a enemy interceptor is to switch to their autopilot... if the plane detects an enemy interceptor in an 40miles (or km?) radius the crew switches on the autopilot, release the flightstick and hopes that the autopilot does what its intended to do... it will dive down to about 150m and will follow the contours of the terrain on its own, thus disabling the enemy planes ability to track them with their radar... .. well i tell you, seeing that plane literally "spitting" out their payload just looks awesome (frightening at least).. i would keep the b52 and the b1 as long as possible, since developing new bombers is damn expensive... but from their 800+ B52s the US had, most will be destroyed over the next years, due to those contracts (START? or was it SALT? dont know) but i still think, that the b1 is the best looking bomber around... edit: i think the b52 had/has some guns on the tail... (at least on my plasticmodell i had as a youth ;) )
  18. PhilippRauch

    North devon terrain

    well, i would download... but that isnt a tornado... ;)
  19. PhilippRauch

    Ofp 1.5 join in progress "jip"

    i would pay addon prices ... like half the games retail or something like that... and if there are many really awesome updates included, maybe even the full price of a newly released game...
  20. PhilippRauch

    Mapfact airport addon & mines v1.2

    thanks alot... this pack is very good... i LOVE the flaretrap!!
  21. PhilippRauch

    Wargames addpak 4.0 released

    mmmh... i think the white cloud around explosions is condensing air due to compression from an explosion.. imho.... and it gives the MK82 that awesome look... (please please ... finish that FAB250, too ;) )
  22. PhilippRauch

    Wargames addpak 4.0 released

    hi... right now i integrate the SP/MP support pack into a wgladdon mission, only thing is inside the scripts they need the petite and grande letters for telling you where the support is going to i.e. Aa54 .. But WGL uses the 003232 system, i know where to change inside sp/mp pack but i dont remember where i have seen the sixdigits script... where was it again? EDIT: found it right now... wgl_gridcoord.sqf lol
  23. hi! I just took the sectorcontrol mission from bis and plucked it apart for my own sectrocontrol thingy... now i want the triggers only be activated by landunits.. so even when you arrive in a helicopter you have to put your feet on the ground first... i want to prevent that you can fly across the map and get all sectors in a few minutes... i want the players to really control the sectors by being there on the ground... i think i have to do something with the " on activation " field .. any suggestions?
  24. PhilippRauch

    Trigger without airunits

    hehe.. dont be sorry... gave me opportunities to learn more of those "obscure" syntax/commands... ;) i will use the getpos version, for some other nice things for sure... thanks again to all!
  25. PhilippRauch

    Trigger without airunits

    hehehe.... damn... i ALWAYS forget to use those marks... " i was heading in that direction Bart.Jan... but without those "" it didnt do anything... lol of course i know why.. but to remember it at 3am... hehehe thanks alot!
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