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Psychonaut

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Everything posted by Psychonaut

  1. Psychonaut

    DMSmokeEffects Grenade effects beta

    Looks nice, but somehow the chopper smoke effect is messed up with the new dmsmoke.pbo. The tank smoke looks still fine.
  2. Psychonaut

    Smoke Effects beta 1

    And at last you are mentioned at armaholic.com. Seems, that you will become very popular in the community !!! And if you ask me, you deserve it! The new beta looks very nice. The blurry thing does not bother me very much, but it´s good to hear, that you fixed it. I´m using your addon with the newest version of XAM, ´cause they have some nice tank-explosion effect. I had to edit some eventhandlers to get it to work, but nothing too complicated. What can i say:it feels and looks like a totally new game. Of course it works only with the large world trigger but i´m sure sickboy will find a solution for it. I´ve tried it by myself, but i was not able of coding a working eventhandler an script. Sorry, i really would have liked to help you with it. I´m looking forward for the next version.
  3. Psychonaut

    Smoke Effects beta 1

    Hey nice. I will test it asap. And good news, that sickboy is working on it, too. You are turning Arma into a totally new looking game.
  4. Psychonaut

    Smoke Effects beta 1

    Maybe i´m the only one interested in this great addon but are there any news or at least somt tipps how to get this to run in the SP campaign?
  5. Psychonaut

    Smoke Effects beta 1

    I´ve tested the whole evening to get this stuff to run in every mission by editing the cfgVehicles.hpp and inserting eventhandlers, but it don´t work at all. I´m not really into this stuff and it´s a lot of trial and error. Maybe someone have the right idea, how a working eventhandler could look like and how to get a working .hpp file. It´s really frustrating to have this great addon and can´t use it in the campaign. me think, editing OFP was much easier, wasn´t it.
  6. Psychonaut

    Smoke Effects beta 1

    Placing an activator for every single mission is pretty much work to replace the vanilla BIS smoke. As far as i know a sloution would be to implement a config.cpp to your mod and change the eventhandlers for every unit to use your smoke. I did some config-editing once in OFP, but thats long ago and things got much more complicated in Arma. But there are a lot of code wizzards around here. I bet there is someone, who can help you creating something, which will be able to replace the vanilla BIS smoke (at least for singleplayer).
  7. Psychonaut

    Smoke Effects beta 1

    Is it right, that the new smoke just works with your included mission. I hoped, the addon would replace the BIS smoke, so that every mission could profit from the new one. But maybe (hopefully ) it´s just because of the Beta. BTW: there some bugs like the blurry smoke, but i´ts really some eyecandy stuff. Keep on your good work Just a suggestion: maybe you should half the size of the cloudlets esp. for the tanks. Now it looks a bit overdone.
  8. Sounds really promising Can´t wait to test it!
  9. @DMarkwick You´re smoke-mod does really look excellent. Any Idea, when you´re able to release it? And most important: does this work in SP, too?
  10. Psychonaut

    FlashFx Units Replacement pack 5.0!

    @ Thunderbird yes, you´re right the debris appears green in the radar. It doesn´t bother me that mutch, but i think it really causes some slowdowns. You´ve changed the ammount of debris in the plane explosion, aren´t you. I´m really looking forward for 5.0. I think there are always some things left, which can be made better. You became a real perfectionist, lately
  11. Psychonaut

    FlashFx Units Replacement pack 5.0!

    Once i´ve edited the effectpack.pbo, where you can find the turret thing, to have less debris. With that setting it works much faster than the ffur4.5 explosion and looks way better. I´ve send thunderbird this effectpack-light, but he said, it causes some trouble. Me for myself, everytime a new release came out, i changed the tank explosion to the effectpack-light version, and i´ve never noticed any problems with it.
  12. Psychonaut

    FlashFx Units Replacement pack 5.0!

    I know, i´ve been here often critizise your hard work. But what can i say? Flashpoint with FlashFXUR feels nearly perfect. Like a whole new game. awesome Job (now take some rest )
  13. Psychonaut

    FlashFx Units Replacement pack 5.0!

    I´ve noticed 2 Bugs so far: 1. the bn_tracer doesn´t seem to work temporarly (sometimes it does, sometimes not) EDIT: the tracer depends on the weapon you use. I just havn´t noticed it before, so it seems no bug 2. the satchel-charges disappear after 3-4 seconds from the screen and from the "action-menu" (3.) the icp-effect still don´t work The new apache seems to be in beta status, because it has no spec map and a weird explosion effect, when destroyed. The anims are pretty cool.
  14. Psychonaut

    FlashFx Units Replacement pack 5.0!

    What i wanted to say (I guess i have to work on my english a bit)::D The icp-effect (this line: _this exec ""\ICP_effects\tankstvol\tankstvol.sqs"") doesn´t seem to work any longer. Its the effect that causses a huge flame and flash when firing a tank. It worked till 2.0 so i think that there is another script, that overrides it. I´ve fooled aruond with the config a bit, but i couldn´t find a solution. BTW: I´m just joking. Your mod pack is good as it is, with or withuot my explosion The error message, that you get with the Tank-effect has IMHO something to do with some ai-scripts. It seems to occur, when the tank crew tries to leave the tank when the explosion begins (something like that).
  15. Psychonaut

    FlashFx Units Replacement pack 5.0!

    In Germany you would say "man sieht den Wald vor lauter Baeumen nicht". This means: sometimes the solution is that near, that you are not able to see it. The ClassTank EH doesnt work any longer because of the new ClassAbrams EH (or the "new" unit CLASSes at all). What i didn´t find out, why the icp-effect (the big nice flash, when you fire a tank) doesnt work any longer. Getting this to work would make it perfect. BTW: the sounds you chose are awesome. I also like the plane splash and explosion. The effectpack explosions have much more "oopmphh" than the nmod ones. The good balance you choose makes the game look better than ever.
  16. Psychonaut

    FlashFx Units Replacement pack 5.0!

    Again you improved your pack a lot. What i do still miss since ver1.6 is the ORCS Flash effect and "my" little tank explosion and some other effects, mainly the shell impact. This little "poof" that you now get when firing a sabot is imho way too tiny. I would change it myself and don´t bother you any longer, but it seems, that the classTank EH doesn´t seem to have an effect any longer. Which lines in the config does effect these effects now? I would be thankful for any advices.
  17. Psychonaut

    FlashFx Units Replacement pack 5.0!

    @pinch these lines are located in the config.bin. But there are other treads out in the forum, where you can read how to edit/change things in the config.bin. This is the wrong place. Just the basics: Debinarize the config.bin with BinView to a config.cpp file. The config.cpp can be easily edited with the notepad. Binarize the .cpp again with cpp2bin and have fun.
  18. Psychonaut

    FlashFx Units Replacement pack 5.0!

    Do you think of reimplementing the orcs tank effect and the (what i call) shell explosion (shoot with a tank on the ground and see a huge explosion with debris)? They don´t work for me any longer. As i can see in the config.bin, they are still implemented, but any changes in the classTank eventhandler does´nt seem to have any effect. I think it has something to do with the wgl support and i don´t know, how i can handle this. BTW: if anybody want the body explosion, just replace the classMan:land evethandler with this one class EventHandlers {init="[_this select 0] exec ""\effectpack\skelet\initman.sqs"";[_this,""M16"",""M16""] exec ""\TACTEvents\onPlayerInit.sqs"";[_this select 0] exec ""\Nmod_Effects\feetdust.sqs"";[_this select 0,2]call loadFile""\bn_tracer\addTracerUnit.sqf"""; fired=" _this exec ""\nmod_effects\backblast.sqs""; _this exec ""\Nmod_Effects\fuseinit.sqs"";_this exec ""\VME_events\Script\SFevents\SFgrenade\SFHE.sqs"";_this exec ""\VME_events\Script\SFevents\SFgrenade\SFHE2.sqs"""; }; }; This should work under 1.6 and 2.0
  19. Psychonaut

    FlashFx Units Replacement pack 5.0!

    Hmmm, although (and i think most people do here) i know that you spent much time in building this patch, i have to say that it is a step backward. If i want realism i play EECP. It´s easy to add the FlashFx explosions there. What you have done before is an optical upgrade of the game, and you have done a great job. Now you have (for example) replaced the tank shell impact, which i one of the greatest improvements of flashFx. Also reducing the ammunitions is a great step toward realism but a step back in fun playing the game. It seems that i have to play 1.6 for a while.
  20. Psychonaut

    Grenade Explosion

    tHX TO THE REPLY
  21. Hi, i want to replace the Hand Grenade Explosion, but i didn´t find the exact line in the config.bin. Maybe you know what class has to be modified? Thx, Psychonaut
  22. Psychonaut

    FlashFx Units Replacement pack 5.0!

    Hi, did you encounter problems with the EffectPack, i´ve modified or with the included config.bin? I havn´t had any problems at all. All you have to do is to add "_this exec ""\EffectPack\tankeffect\init.sqs""" to the init-line in the class tank eventhandler and, of course, use "my" version of the effectpack. So you got a much better tank explosion with less debris and less framerate drop. Of cousre, only if you like the effect
  23. Psychonaut

    FlashFx Units Replacement pack 5.0!

    I agree for sure I´m glad that i could help. Now, kepp on the good work
  24. Psychonaut

    FlashFx Units Replacement pack 5.0!

    @ thunderbird as you wish, mail is on the way. (the rared file is just 900 kb) comments are welcome. btw: the included config.bin is based on your 1.5 patch. I´ve made no major changes (just added 2 explosions and set two timetolive-parameters) have phun
  25. Psychonaut

    FlashFx Units Replacement pack 5.0!

    Hey SPQRTREIJGF - something You really went on my nerves!! Back on topic: after hours and hours of trial and error i´ve modified the EffectPack.pbo (in detail i´ve changed the tank explosion script). I´ve reduced a lot of debris, so the explosion is not that spectecular as before but still very nice (YEAH let the turrets fly!!!). I think most mid and highend machines should be able to handle it now. I´ve created a huge (very very huge) tank battle on desert island as a benchmark and it works better than the FlashFX explosion (´cause of the smaler smoke). Too bad that i don´t have any webspace, so if anyone would be able to "share" 9 megs i would be very grateful. I´ll go to sleep now. I check the forum back tomorrow at 1800 met. Maybe there is anyone help me sharing this to the community. BTW: i didn´t ask for permission modifiying the EffectPack. So if there is anybody who didn´t like what i´m doing speak now or shut up forever
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