QBA69
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Everything posted by QBA69
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I'm using "DMA_Army" as my base unit models but don't like the looks of weapons. So I downloaded "AT" replacement and followed all instructions included hoping that it will give me better looking weapons. But actually nothing changed at all:confused: Here's a proof - this is how some LSR M16/M4 look like in OFP (without WGL): And here's how M4 looks in WGL with AT weapons: And that's my edited "wepdefwest.hpp" (all M4 sections changed): Could someone tell me please how to reconfigure this config to make it work?
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I'm trying to replace BIS faces with the ones from Hyakushiki's US Soldier Pack but it's not working and I don't know why? I mean when modifying within addon's original config like this: class EventHandlers { Init="[_this select 0] exec {\HYK_BISfaces\faceinit.sqs}"; }; it's working just fine. But when replacing the cfgFaces class in the main config.cpp like that: class CfgFaces { class Default { name="$STR_CFG_FACES_DEFAULT"; //texture="xicht_2f.paa"; texture="\HYK_BISfaces\face00.paa"; east=0; west=0; }; class Face1 { name="Peter P."; //texture="xicht_a.paa"; texture="\HYK_BISfaces\face01.paa"; east=0; west=0; }; it's not working at all and faces look like this: Could you please explain it to me and tell how it should be done properly?
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Thank you Sanctuary for your reply and at the same time I'm sorry I wasn't clear enough. The problem is I'm trying to replace BIS faces because I've already replaced BIS units with CameronMcDonald's FacePlant US Infantry. These units use by default Llauma head model and require Facestex2 addon. But that Facestex2 can be replaced by HYK's BIS faces addon. That's why I wrote that when changing Init eventhandler within FacePlant config works and units still look ok. The problem is when trying to replace cfgFaces class of main config.cpp - no matter whether replaced or not xicht_XXX.paa textures to corresponding \HYK_BISfaces\faceXX.paa faces look like some kind of mutes:/ So basically changing this: //texture="xicht_2f.paa"; texture="\HYK_BISfaces\face00.paa"; doesn't work at all:confused: And I don't know why?
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Afaik, there's only T-72B - made by ORCS. ORCS T-72B V1.2
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Here you go: voiceRH.pbo Just copy it to your "OFP/Addons" or "OFP/Res/Addons" folder and you're good to go:) ps. You'll also need to edit your profile in game and change "speech" to some Russian when playing on East side.
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I know about that link but unfortunately cannot make that patch work:/ And still handgun fix is not included so maybe someone has those two files? BMI_Blackops_v1-1.01_FINAL.rar BMI_Blackops_Handgun_Fix.rar
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Should be this one: RKSL-Netpack-USV1.0R.rar And I'm in search for Holy Grail International BlackOps v1.01 Full/Final and BlackOps Handgun Patch by Bambi. These two files to be exact: BMI_Blackops_v1-1.01_FINAL.rar BMI_Blackops_Handgun_Fix.rar
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anyone???
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Libmod in one pack just poped up on flashpoint.ru forum: http://flashpoint.ru/forum/showthread.php?t=14670&page=352 Although, it seems to be buggy a bit: I think it's a good opportunity to grab it for those who are into WW2 stuff.
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Many many thanks Zulu. Files are working just fine:)
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I'm looking for two additional soundpacks for JAM3: Rainbow Soundpack and CineMania Soundpack. If someone could upload them as I cannot find them anywhere:(
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It's been over 5 years since last post:/ C'mon guys - no new interesting islands over that time? Keep'em coming - don't be shy;) ps. I'd vote for making this thread sticky.
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Here's one: http://forums.bistudio.com/showthread.php?t=41597 Link still working but don't know how it looks in game. I guess CSLA one might be better.
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But unfortunately there's no grass in OFP:( It must be something else I guess. EDIT: I know there's UWAR grass addon (and looks pretty cool) but I wasn't using it it that case.
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I installed this addon and found that sometimes AI units can spot things (e.g. trucks, other units) that are impossible to notice for a player. And also AI units in prone position keep shooting at other units even though the bullets get stuck in the ground just 1m in front of them. Is this problem related to that addon only or it's something "bigger"?
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here Btw, next time post in here: OFP Addon request thread
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You need to download only ver 2.5 and patch for it. Both can be found on ofpr.info website (link below): WW4 Modpack 2.5 & patch 1 And if you have previous versions of this mod - delete them first and only then install this latest ver.
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After watching docus like "Sniper: Inside the Crosshairs" or "Sniper Deadliest Missions" it's hard not to admit that unfortunately sniper in OFP is a misunderstanding:( Can someone point me please to this DM Hide thing - I can't find it somehow:/
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WarGames League v.5.1 (WGL 5.1) Full Release
QBA69 replied to .kju's topic in ADDONS & MODS: COMPLETE
The model for SF Strike Team Medic is not replaced when using DMA_Army config. How can I fix it? EDIT: One more thing: when I enable option: #define HIDE_BIS_VEHICLES in config_base.hpp then all Medic units disappear from the editor:/ UPDATE: Ok, I fixed both problems:) You can forget it now;p -
Can someone tell me please if it's possible to change descriptions (that are seen on screen) and sounds of weapons and vehicles while changing their models? I'm trying to make UKF model replacement and just thought that it'd be desirable to change also these two features. I just hope it's not "mission impossible";/ EDIT: Please let me know if someone knows who made the generic replacements for WGL5. I'd rather contact that person than post in here since it's strictly WGL issue.
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WarGames League v.5.1 (WGL 5.1) Full Release
QBA69 replied to .kju's topic in ADDONS & MODS: COMPLETE
I think that it would be great to have all info on WGL gatherd in one place. This mod deserves it like no other. ps. For example I could at last learn why there are no silenced weapons with scopes to play with?:j: -
WarGames League v.5.1 (WGL 5.1) Full Release
QBA69 replied to .kju's topic in ADDONS & MODS: COMPLETE
It's wishful thinking I guess but maybe someone has already made UKF model replacement (the way BWMod or SFP were made) and would like to share it? -
You mean this one maybe: http://tactical.[b]en[/b]kromantix.com/ofp/island.php[b]*[/b] http://tinyurl.com/6rpqslj * - swap first "e" with second "n" or just click the tinyurl;)
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Spawn flares with map clicking?
QBA69 replied to domcho's topic in OFP : MISSION EDITING & SCRIPTING
it's only a small typo - no worries;) onMapSingleClick {[color="Red"][[/color]_pos] exec "flares.sqs"} -
Here's my situation: I got group "reds2" (only AI units) that at some point needs to get in Ural track and after a short ride I need them to disembark and go to town (I placed marker "town" on map) where there's a fight going on. Everything is fine till the moment they disembark. After getting out of the Ural they start to run into their previous positions (before mountig the track). Can someone explain to me what's going on? Why don't they follow "doMove" command which I placed in the trigger "support arrived"? ps. This trigger ^^ is placed over the last WP (transport unload) of the track and I synchronized them (just in case).