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Rastavovich

BI Developer
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Posts posted by Rastavovich


  1. Hmm, your CTD are caused by missing models... Check carefully your -mod folders aswell.

    Quote[/b] ]The latest version of the vit apcs didn't come with a config file - maybe you need to remove the VITAPC_config.pbo?

    No, you need a vitapc_config.pbo.. dunno why it wasn't in the pack, download the patch 1.3-1.4 to get the latest vitapc_config.pbo.


  2. i know an very veyr easy fix for this..

    stop using config.bin files for your add-ons and let people edit them to their taste and equal them up to other more real add-ons..

    problem is that the data for the defualt BIS is completely wrong. so why base it on a wrong data.

    just release a config.cpp file and let people do what they want.

    i hate these config.bin add-on makers are using..

    What you are moaning about, the .pbo is openable without problem.. you should allready know how to unbin a config, since it was discussed a hundred times before, if you don't.. try the search function.

    @Lt_Damage: As we stated before there might be a second line of vehicles, which will fit then to the Sigma/RHS system, in the future.


  3. cr2_10.jpg

    cr2_7.jpg

    We decided to release a new beta of the Challenger 2 (V.95b this time) with some fixed issues and some new scripts.

    What changed:

    -changed: some config values

    -added 2 more groups

    -changed: only 3 tanks per group now

    -fixed: Groups were under side East

    -fixed: Loader was sitting in the roof

    -added: New marking script: Tanks are marked like they are in british army (at least we think they are:). The markings can be set aswell by user.

    -added: If you place a tank or a group the loaders will placed automaticly (if you have place for them in group).

    -dunno, maybe we did some more, but i forgot about it...

    The DKMM_RSC was updated aswell (V1.4 now) and contains some new scripts for CR2,VITAPC and a small update of some  Black Eagle ones.

    EDIT.....

    The upload of the VITAPC pack (V1.4) is completed.

    Changes:

    - Fixed: several scripting errors with new DKMM_RSC

    - Changed: New Arena scripts added (look much better now)

    - Changed: Config optimized

    - Changed: one weapon model

    - BTR-80 has now a working smokelauncher

    - Autosmoke option removed for now (didnt really work anyway)

    For all those who have allready V1.3 of the pack and don't want to download 17+mb again we will provide a patch (~100kb)with the two files that changed in it. Unfortunally you have to unpbo/pbo the file yourself and place the files in it.

    The patch will be uploaded tomorrow.

    Head to our page to get the new stuff (click my sig).


  4. the camo rolls appear randomly on the uparmored versions at mission start, just one of those features ya know... smile_o.gif

    Is there an init line entry to ensure this as its closer to rl.

    No, it is set with the probability of .5 (it is calculated over the init position of the tank, so it will work aswell in mp games).

    You can make sure it appears with moving the tank a bit around in missioneditor (1 meter more/less to the north can make the difference).


  5. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Mine: TimeBomb

    {

    hit=750

    indirectHit=750

    indirectHitRange=5

    simulation="shotMine";

    model="m19_at_proxy.p3d";

    defaultMagazine="Mine";

    };

    if you are talking about the config.


  6. The ability to accelerate it IIRC calculated over the weight of the model and the maximum speed set in the config.

    A plane of low weight accelerates faster, while a plane with same speed but higher weight reaches higher speeds. The low weight should use a shorter runway then aswell.

    BTW, I would use an afterburner script (not that hard to build in), cause there you have more freedom to set the limits.


  7. I've not played one single mission, nor have I finished OFP:CWC or Res campaigns.

    Lol, nearly the same here, I finished OFP:R just 2 weeks ago.

    Even if I start the game around 50 times a day, I never find the time to play a mission. The only real playing: sometimes I place my little tuned mini on an island and race around with it to get my head free. But after 10-30 mins I am back on codewriting.

    Maybe I should contact a doctor.


  8. Im having problems with the pack, when i load up the game it says it requires 1.92 even though i have a newer version (Fresh install yesterday) and the units dont show up ingame sad_o.gif Plz help i wanna use these addons cause they look amazing.

    Make sure you start flashpointbeta.exe


  9. Yeah I have already tried that. All I have is the new Vitapc.pho, DKM RSC.pho ( the new one was smaller than the old one?) and Vitapc_config.pho. in res/addons. am I missing any?

    Well, the error you report is definitly caused by an old vitapc.pbo.

    The situation is the following: the old vitapc.pbo contains a config therefore will be precached by game. The new vitapc.pbo has no config in and so it will be loaded on demand, but since the engine allready found an vitapc.pbo (the old one) it will search for the models in the old .pbo (which of course don't have that models) and report the error.

    That's why you should carefully look through OFP\Addons and any other modfolder you might have on you machine and take the old .pbo out.

    If you think..hell this cannot be, there is no other, try the following: 1. rename the pbo extensions of the vitapc_config to .pbx (or whatever) so it wont be loaded anymore. And I bet you will still have some of the tanks in your editor (from the old vitapc.pbo).

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