Satchel
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Everything posted by Satchel
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Nice pics, but they give a wrong impression on how tracerfire actually looks from the firers position, or when seen live. The pictures make believe that you will see tracer as a line from the muzzle break to the target impact point- which couldn´t be more wrong, because the tracer is nothing other than a bullet with phosphor attached to the rear which travels downrange, there is no other lightsource that shines out of the gunbarrel illuminating the whole flightpath of the bullet. You will never see a continuous line (laser), but more very short lines or streams. They don´t look like lasers we got in OFP, my bet is that BIS took photos as reference instead of doing proper research on tracer fire, or visiting the shooting range, that is why they got them wrong.
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Don´t worry i havn´t forgotten about the soundmod; if "Earthquake" is kind enough and provides me with an unencryptet 1.40 config.bin and encrypts it back again after i edited it with the soundlinks (cause he is the only one i know of with tools and knowledge to do so), the follow up to the Beta CCIłAudioSFX soundmod will be released shortly. It will have however another name, as there were some trouble installing it, cause of the filename. While i´m waiting for the unencryptet 1.40 config.bin, i finished some addon vehicle sounds, cause i havn´t found a way yet to control them via the master config.bin. As i did the sounds i also thought that some addon vehicles could look better, so i started with the AH-64A ( which i will upload today), comes complete with realistic high Quality retexturing, unique authentic sounds, and according flightparamters. Here is some screenshots of it: Next vehicle to be treated is the Kiowa.
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Some A/C and Vehicle Addons in the making ....
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
I don´t know about FS98, but in FS2002 the Bell 206 Jetranger behaves as i expected it to. Can be flown without issues, except on the highest realism setting, where you should have some rudder pedals to call your own, cause without them controlling the tail rotor is a pain in the ass. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from PV on 10:21 pm on Dec. 28, 2001 I have fired tracers at night, and have seen it from the side.  They do look like long laser beams,  except you'll notice thme deflecting off into the sky or or to the side if you are firing into woods or into fields with lots of objects. I think I have a video of it from a 1/4 angle. ill see if i can find it. <span id='postcolor'> It´s an optical illusion that you see tracers as a continuous stream at night, as your eye takes longer to react to sudden lighting conditions and contrast changes. You can try it with a sparkler in the dark; move it rapidly up and down - it will look like stream....you can actually paint numbers or alphabets with it in the air. Now try the same thing at daylight conditions, doesn´t work. Same thing goes for vehicle lights in motion that blend you for a split second- they appear to "smear". In daylight conditions tracers look like very short light  streams, or no stream at all but like glow that travels very fast. (Edited by Satchel at 2:29 am on Dec. 29, 2001)
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Some A/C and Vehicle Addons in the making ....
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Hmm, infact i don´t know of any other Simulation portraying ATC procedures as spot on as FS2002 as anything else..... Flightmodels have been certified by Boeing, although you can smell the marketing strategy behind it, they  feel "right", even better than planes in IL-2. After all Pilots influenced the making of the simulation considerably, FS2002 is suited to be used as training aid for real pilots. You have complete Flight analyses, instructor mode, basic Flightschool and Flight certificates you can earn in VFR and IFR, for single props as well as Jets. You can download the actual real world weather and wind data for the region where you are flying. With addons you even have a fully functional Airport with refueling vehicles, passenger bus transports, catering, departure boards that show actual flights, marshalers, animated tunnels and stairs for boarding, etc etc. Considering that the whole globe is spanned, graphics are stunning and terrain has real world height data. The A/C´s are graphically the best there are- no game or simulation that is commercially available has better and more accurate models. There are nifty details such as there are smoke puffs and rubber left on the runway when touching down, wheels turn when lifting of the ground...each wheel with it´s own speed! Contrails, raindrops on the windscreen and many other details. As i took an C-130 addon for a spin over my hometown, i was actually able to identify the city part in Düsseldorf where i live. You have tons of addons, mostly from very skilled people, even real pilots that contibute to the simulation, you can make what you want out of FS2002. You can choose to be a cargo pilot flying goods from Continent to Continent with an 747-400, or you can play as a bush pilot in Africa flying a Cessna Skylane 182 S, drop food with a C-130 in Somalia, flying for a passenger flightline 777-300´s, or flying in an aerobatic demonstration team the Extra 300S or L-39 trainer jets. Almost everything is possible, you can even ride cars or Harleys. This is definitely the best and most realistic civil Flightsimulation out there, if not the overall best regarding flightphysics, avionics, display with almost infinite possibilities to customize it to fit your personal needs. Are you sure we´re talking about the same piece of software Aldega? (Edited by Satchel at 2:08 am on Dec. 29, 2001) -
Some A/C and Vehicle Addons in the making ....
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
Thanks PV, i already used this source for a couple of months now...... have you checked out the minigun opening volley vid? Could take a while before releasing the Apache and soundmod, because at the moment i´m really into MS FS2002 professional that i got christmas, it´s so d*amn beautiful and realistic that i havn´t touched any other game since i got it (takes alot of time too), even if you can´t blow things up in it. But i´m looking forward to release the OFP mods as fast as possible. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Jamesia on 8:48 pm on Dec. 28, 2001 1500 isn't that far you know. and Benze - don't be a gay. <span id='postcolor'> Well, it´s about 3 times the distance we got now (means the amount of data to be processed is consideranbly higher), and i already have performance hits and decrease in image quality when the action is on at a range of 500m. On islands as small as in OFP setting the view distance to 1500 or higher is unsuitable imho, because a) the ground textures are to small and repetative, looking crap when viewed over a large distance, especially from above. b) Fierce medium to close range battles will hardly be possible in MP, because you can see your opponent at much greater distance with zoom weapons....the ones with iron sights will be the sore loosers then. c) Slower machines/ systems will have a very hard time. Instead developers should use fogging consequently.
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The "lean" or "peak" animation got my vote too. The soldier should be able to move its upper torso independant from his lower torso and legs....just being able to turn the head is not enough in all situations. A.E. you layed an ambush in a city, it´s crucial you don´t get spotted to early- so your team does it´s best to conseal themselves in advantageous positions. But your team should also be able to commence firing from ambush positions anytime.....this is hardly possible with the virtual OFP soldier current abilities, as you can´t snap out of cover to fire some shots and then back in, you can´t move the upper torso. Take a corner for example, there is no way to peek around it, or lay yourself properly in position, so that only your head is exposed...which is a fairly small target, hard to spot and hard to hit. As it is now, you have to run/walk/crouch into a new position to commence firing, giving up on your current cover/ consealment completely, or you have to expose large parts or your whole body to the enemy to deliver some shots yourself, but you have never real cover or consealment while doing this. My suggestion is that soldiers should be able to bend the upper torso to both sides 45°.
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The drawback or trade off for an increased line of sight in OFP is the according decrease of image quality resulting from dynamic handling to keep the framerate; the higher your setviewdistance setting on a less capable system, the lower the image quality, although FPS may be acceptable.
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Looking awesome ! I hope it will be used frequently in MP, could help lag and action taking part, as its a smaller map. The one thing that always kept me from using the original Desert map in MP was that there is absolutely no cover, without any Mapping Tool"l features to use.
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how to get satchel\'s soundmod working
Satchel replied to FCATrooper's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from timmy on 3:14 am on Dec. 24, 2001 does it work with 1.4 yes or no <span id='postcolor'> It does work partially, but i strongly suggest not using it with the 1.40 Version of OFP, wait for the 1.40 compatible release. -
how to get satchel\'s soundmod working
Satchel replied to FCATrooper's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from BlindDeath on 1:17 am on Dec. 24, 2001 i got the sound mod and now no weapons have any noise at all i put the config.cpp in the BIN folder and erased the old Config file. and then i put the PBO in the addons folder what am i doing wrong <span id='postcolor'> (from an earlier post) Here is a small fix for those having trouble hearing the new sounds of the CCIłAudioSFX pakage at all. This problem was caused by an character in the .pbo file name and config.cpp, the ł doesn´t seem to work on all systems, therefore invalidating all references from the config.cpp to the audiofile container. To install and fix this issue simply overwrite the existing config.cpp with this one, and rename the CCIłAudioSFX.pbo in your addons folder to CCI3AudioSFX.pbo. Should work now. Remember the project is still Beta. Download fix -
Some A/C and Vehicle Addons in the making ....
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
The problem i´m facing is as follows; i can´t get the new retextured Hellfires to display, although all links in the .p3d file are correctly updated (i´ve tripple checked that already). When using the addon with an existing APAC.pbo in your addons folder, Hellfires are displayed, but the old ones . When deleting the Apac.pbo there is an error msg about a missing object: "Apac\Hellfire_proxy.P3D" and no Hellfires are displayed on the Launching rails. Thats really strange, because there is no Reference to the old Apac.pbo left in neither the new Apac.p3d, Hellfire.p3d nor Hellfire_proxy.p3d bor config.cpp. Even weirder that everything else is displayed as it should. Although the 3Dmodel of the Hellfire is missing, the weapon works, the ammo counter is shown with new designation for the Hellfire, you can fire them and even see the new model when fired.................. I don´t believe the .p3d files are the cause, because as i said there are no links to the original textures in there left. I´ve also exchanged the config.cpp, using the original one, only changed with links to the new Hellfire.p3d, Hellfire_proxy.p3d ....still a no go. I now have plenty of testing done without a solution,  as i don´t want the old hellfires but the new retextured ones, could someone look into the package? Here´s the config.cpp btw: // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class IRFAAH64A { units[] = {IRFAAH64A}; weapons[] = {}; requiredVersion = 1.30; }; class M230 { units[] = {}; weapons[] = {M230}; requiredVersion = 1.30; }; class M261 { units[] = {}; weapons[] = {M261}; requiredVersion = 1.30; }; class AGM114A { units[] = {}; weapons[] = {AGM114A}; requiredVersion = 1.30; }; }; class CfgAmmo { class Default {}; class AT3: Default {}; class Hellfire: AT3 {}; //class HellfireApach: Hellfire {}; class AGM114A: Hellfire { model=\IRF(A)AH-64A\hellfire; hit=700; indirectHit=50; indirectHitRange=5.000000; minRange=50; minRangeProbab=0.500000; midRange=300; midRangeProbab=0.950000; maxRange=1500; maxRangeProbab=0.500000; maxSpeed=430; cost=20000; irLock=1; laserLock=1; manualControl=0; maxControlRange=100000; maneuvrability=40.000000; soundHit[]={"\IRF(A)AH-64A\hellfire2",80.300008,1}; soundFly[]={"\IRF(A)AH-64A\missileflyby",0.010000,1}; initTime=0.050000; thrustTime=3.500000; thrust=750; }; class BulletSingle: Default {}; class ExplosiveBullet: BulletSingle {}; class Bullet30: ExplosiveBullet {}; class M789HEDP: Bullet30 { hit=50; indirectHit=10; soundHit[]={"\IRF(A)AH-64A\explosivebullet",1.000000,1}; soundFly[]={"\IRF(A)AH-64A\bulletnoise",0.017783,4}; tracerColor[]={0.800000,0.500000,0.400000,0.300000}; tracerColorR[]={0.000000,0.000000,0.000000,0.200000}; }; }; class CfgWeapons { class Default {}; class LAWLauncher: Default {}; class CarlGustavLauncher: LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; //class HellfireLauncherApach: HellfireLauncher {}; class AGM114A: HellfireLauncher { scope=public; ammo=AGM114A; displayName=$STR_DN_AGM-114A Hellfire; displayNameMagazine=$STR_MN_AGM-114A Hellfire; shortNameMagazine=$STR_SN_AGM-114A Hellfire; count=8; }; class MGun: Default {}; class MachineGun7_6: MGun {}; class MachineGun30: MachineGun7_6 {}; class M230: MachineGun30 { displayName="$STR_DN_M230 30mm HEDP"; displayNameMagazine="$STR_DN_M230 30mm HEDP"; shortNameMagazine="$STR_DN_M230 30mm HEDP"; ammo="M789HEDP"; count=1200; initSpeed=807.7200000; reloadTime=0.0960000; sound[]={"\IRF(A)AH-64A\M230",3.162278,1}; aiRateOfFire=0.300000; aiRateOfFireDistance=1500; }; class ZuniLauncher38: AT3Launcher {}; class M261: ZuniLauncher38 { hit=250; indirectHit=100; indirectHitRange=5; displayName="$STR_DN_M261 MPSM FFAR"; displayNameMagazine="$STR_MN_M261 MPSM FFAR"; shortNameMagazine="$STR_SN_M261 MPSM FFAR"; count=38; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Helicopter: Air {}; class AH64: Helicopter {}; class IRFAAH64A: AH64 { picture=\IRF(A)AH-64A\iAH64; crew = SoldierWPilot; scope=public; side=TWest; displayName=$STR_DN_IRF(A)AH-64A; nameSound="chopper"; accuracy=0.30; driverAction = ManActAH64Pilot; gunnerAction = ManActAH64Gunner; maxSpeed = 279; fuelCapacity=400; soundEngine[]={\IRF(A)AH-64A\ah64engine,10.162278,1,1}; soundEnviron[]={\IRF(A)AH-64A\heliturbo,5.100000,1}; soundDammage[]={\IRF(A)AH-64A\acwarning,0.110000,1}; cost=10000000; model=\IRF(A)AH-64A\Apac; rotorBig = apach_vrtule; rotorBigBlend = apach_vrtule; rotorSmall = apach_vrtulka; rotorSmallBlend = apach_vrtule2; weapons[]={M230,AGM114A,M261}; magazines[]={M230,AGM114A,M261}; type=VAir; //threat[] VSoft, VArmor, VAir threat[]={0.3, 1, 0.8}; dammageHalf[]= { \IRF(A)AH-64A\apach_in_skla.paa, \IRF(A)AH-64A\apach_in_sklaC.paa }; dammageFull[]= { \IRF(A)AH-64A\apach_in_skla.paa, \IRF(A)AH-64A\apach_in_sklaC.paa }; class Turret { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; soundServo[]={}; minElev=-60; maxElev=+11; minTurn=-86; maxTurn=+86; body = "OtocVez"; gun = "OtocHlaven"; }; class IndicatorAltRadar { // max for this indicator is 1000 feet (i.e. 304m) // note: this is actualy Baro altitude (name is wrong) selection = "alt"; axis = "osa_alt"; angle = -360; min = 0; max = 304; }; class IndicatorAltBaro { // max for this indicator is 200 feet (i.e. 61m) // note: this is actualy Radar altitude (name is wrong) selection = "nm_alt"; axis = "osa_nm_alt"; angle = -180; min = 0; max = 61; }; class IndicatorSpeed { selection = "mph"; axis = "osa_mph"; angle = -320; min = 0; max = 125; }; class IndicatorVertSpeed { selection = "vert_speed"; axis = "osa_vert_speed"; angle = -300; min = -30; max = 30; }; class IndicatorRPM { selection = "rpm"; axis = "osa_rpm"; angle = -320; min = 0; max = 12; }; class IndicatorCompass2 { selection = "kompas2"; axis = "osa_kompas2"; angle = -360; min = -3.1415926536; max = 3.1415926536; }; }; }; class CfgNonAIVehicles { class ProxyCrew {}; class ProxyDriver: ProxyCrew {}; class Proxyah64pilot: ProxyDriver {}; class ProxyGunner: ProxyCrew {}; class Proxyah64gunner: ProxyGunner {}; class ProxyWeapon {}; class ProxyHellfire_proxy: ProxyWeapon { model=\IRF(A)AH-64A\hellfire_proxy; simulation="maverickweapon"; }; }; #define SPEED_STATIC 1e10 class CfgVehicleActions { ah64pilot = "ah64pilot"; ah64gunner = "ah64gunner"; }; class CfgMovesMC { class Default {}; class DefaultDie: Default {}; class States { class Driver: Default {}; #define VEH_DIE_CONN(Name,anim,time) \ class Name##Dying: DefaultDie \ { \ actions = NoActions; \ file=anim##smrt.rtm; \ speed=-time; \ looped=false; \ soundEnabled=false; \ connectFrom[]={Name,1}; \ }; \ class Name##Dead: Name##Dying \ { \ actions = DeadActions; \ file=anim##smrt2.rtm; \ speed=SPEED_STATIC; \ terminal = true; \ connectFrom[]={Name##Dying,1}; \ connectTo[]={DeadState,1}; \ } #define VEHIN_MOVES_VAR(Name,anim,vartime) \ class Name: Driver \ { \ file=anim##stat.rtm; \ speed=SPEED_STATIC; \ looped=true; \ variantsAI[]= {Name##V1,0.7,Name};\ interpolateWith[]={Name##V1,0.5};\ equivalentTo=Name; \ interpolationSpeed=1; \ connectTo[]={Name##Dying,1}; \ } \ class Name##V1: Name \ { \ file=anim.rtm; \ speed=-vartime; \ looped=true; \ } #define VEH_MOVES_VAR(Name,anim,time,vartime) \ VEHIN_MOVES_VAR(Name,anim,vartime); \ VEH_DIE_CONN(Name,anim,time) VEH_MOVES_VAR(ah64Pilot, \IRF(A)AH-64A\ah64pilot, 1, 4); VEH_MOVES_VAR(ah64Gunner, \IRF(A)AH-64A\ah64gunner, 1, 4); }; }; (Edited by Satchel at 12:28 pm on Dec. 24, 2001) -
Some A/C and Vehicle Addons in the making ....
Satchel replied to Satchel's topic in ADDONS & MODS: COMPLETE
I´ve run into problems with the d*amn apac.p3d file, as i dont want to upload it as an replacement but an addon, there is alot more involved than just changing textures..... Hope to get it up tomorrow. -
Merry Christmas and a happy, healthy and successfull new year to everyone . p.s.: Better party hard in the old year, because the OFP hunting season is on again in 2002.
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I don´t recommend using the Soundpacks 1.30 config.cpp with the latest patch, as it´s likely going to screw up your 1.40 installation. I *hope* the 1.40 config.bin will be decoded soon, so i can update it accordingly with links to the soundpack. There will also be a re-done version of the soundpack, with many new and improved sounds, as the original release was for testing purposes only, meant as preview/beta.
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BIS/CM! PLEASE RELEASE THE MODELS SHOWN AT VBS-site!
Satchel replied to stonewall's topic in GENERAL
I was looking for a funny signature the other day, then Redstorm put up the Specialists character bios, and as i stumbled upon "Jack Stones" motto, i couldn´t help but laughin, so i took it. <a href="http://www.ghostrecon.com/specialist.php Here" target="_blank">http://www.ghostrecon.com/specialist.php Here</a> another few of them: "I was too old for this crap twenty years ago. You can imagine how much I'm enjoying it now." "It was very considerate of our friends to provide me with so many targets, do you not think?" "You! Hold my pint while I get the satchel charges. Yes, of course I'm kidding, you stupid bastard - you think I'd trust you with the beer?" If you´re searching for a new nick/ callsign, go here: http://www.f-16.net/pilots/nicks.html there are also some stories behind some callsigns, such as 'Bambi Killer': Some years ago a guy was in Gagetown learning to fly the Kiowa. One of the events was learning to fire the gun pod; the mission was to pop up from behind a hill and shoot at a target a mile away. It takes a few seconds for the lead to travel downrange, and as one pilot was watching to see if he'd hit the target, a deer made the fatal mistake of leaping from behind cover at the wrong moment. For the rest of this fellow's career in the Canadian Forces, he was tagged "Bambi Killer". or "Elvis" This guy was always hard to find when you needed him, so when someone was looking for him, other people reported sightings ('I saw him over at the...'). or 'NOID' : A friend of mine is an F-15C pilot in the 493d FS at RAF Lakenheath. His call sign is NOID. The way he got it was one day, as he went up for a BFM engagement, he did a great job. He shot up all of the targets, including his flightmates! His problem? No visual ID... hence the name NOID. (Mark Andrews) (Edited by Satchel at 9:31 pm on Dec. 20, 2001) -
OPERATION FLASHPOINT P3D HACKED!!!!
Satchel replied to quakergamer's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Ofp King on 1:14 pm on Dec. 20, 2001 did you make those satchel?? they are awesome models! <span id='postcolor'> I would be glad if i would be capable of such things, fact is i´m illiterate when it comes to 3D modelling, i´ve never done a model. The ones listed are from an professionell military simulator, but are also sold seperately, along the SDK and other production tools of the site i linked. I listed them so 3D modellers see whats possible with low poly count and take this as an motivation to make possible future mods as realistic as possible, cause the models shown are not affordable for the masses. I requested the price for the LEOPARD 2A5 model from the simulator company, that comes with infrared signature model, 3 different camo schemes, animations, damage model ......... 1500$ for the Leo in .3ds format, talking about mucho money . -
BIS/CM! PLEASE RELEASE THE MODELS SHOWN AT VBS-site!
Satchel replied to stonewall's topic in GENERAL
With an import/export plugin for .p3d we wouldn´t need VBS1, we could make our own (at least from the looks that is). -
No word on new units yet........but alot of improvemnts as it looks; "super AI" now what does that mean?!?! http://www.flashpoint1985.com/cgi-bin/ikonboard/topic.cgi?forum=17&topic=14
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OPERATION FLASHPOINT P3D HACKED!!!!
Satchel replied to quakergamer's topic in ADDONS & MODS: COMPLETE
Although im no modeller, i guess the trick to keep the polycount low is to model only the very distinctive features of a particular vehicle in high Detail such as Turret, optics, armament, driving gear and use high resolution textures with shadow drop (nuts&Bolts or Equipment for example) Â for larger and non relevance surfaces: Leopard 2A5 Merkava III T-55AM T-72BM T-80UK SA-2 Guideline SAM Unit PAC-3 "Patriot" SAM Launcher PAC-3 "Patriot" AN/MPQ-53 Radar M270 MRLS Mobile Artillery Rocket Launcher SA-6 Gainful SAM SA-6 "Straight Flush" Radar Vehicle 2S6 Tunguska Russian Integrated Air Defense Artillery and SA19 Launcher Vehicle M109A6 "Paladin" USA 155 mm U.S Mobile Artillery 2S19 Msta-S Russia 152mm Self-propelled Russian Artillery Vehicle M2A3 Bradley Awesome, and most important highly realistic models. (Edited by Satchel at 8:48 pm on Dec. 19, 2001) -
OPERATION FLASHPOINT P3D HACKED!!!!
Satchel replied to quakergamer's topic in ADDONS & MODS: COMPLETE
Hope we´ll soon see something similar in OFP; it´s a T-90 out of an professional military simulator- look at the relatively low polycount : Leclerc Nice website btw over here: <a href="http://www.cg2.com Some" target="_blank">http://www.cg2.com Some</a> free models too: <a href="http://www.facets3dmodels.com/ If" target="_blank">http://www.facets3dmodels.com/ If</a> you want to know what a real military simulator looks like, at least from the terrain, check this demo out- you can steer an simplistic UH-60 Blackhawk in there, lots of detail and terrain features can be changed, be sure to check out the stereo vision feature : <a href="http://www.cg2.com/downloads/downloadtemp.htm (Edited" target="_blank">http://www.cg2.com/downloads/downloadtemp.htm (Edited</a> by Satchel at 7:17 pm on Dec. 19, 2001) -
CUSTOM WEAPON SOUNDS PRO HELP NEEDED
Satchel replied to K6's topic in OFP : MISSION EDITING & SCRIPTING
There you go; change soundContinuous=1 to soundContinuous=0 and sound is triggered as it should in fullauto. With value set to "1" ofp plays through the soundfile from start to end, which we dont want in fullauto mode, especially if you want echo/hall effects. Be sure the initial peak of the soundfile (start) is exactly synchronized and cut to the weapons actual ingame ROF, or it does sound stupid, especially true for high ROF weapons like Gatling guns. class FullAuto { ammo="BulletFullAutoW"; multiplier=1; burst=1; displayName="$STR_DN_M4_AUTO"; dispersion=0.004000; sound[]={"Weapons\xm-loop2",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=30; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; -
Same here, it´s WindowsXP screwing the sound up. None of SBLive drivers i tried so far (and i tested many) cured the problem, it´s only in D3D, especially OFP when accelerating vehicles and the engine sound gets pitched. Only cure i know of currently is to install a second boot partition with Win9x/ME.
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OPERATION FLASHPOINT P3D HACKED!!!!
Satchel replied to quakergamer's topic in ADDONS & MODS: COMPLETE
What!?!? i´m missing out the forum for a couple of days and there is already talk on how to import/export custom 3D models into OFP.....wOOt Hope there will be a Tutorial soon on how to achive this.