Incubus
-
Content Count
288 -
Joined
-
Last visited
-
Medals
Posts posted by Incubus
-
-
ok thanks and you know when a repair patch will be released?hi,
coz author left the mod and seems gone forever :.( he will not fix it.
need volunteers.
yes Z., ill test units and groups with small missions but its only for "testing in this moment" i mean its capable only for: addon crash server or not in same second (or first minute) as start testmission.
not for filter problems like the "unknown bugs" we have in some missions like random CTD in "No Train To Leningrad" mission.
PS: Zulu the new IP not works, or server down since 5 hours?
-
well i made it for my clan and no dma and lybia island in our pack thats why.
maybe i can convert it for u. is airport on lybia island?
is this one? http://operationflashpoint.filefront.com/file/DMA_LIBYA_ISLAND;47603
-
-
I'd like to see the dma middle east resistance reenact this moment on the libya island addon. lol. I'm still thinking about doing it myself....i made it already, what will happen in close future in that area ;) (fiction of course)
-
-remember Bielow's favorite saying "If Zulu does't have it, no one does"..:cool:sounds good enough for signature :)
-
-
allright, but u can use scuds as bombs and nobody will know its from scud launched.
i have a half made mission (stalkers part3) with this method. there the players push button to blow up nuclear bomb over Pripjaty to kill zombies. u see only the flash, mushroom and nuke ash. looks like bomb blowed up.
-
A small patch was applied to the server to fix misison: @ww2_co1-8 operation double cross.avignon.pbo.Not fully tested but it starts now.
on it.
-
hello, where can i find a nuclear bombesp. here: http://operationflashpoint.filefront.com/file/Nuclear_Scud_Launcher;38315
but i suggest u this one:
http://www.fileplanet.com/141014/140000/fileinfo/Operator's-Scud-B-Addon-V2.01
heres the readme ofp Operator's-Scud-B addon:
Operator's Scud B Addon V2.01-----------------------------
Resources used or modified to create this addon:
Airblast textures,scripts,and sounds by Condor
Scudmove script by Dutchboy
Launch and alarm sound from Vikingo
Author:Operator
Email:opr@linuxcult.com
Changes:
Version 1.0-1.26
//--
Moved Dialog from sidechat to groupchat
Removed useraction sub-class launchinterupted and it's associated variable "OPR_interupted"
Changed useraction sub-class launchR17's position to "L svetlo" and radius to 1.41
Changed useraction sub-class launchR17's condition field (local this) to local (driver this)
--//
Version 1.26-1.49
//--
Added a little piece of script at the end of the launch scripts to wait till someone from
the same group as the unit that initiated the launch gets in the launcher to complete the
launch if the unit that initiated the launch died halfway through the launch sequence. This
was to compensate for the removal of the OPR_interupted variable check.
Added a local check on the scud launcher so the launch script won't run on all machines if
using a initialization field or script to automate a launch.
Set the blast radius of the nuke more exact to a mile in Airblast.sqs.
Revised this readme
--//
version 1.49-1.63
//--
Fixed no explosion sound from scuds (HE) when loaded with the FDF Mod.
"OPR_preptime" variable does not force players to wait in scudlaunchers anymore until the
rocket is ready to launch. It'll launch immediately.
The craters left by scuds (HE) are alot smaller now.
Added "OPR_NoCEP" variable to disable realistic missile accuracy to allow dead on hits of
targets.
Scud rockets replicate more reliably now.
Kegetys' Editor Addon not required anymore.
Revised this readme
--//
version 1.63-1.66
//--
Fixed second scud appearing and dropping about 20 meters over the impact site after the scud
hits the ground
Revised this readme
--//
version 1.66-1.70
--//
Added "MP_Airblast.sqs" and "MP_Wave.sqs" script so MP missions don't lag out as easily
(uses emp triggers for tagging blast victums).
Added "OPR_MPscript" variable to force the use of the (MP script/less laggy script).
The piece of script for checking if unit is in the the same group before resuming launch is
more reliable now.
Fixed nuke scripts not removing the nukelight when script was finished
Revised this readme
//--
version 1.70-1.84
//--
Changed the plooms smoke color to look more ashy.
Raised the height of the explosion to 300 meters.
Revised this readme
//--
version 1.84-1.85
//--
Added "_wavefront" and "_waveback" variables so units don't get killed once the wave have
passed over them when a EMP trigger is set to be triggered repeatedly.
Revised this readme
//--
version 1.85-2.01
//--
This will be my very last public release of this addon. I give up. Sorry... Life goes on :)
No more double craters at close range with scuds (HE)
"MP_Wave.sqs" and "EMP.SQS" only handle units local to the machine they're running on.
Removed "ABCAlarm" sound from version 1.0-1.49 because it didn't work in versions after
version 1.49 to present.(Never found a good reason to re-implement it)
Revised this readme
//--
=============================================================================================
Description:This addon adds 2 units under a new vehicle class called OPR-Vehicles
for the east side and comes with a example mission. Either type of unit is capable of
launching a scud and hitting an area marked by the player. Each unit type uses a different
warhead, either a HE or nuclear warhead. In the future I'll possibly add a chemical warhead
to the mix.
I've decided to stop working on this addon because I feel I've reached my greatest potential
at improving it any further than it is. Plus, I see BAS has been inspired to release their
own version of my scud addon idea which was the point I compiled this addon for anyway.
Maybe BAS or another mod/addon team will take it much further. Sorry if I dissapointed
anybody hoping see the chemical warhead, but woulda made it to complex for just anyone to
use it. I tried to keep it as simple to use and still keep some customizable features for
more advanced users as I possibly could.
I'm back and updated my addon to work better in MP games. I also tweaked the nuke script to
look better in the day time.
Been a while and haven't heard any feed back or anyone needing help so there's only one bug
fixed in the latest release. I would like to let any would be addon/mod maker or just
curious person that it is ok to use any Ideas I express in this addon with out consent.
=============================================================================================
UNITS ADDED:
"R-17 'Scud B' TEL (HE)" - MAZ-543 P with a Scud B that is equiped with a HE warhead.
Classname: OPR_R17HE
"R-17 'Scud B' TEL (Nuke)" - MAZ-543 P with a Scud B that is equiped with a nuclear warhead.
Classname: OPR_R17Nuke
Installation:Copy ConNukeBullet.pbo and OPR_Scud_B.pbo to your res\addons folder. Place The
Scud Demo.Noe folder under your Users\<Your player name>\missions folder.
Reference:
OPR_MPscript=true - This variable is used to force the use of the MP script in SP missions
which is useful if you don't have a Ghz processor or the normal SP script is to laggy.
Note: In order for the MP script to work you must add EMP triggers to you mission as
described in the bellow section "Enabling EMP".
OPR_noCEP=true - This variable is used to turn off realistic rocket accuracy for dead on
hits of designated target positions.
OPR_noEMP=true - This variable is used to disable the EMP effect and also gets rid of the
message that pops up saying EMP is disabled.
OPR_preptime=60 - This variable is used to set a custom rocket preparation time in Secs.
OPR_West=[] - This variable Stores all the west units to be affected by the EMP wave.
OPR_Rest=[] - This variable Stores all the restistance units to be affected by the EMP wave.
OPR_East=[] - This variable Stores all the east units to be affected by the EMP wave.
OPR_Civil=[] - This variable Stores all the civilian units to be affected by the EMP wave.
Enabling EMP - Add a trigger that detects the presense of west units in your mission. Make
the trigger the size of the map or at least the scope of the area of your mission. change
( this ) to ( true ) in the condition field and type ( OPR_west=thislist ) in the On
Activation field of the trigger. Follow these steps for the next consecutive sides involved
in your mission.
NOTE:Adding the triggers for enabling EMP is required for MPmissions and when using
the MPScript in SPmissions. Also, contrary to what I mentioned above for MPmissions leave
the condition field as ( this ) not ( true ) and make sure the trigger is set to activate
repeatedly not just once.
Adding the optional target marker - Add a marker named OPR_Target to your mission and select
empty as your icon type.
To automate a launch use this syntax in a initialization/activation field or script:
[<Target position>,<scud launcher>] exec "\OPR_Scud_B\OPR_Scripts\launch_HE.sqs"
or
[<Target position>,<scud launcher>] exec "\OPR_Scud_B\OPR_Scripts\launch_Nuke.sqs"
=============================================================================================
Known Issues:SCUD Launch and SCUD Start User actions still apear in the action menu of the
MAZ-543. Sometimes hear scud launch sound twice.
Disclaimer:Uh? It's free!
Credit:No more debt please.
Amalfi's PBO Decryptor 1.5 and an fixed version of Condor's addon
are included.
heres my MP vid: nuke dropped to Skye airport
-
ask Gen. Bergfruehling, he published CTI pack whats contains this island.
maybe he can help u.
hes the member of GGC, u can make a contact with him here:
-
hey Z!
nice job!!
i think i can filter the problem(s) in my missions, if i have access to server in near future ;)
cu
-
I'm trying to setup an ftp portal so you guys can access the server. -
i joined to test stuff
not crashin its very good. looks major problem solved.
but some weird things noticed.
i seen the "straight to debriefing section" thing when start some missions.
also tried my 3 selfmade missions for this mod.
weird errors popped up like: missing .paa file or missing nazi.jpg file whats only the flagtexture what i had inserted and mission contains that. :confused:
more tests and changes needed.
-
cool niki ill try it!
i got more free times from september.
thanks.
-
Any news about the testing Incubus?sorry not yet, im busy at work.
can do it on next week.
thanks for patience.
---------- Post added at 10:15 PM ---------- Previous post was at 10:14 PM ----------
here it is a bug in texture Lib mod, but there are wrong textures, if someone needed to run the server uses this fixed mod, it is only necessary for the server and the game may play with broken texture mod ...corrected lib mod to create the server:
this is not the libmod thread or i missed something?
-
Multiple Weapon Holder by Blip on ofpec. Not sure but I think it is only SP compatable.u right, not works in MP
-
-
ok thats why so familiar, thanks
-
im sure i seen that house somewhere and its in our ww2pack too.
-
r u using finnish houses pack?
-
Damn I'm very drunk I need to piss (again) :803:.:D come on niki, miss u from server.
dont drink but play!!
this script looks good, i need it in my "Melting helmets" mission
damn still not working the nukescript well :confused:
-
ok, i think u can see my mail in public profile.
or better upload somewhere to public space.
im ready for test this week afternoons 2MP-8PM CET
or next week 9AM-1PM CET.
-
cry if u need any help in testing, maybe i can do it for ya
even on server
i know much about addons testing... it can be hurt sometimes :)
-
awesome job Bielow, u never sleep dude?
:D erhm... theres a one thing u can do it for us for MP use:
http://forums.bistudio.com/showthread.php?t=106602
:D
DMA LIBYA
in ADDONS & MODS: COMPLETE
Posted · Edited by Incubus
sorry for dig out but...
i have this error when load in libya:
http://i52.tinypic.com/34xjm0p.jpg
i loaded in this addons (dma_libya.rar, dma_oil_workers.rar, dmalibya_missions_vehicles_addons.rar, dmapackarmy.rar):
http://i51.tinypic.com/mr8l7n.jpg
as i see the trees and plants are missing.
im tried to found the Unsung BFV plant pack whats the island using but all links are dead.
anyone can help with link or am i f**kd up something when installed island?
thanks