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Incubus

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Posts posted by Incubus


  1. 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


  2. 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?


  3. 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.


  4. hello, where can i find a nuclear bomb

    esp. 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


  5. 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.


  6. 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:

    http://www.gamefront.com/files/15862397/LM.rar/

    this is not the libmod thread or i missed something?

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