ddeo
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Everything posted by ddeo
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You will also need to set better "SLX_Alert" settings in "SLX_GL3_Settings.sqf" file. Read more here on page 72 and 73. I've had mention there how to run original campaign properly with FFUR 2007 (it still will be played differently because AI are more cautious in FFUR and they often want to clear and secure the area before proceeding to next objectives). Back to topic, I'm looking for FN SCAR and AAVP addons. I couldn't find working links when I was searching for those addons last time.
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@katansaber1 If You like modern units You should at least try playing FFUR 2007. From what I've seen it does have most of effects used in ECP to improve the graphics. Unfortunately it also does brake some of the missions because of weird AI behavior. It can be fixed though, if You're interested You should read few of my post in FFUR-SLX 2007 2.0 topic on pages 72-73 to know how to avoid problems. You might also want to download tweaked FFUR config from one of my posts from page 73. Cheers!
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Would it be possible to overwrite an animation from the FFUR with another one? I love run animation from GRAA mod (sprint and other animations in FFUR are the same as in GRAA I guess). While replacing animation I also would like to stick with all the new FFUR features like dragging wounded soldiers. Are the all new FFUR animations together with dragging animation are in "ffur_anims.pbo"? If yes, how can I replace only one animation from this file?
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Try playing with "SLX_GL3_Settings.sqf" file in "@ffsx2007" folder. Go to: //SLX_NoArty = 1; and change it to (remove // before it): SLX_NoArty = 1; You will probably have to restart the mission to see the changes.
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Filebeam website is sometimes going down, I've uploaded file now to megaupload also: http://www.megaupload.com/?d=8VD3CG7D Copy config.bin into directory "\@ffsx2007\Bin". I've added also config.cpp if you would like to edit few things.
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It only tweaks the AI view distance to use original ofp settings. I haven't seen broken scripts in FFUR yet, in my opinion it is all about weird AI behavior (some of things can be fixed by changing some options in "SLX_GL3_Settings.sqf". About waypoints, config doesn't change anything about it (as I said, it only tweaks the settings Sanctuary told me to change). Firefights are still pretty long. I've uploaded config here: http://filebeam.com/3115377b6d68b2a94079791117b7d4c4 It's the one with "Normal Grass" ON.
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I've found one more tweak, which could be useful for some ffur players. In first mission where you have to play as special forces and destroy tanks on border (is mission called "Bomb strike" in english version?) your team will probably not set the charges. I've played it several times and enemy units always were detecting friendly AI. It can be fixed by editing "SLX_GL3_Settings.sqf" in @ffsx2007 folder. "SLX_Alert" command should have number around 4 (thats the one I'm using) instead of 0.25. Edit: I've played with some settings of "SLX_Alert", looks like even at 3 enemies are detecting second spec ops, although at 3.15 it is save to play already. I'll still stick to 4 though.
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I've tweaked the ffur config for weapons and vehicles so AI is not using AA from too far (and yes it was the tanks view distance), everything is working fine for me nowadays, thanks to Sanctuary. 2 posts above Sanctuary said what needs to be changed to make ffur use original ofp AI view distance settings. If you want I can upload somewhere edited config file. About squad leaders, I think it was said somewhere in readme file, but I guess yea, most of squad leaders are getting radio for arty support (cool stuff :D).
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I'm looking for any thermovision addon, which would be compatible with FFUR 2007. Is there any thermovision mod out there for ofp anyway? I know there is thermovision shader addon for vehicles for Arma2 (not OA), so perhaps somebody saw something like this for old Flashpoint?
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I've played Dragon Rising recently, I've even made for it small campaign called Badlands. I've also played Arma 2, but I am always coming back to old Flashpoint. This game will be always my number 1, especially since when I started using GRAA, then FFUR 2007 mods.
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Thanks, this worked. I've edited all the settings You've told me to and I have removed minRange=, minRangeProbab=, midRange=, midRangeProbab=, maxRange=, maxRangeProbab= from additional ffur weapons and replacements to use default settings. Edit: Everything is working ok at this moment, but in sunday I'll try to additionaly edit "Range" settings without removing them from new weapon's classes. Thanks again Sanctuary! Edit2: Using original "Range" settings without removing them from new weapon's classes doesn't solve the problem. Range settings needs to be removed from those classes to make ffur work compatible with some of the missions (for example it is not possible to finish "FRIENDLY VISIT" from campaign "Retaliation" without tweaking those settings, driver of car will get shot down and player will be not able to exit the vehicle).
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I have solution for my problem and I decided to share it. I've got rid of it by editing "SLX_GL3_Settings.sqf" from "@ffsx2007" folder. First thing, which needs to be changed is "SLX_GL3_Path" under "Group Link 3 Settings". Default is "SLX_GL3_Path = {\SLX_GL3\};", so add "//" before this and remove those "//" from "SLX_GL3_Path = {};", which is under it. As the comment above says it disables GL3 entirely. I don't know if it's enough to make it work, because I've also changed those options: "SLX_Alert" to 4 and I've removed "//" from "SLX_Exclude = SLX_Exclude + [];" and "SLX_NoSuppress = 1;" Unfortunately disabling entire GL3 disables things like calling artillery and group link wounds and dragging. Still, it can be useful for anybody to accomplish some of the missions. I only wish I could lower view distance of AI (lowering entire view distance in graphic settings doesn't help much). Edit: The problem if somebody doesn't know was about weird AI mood, this was making some missions from original ofp unaccomplishable. Thanks Sanctuary, I'll change that to original ofp settings and tell about the results. I'm in "After Montigniac" (argh!) mission and enemy AI can see me everywhere. :D Edit2: I was able today to finish mission "Montigniac must fall" with GL3 ON. Although I was using the settings I've wrote above I didn't remove whole GL3 (I've left GL3 path option, but I guess while leaving other options game will still work properly). It takes a lot more time for AI to get into the truck after clearing the town and also it takes even longer for AI to move into the forest to finish the mission. I've used modified config this time to have original distance view settings for AI, so maybe that helped me. Edit3 Ok after testing this mission 4-5 times with all default GL3 settings ON I finally completed it. AI are acting wierd and it takes a lot time for US soldiers at the end of the mission to move into the forest and finish the mission. Most of time because of Hind they are doing supressive fire instead going into the forest (removing "//" before "SLX_NoSuppress = 1;" doesn't help at all even when i restart entire mission). However it is possible after few tries to accomplish the mission (best possible way is to save the game before Blackhawk comes to LZ). So I guess it should be end of story about this problem, all the solutions are in this post. Hope it will be useful for somebody!
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I have the same problem. I have played ofp SP from time to time since years, but i never tried playing multiplayer. I loved GRAA + ECP, but last time I've tried FFUR2007 and for me it's way better compilation of mods. :) Back to subject, I'm also interested in playing multiplayer, but I won't move anywhere without FFUR2007... ;D
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Bump! Anyone knows the solution for my problem, which I've mention in post above? I still can't get rid of it and I would like to play ofp once again, but I can't.
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Hi! I'm looking for atmoshperic units, campaigns, islands, missions and even effects (actually everything, which could be compared with those arma2 videos) like in those videos for ofp: http://www.youtube.com/watch?v=QpW_o46tg30 http://www.youtube.com/watch?v=vzt3hPPvuGE&feature=related Addons, which I have already: -FFUR-SLX 2007 2.5 new version, -ORC's effect (but I'm actually not sure if it's working, is it even compatible with FFUR 2007?), -dxdll (I was trying also enbseries, but I couldn't find out proper version with working water reflections), -Tonal redux with JAM3 and facestex2 (I like island very much, but I rather would like to play some missions on it as US soldier, especially with FFUR 2007 models and weapons :)). I would like also to reask about 3d ironsight addon like in arma, or arma2. I've heard already that it's not possible due to engine limitations, but what about if addon would move camera behind weapon instead of soldier. Proper button could switch camera to 3rd person mode (if not already in 3rd person mode), move it behind weapon model and force walk. I've checked the FFUR weapon models and those models have already proper made ironsights and aimpoints for 3d ironsight mode thing. Perhaps there is no such a mod, but maybe someone could make one like that. Cheers. :)
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My problem, which I wrote 3 posts above came back in next mission: "Montignac must fall". After capturing town looks like teams are in 2 groups, but this time problem is about trucks, which are not coming to pick my team up. I'm not sure what is the problem now, maybe it's "group link" feature again. Group link from what I know has 2 additional options for AI, which could be reason of my problem in "Montignac must fall" mission: 1. When driving under fire AI will get out of the vehicle and start fight. maybe driver of the truck has been ambushed and he get out of the truck thats why trucks are not coming, 2. When AI have to move far away they will try to look for transport. I don't know if any of the 2 features I've mention are the reasons of my problem, I'm just guessing. It can be also something wrong with AI detections, Sanctuary mention about it in this thread few posts above. I've tried to set 900m view distance, but it didn't helped. I would like to try to edit Sensitivity and SensitivityEar in config.cpp but I don't know original flashpoint settings of it. Anyone could write them for me, or tell me how to convert bin to cpp to get those settings? edit: In SLX_GL3_Settings.sqf, which is in ffur folder I've removed // for line of code: "SLX_Exclude = SLX_Exclude + [];", which is in "Disable Group Link 3 Effects". After restarting mission everything went fine and mission worked correctly. edit2: Yes, it's once again me. Mission worked correctly till... looks like problem came back in the same mission when hind is destroying blackhawk. My team instead of going to forest is hiding somewhere in the town from hind. I've tried to replay the mission several times and to disable suppress fire from GL3 config, but nothing helped me yet to avoid this AI bug.
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Hey I'm having the same problem as Greyhawk had. I can't finish mission called "alert" with ffur 2007 2.5 new version. AI is not getting into the truck, but instead they are running straight to the town and they are not activating waypoint. I have tried to copy and replace the lines of code of config.cpp posted above by Grayhawk, but it didn't worked. I decided to check line by line of this code and looks like both parts are the same. Since I don't have old version of ffur 2007 I don't know if both configs look the same, or if Greyhawk posted twice the same code by accident. Anyone knows a solution for this little problem? :) ps. I will try to look for old version of ffur 2007 config and check the code again. I will update this post after I will find something out. Any help will be still appreciated! edit: I've downloaded and checked ffur 2007 v1.05 config. Part of code posted by Grayhawk is the same in both versions of configs. I need help! :) edit2: I think I've found out what is the problem with weird AI reactions in BIS missions. I can be wrong, but looks like group link, which is included in SLX is making this problem. Team when is big is separating sometimes, so group link is making new, smaller teams to for example make AI able to flank enemy. This is very good feature, but it's sometimes causing bugs in missions. In "alert" mission from original, cwc campaign I had this problem because there are 2 teams, which at the end of the mission have to be one team. I've mention already in this post how it can end up. :) I have tried to play this mission few times and third time teams were separated also, at the end of the mission my leader was running again to the town and I was thinking "not again"... He didn't runned so far and when area was clear teams have been connected again and we received proper order to mount into the truck. So third time everything worked perfectly. :) Hope it will be useful for someone, cheers.
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If you already installed the mod you can try to run it by making shortcut and adding parameter -mod=@ffsx2007. This way 2.0 version worked for me, but as I've said before I've installed 2.5 and I don't have to make additional shortcuts now. If you installed the mod, but you haven't launched "Launch the MOD.exe" and installed replacement pack by it, or by clicking 1 of 4 bat files, then mod probably will not run correctly.
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it says it when you want to download it OR run it? I had the same problem when i tried to run it through mod.exe in @ffsx2007 folder even after installing replacement pack. When I finally updated it to 2.5 version everything started working fine. I would like to have a question now. :) After playing ofp with combination of GRAA + ECP I've finally decided to install ffur2007 today and I can't believe I was playing ofp without it eariler! But I would like to change one thing: Is it possible to use old, BIS crosshair while playing ffur? It's very, very important for me.
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Looks great, I think I have to prepare my ofp cd to install it soon... :)
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I thought so, but I was hoping for miracle. :)
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I'm using GRAA + ww4mod + ECP + BergHoff's flora replacement pack + some vehicles addons to replace original vehicles. I'm searching for few things: 1. Wound system like in arma2. For example when you're critically wounded you lay down on the ground and scream for corpsman without possibility of shooting. 2. In addition to first point I would like to be able to drag and carry and heal (:)) wounded soldier (I know both of the above are in SLX mod but from what I know it's not compatible with ECP + GRAA/ww4mod). 3. I'm searching for mod which would add aiming system like in arma/arma2 where you actually see original 3d weapon model while using ironsights instead of 2d ofp weapon model. Also maybe thats not the right place to ask but is it possible to remove "Bleeding!" information from right top corner from ECP without removing actual bleeding effect? If so, how I can do that?
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Where exactly do I have to put files from Atherakhia's retextured roads to make them working? I have 6 .paa files from this package, how do I replace original road textures?
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Those textures for Malden are great! Big, big thanks for this link! :) MrBurnsAECislands posted by Anguis are working like this. Other files from this package are for berghoff's natural pack I guess. But newer (I think ;p) and a bit better trees made by berghoff can be found here, here and here. Download Nature pack 4 and CWC Converted Islands. For last file, Nature pack 3 v2.0 links are not working. But it's possible to download this file from polish site. I'm posting all working links here: BRG Nature Pack 3 v2.0 Nature Pack 4 Nature Replacement Pack (For Nogova) CWC Converted Islands Big thanks for the author of Natural pack.
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Thanks Anguis. Everything is working fine, but after some testing and playing with those textures i had a feeling they don't fit to the game somehow. For example Kolgujev or Malden, from half desert islands are full of green environment now. I think I'll stick to old textures. Anyway, one more time thanks for help. :) Or maybe there are somewhere good, old textures, but in high-res?