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L.K.

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Posts posted by L.K.


  1. Still playing your campaign, The Matmus and so far I found it really well-crafted and intriguing. I can see how much effort you put into it. If you're still willing to work on it, I have some advice for you. Nothing major though, it's just trivial things related to cutscenes, object placing and so on. Again, congratulations on your work and heartfelt thanks for keeping this small community alive! 🙂

    • Like 1

  2. So, I've looked into this and I confirm what krzychuzokecia said.

    You need to add the addonsAuto section as well to the mission.sqm, otherwise you'll get the error message, regardless of the fact that you have the addon or not.

     

    Once you make sure that the latest editor upgrade is in your addon folder, modify your mission.sqm file so that it looks like this:

    class Intro
    {
    	addOns[]=
    	{
    		"editorupdate102"
    	};
    	addOnsAuto[]=
    	{
    		"editorupdate102"
    	};
    
    [...]

    Of course do the same at the beginning of the file for class Mission as well.

    version=11.000000;
    class Mission
    {
    	addOns[]=
    	{
    		"editorupdate102"
    	};
    	addOnsAuto[]=
    	{
    		"editorupdate102"
    	};
    
    [...]

    I'm afraid, however, that you'll need to edit every mssion.sqm file in order for this trick to work.

    If I find a better solution, I'll post it here.


  3. Michele, I'm not familiar with the mission you've mentioned but you can use Mikero's Editor Upgrade 102 (aka Editor103) to avoid this kind of conflicts.

    Download from here.

    If you still get an error message, decrypt the pbo, edit the mission.sqm file and delete objects1, objects2, objects4 from the "addon" section, at the beginning of the file.

    Let me know if this helps!


  4. Hi Michele!
    Your guess was right: you must add the addOns[] section at the beginning of the Intro class.
    I'll post an example but I don't have OFP installed anymore now (I had to take a break because of job and study... :P) so I can't verify it.
    I'm pretty sure it'll work, though.

    class Intro
    {
        addOns[]=
        {
            "fdf_worlds"
        };
        randomSeed=69227;
        class Intel
        {
            month=10;
            day=14;
    
            hour=19;
        };
    };

  5. (Don't know if you still need an answer since this is an old thread, but anyway...)

    Mike_ITA, the mission.sqm file is inside the mission folders and these are stored into the .pbo of the campaign. You need a .pbo decryptor software to open the .pbo files and Amalfi's PBO decryptor is a good choice. You can download it here: http://ofp.gamepark.cz/utilities/pbo_decryptor15.zip

    Once you obtained the decrypted .pbo, you'll notice that every folder has got a 'mission.sqm' inside it. Open the file you want to modify using a text editor (even the Windows standard notepad will do) and you should see the following:

    version=11;

    class Mission

    {

    addOns[]=

    {

    (write 'fdf_worlds' here)

    };

    addOnsAuto[]=

    {

    (write 'fdf_worlds' here)

    };

    randomSeed=1299459;

    class Intel

    {

    day=3;

    hour=9;

    minute=45;

    };

    Just add "fdf_worlds" where I showed you. If there is more than one addon listed in the addons section, remeber to add a colon (",") after "fdf_worlds". Unless you're putting it on the bottom of the list, of course.

    Do the same for the class Intro and class Outro (if they are present), you'll find them at the bottom of the mission.sqm file.

    Once you're all done, save the file and re-pack it into .pbo format. You can do this by opening the mission folder in the OFP editor or by using an appropriate software (like Amalfi's MakePBO which you can download here: http://ofp.gamepark.cz/utilities/makepbo_11.zip


  6. This thread is directed to the members of the Virtual Military Engineers (or VME) squad, who made the People Liberation Army (PLA) mod.

    I've always been a big fan of the PLA mod, especially its latest version (3.2 which you can download here), which is a really amazing work. The mod came bundled with many scripted effects that enhanced the game under many aspects but, on the other hand, also created some lag, especially on older machines like mine.

    I've edited the main config file in order to disable these scripts, leaving only some of them active (like the one that assigns asian faces to the soldier). I've also fixed some small bugs and added a few weapons that weren't declared in the config.

    Since there was no ReadMe file included in the mod and I have no clue about how to contact the authors, I'm using this forum to ask to any of them if I'm allowed to release this "light" version of the mod. If this permission will be denied, it won't be a problem, I'll just keep the modified version for myself.

    You can check the temporary change log by clicking on "show spoiler"; I'm saying "temporary" because I might keep working on the mod if I find some other things that need to be changed.

    - Improved: 'displayName' and 'vehicleClass' entries in main config file have been reworked. Now it should be easier for mission makers to understand which units is which;

    - Improved: Removed / Hid units and game logics used for obsolete scripting purposes;

    - Improved: All the weapons now have proper inventory pictures;

    - Modified: removed some built-in actions that the PLA units had, in order to improve FPS. These actions are still accessible via editor, if mission makers want to use them;

    - Modified: QBZ-95 grenade launcher version now uses JAM VOG-25 reloading sound;

    - Modified: "VME_Weapon2", "VME_STEALTHMAN", "VME_qinying" files have now been merged to other .pbo's;

    - Fixed: Special forces carried too much magazines;

    - Fixed: Some Chinese PinYin text was left in the scripts;

    - Fixed: All Chinese soldiers now use SL86 grenade instead of standard BIS' ones;

    - Added: JAM compatibility to weapon that fit with JAM magazines;

    - Added: a bunch of guns already modeled and textured that were not declared in config;

    These guns are

    - QBD-56 carbine, similar to SKS

    - QBD-56 carbine with bayonet

    - QBB-56 light machine gun, similar to RPD

    - QBZ-56 assault rifle, similar to AK47

    - QBZ.56-1 like above but with diffent kick

    - QBZ-56 like above but with a bayonet

    - QBZ-63 an assault rifle


  7. Nice one, Zulu1! :) I downloaded the mission yesterday and played it a while ago. I managed to finish it without major difficulties: while seizing the camp is fairly easy, clearing Le Moule is definitely more challenging. The mission is simple in its concept, yet fun to play. It also makes good use of some community-made scripts. I see you fixed the "Use medikit" bug and I'm glad. I have only one minor thing to report: in the fist version that you uploaded there was no overview, could you add one? Aside from that, it's a very nice mission.


  8. I completely agree with daraofp. I never understood why there are so many "Black-Op" style missions: they're fun when well-crafted, I know, but they use only a tiny portion of the OFP potential. This game can simulate - within a certain realism rate, of course - battles in which aviation, armored platoons and standard grunts are involved, so why focusing only on the special forces? daraofp is also absolutely right on the atmosphere factor: it's not much the realism put in a mission that makes it fun, but the amount of elements that make the player feel like he's really standing on a battlefield. Interesting plots, proper voice acting, cutscenes and such are of vital importance for that reason.


  9. Nice mission, good job. :) It's quite easy and short but I guess that is the way you wanted the mission to be. Now, since I'm working on a dynamic mission too, I thought about some features that you could add to yours, assuming that you areplanning about expanding the mission. Feel free to ignore those that you don't deem to fit in your work, of course!

    - Give the AI the ability to surrender if some of them are still alive at the end of the mission (there's a script on OFPEC and I also made one by myself. I can give it to you if you're interested.)

    - Adding paradropped support for the player's team (there's a script that does it on OFPEC, if I manage to find it, I'll put a link here.)

    - Adding a minimum score requirement so that the player has to seize more than one town in order to accomplish the mission;

    - Creating a template with player in other sides (West, East and Resistance). There's a way to make it so that the enemy side is randomly chosen: for instance, if the player is West, the enemy could belong either to East or Resistance. If you're interested and need help about implementing it, contact me;

    - Adding some custom radio sounds and some music in order to enhance the atmosphere;

    - Adding dynamic weather in order to make the mission even more unpredictable. I made a script for that puropose and there should be at least one more on OFPEC.com. Custom config mods like ECP, however, have this feature enabled by default, so discard this advice if you play with such mods activated.

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