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tigerforce

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Posts posted by tigerforce


  1. Hi all,

    I am a member of the French Team OFrP (Operation FrenchPoint), and i come here to gain responses about a bit problem.

    I explain, we have created some artilery vehicles (mortars and mobiles vehicles) and we wish to use them with the Artillery Module commanding by AI.

    When i place these units by editor, synced with the Arty module, and with the right sentence, nothing happens.

    I know, one solution is to change the weapon and ammo in the init ingame, but we prefer to have a mod completly compatible with the arty module, without using an artefact.

    So is it possible to make our vehicles compatible by changing or adding something in their config ?

    I saw the command "Arty_isartyvehicle = 1" in another post, it's important ?

    An extrem solution could be to make a proper module...

    Thank you by advance


  2. Thank for your quick answer Mondkalb.

    I think i will prefer the "Plan B". But i have a lot of questions about it.

    My templates are based on two sqf: one with the composition in itself and the other to place it on the map.

    Ok, so if i want to replace the default Warfare "LAV25_HQ_unfolded" by my building. I have to replace the "LAV25_HQ_unfolded" in the core_structure by "OFrP_VAB" for exemple which plays the role of the LAV25. If i follow your statement, what i have to write for the eventhandler ( and where i have to put it (in the init.sqf perhaps ?).

    Second question, in my templates, the "OFrP_VAB" is also present. So do i need to delete, or modify it ?

    Thank you by advance


  3. Hi all,

    I am adapting the Warfare BE to a Full French Army Version (OFrP, MAF and ADO mod) but Benny and me have a big problem. The warfare doesn't work with templates, so we need to create Addon to replace the BIS Warfare building.

    Because i am not the specialist in Addon, i wish to create it (with classname) based on a classical type of building template (i have the templates in script "sqf").

    So first question: Is it possibile ?

    And if it is, could you help me ? :)

    Thank by advance.

    Regards...


  4. Hi all,

    First, i want to congratulate you for your wonderfull videos.

    I am a member of the french team OFrP, and we will be very happy, if one of you made a Machimina with our mod OFrP because we haven't a video maker to promote it.

    If one of you want to it. Download OFrP, CBA, and the latest beta patch over the 88850. You need also Operation Arrowhead.

    Thank you if you take this challenge and excuse me if it's not the good section.

    Good game !


  5. @No problem with you, it's just to explain why artillery and some vehicles bugs.

    For the chopper, (Tiger) it seems to come from the last patch,because BW mod also bugs, with the same configuration. Wait for a new BIS patch or try it under the patch 1.59 (where no bug has been met).

    @RavenDk an PapaNoel

    The Eurocopter Fennec is neither in the current OFrP version nor in MAF2Ext for the moment.

    It's an OFrP (but just me) and CheyenneAH56 creation. But because it's not an entirely OFrP creation, and to coordonate the French Community of Addons-Makers, we have given the model of the Squirrel to the MAF mod, as the Fouga Magister. They will change it in a Fennec, and add many other extra (like Super Etendard Modernised, CPA, Gendarmerie...).

    Just wait and see.

    Also note that, the MAF2Ext configuration, will be fix to the patch 1.60. Because now, if you launch it with the game, play with OFrP Addons, even if none MAF Addons are present in the mission, the game crash.

    I am at your disposal for any questions. But Wiki, can also help you.

    I can't give you many information for the next release, but concerning the missions/campaigns, we are working on a multiplayers mission which name is The French Foreign Legion jump over Kolwezi and a Campaign: Rafale : An Eagle birth which will transport you in Indonesia, Bresil, U.S.A, Djibouti, Afghanistan, and Libya...

    See you soon...


  6. The OFrP 3.1 is not the final version.

    First of all, this version hadn't to be released, but because many guys requested it, we have changed our purpose and released a mod between beta and final version. So be clement with us.

    For this reason, all vehicles haven't a destroyed model, and other things...

    But we tested the mod with the patch 1.59, and there wasn't crash to desktop.

    There are differents reasons for crash, by investigating, it seems that MAF2Ext which isn't our mod give crash.

    CBA for OA is required.

    In an other hand, first time after i patched the game with 1.60, i had many bugs with my OFrP campaigns. But since, i deleted some Hidden ArmA files in the "Local File", i have no more bug.

    I know many other mod have bugs and crashs with the last patch, so perhaps it comes from it. Dwarden let me hear it...


  7. I haven't the steam version.

    But i don't know why the crashs only happen when i am playing old Chernarus mission edited and the fact, that other guys who tested my missions have the same bug.

    What scripting commands have been changed since patch 1.59?

    I have put off Avast, but the bug still appears...

    WTF with this new patch ?

    Since the crashs, i have stopped playing this game.

    But a fix, would be welcomed !

    Nevertheless, thank you guys to try to help me and sorry for my non-fluent english...^^


  8. Hi all,

    I have the same problem as you, but only with old mission (made under patch 1.59 and worked great) on Chernaruss map. I have ArmA 2 CO patch 1.60 (ArmA 2 + ArmA 2 OA) with the latest CBA, OFrP 3.1 and MAF2Ext 3.0.

    It's curious, because guys who tried my campaign Operation Tonnere have the same problem, but the other campaign Houria which is with the same Addons, but on Takistan has no problem.

    I think it comes from scripting command that have been changed or removed.

    Here is my rpt. Help me please !

    =====================================================================

    == C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe

    == "C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion -mod=@CBA;@france

    =====================================================================

    Exe timestamp: 2012/01/11 19:35:32

    Current time: 2012/01/11 20:45:42

    Version 1.60.87756

    Updating base class ->Strategic, by Ca\config.bin/CfgVehicles/ReammoBox/

    Updating base class ->Default, by maf_amx10p\config.cpp/CfgMagazines/CA_Magazine/

    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/

    Updating base class ->MissileBase, by ca\weapons\config.bin/CfgAmmo/M_Maverick_AT/

    Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/CA_LauncherMagazine/

    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/2Rnd_Maverick_A10/

    Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/Laserbatteries/

    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/

    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/

    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/

    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/Launcher/

    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/Binocular/

    Updating base class ->Binocular, by ca\weapons\config.bin/cfgWeapons/Laserdesignator/

    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/MissileLauncher/

    Updating base class ->MissileLauncher, by ca\weapons\config.bin/cfgWeapons/MaverickLauncher/

    Updating base class RscPictureKeepAspect->RscPicture, by maf_load\config.bin/RscDisplayLoading/Variants/LoadingOne/controls/LoadingPic/

    Updating base class RscPictureKeepAspect->RscPicture, by maf_load\config.bin/RscDisplayLoadMission/controlsBackground/LoadingPic/

    Updating base class RscPictureKeepAspect->RscPicture, by maf_load\config.bin/RscDisplayStart/controls/LoadingPic/

    Updating base class ->Default, by ca\characters\config.bin/CfgFaces/Man/

    Updating base class TalkTopics->TalkTopics, by ca\characters2\config.bin/CfgVehicles/SoldierWB/TalkTopics/

    Updating base class Tank->Tracked_APC, by ca\tracked\config.bin/CfgVehicles/BMP2_Base/

    Updating base class Car->Ural_Base_withTurret, by ca\wheeled\config.bin/CfgVehicles/Ural_Base/

    Updating base class ->Plane, by ca\air\config.bin/CfgVehicles/AV8B2/

    Updating base class ->BarrelHelper, by ca\misc3\config.bin/CfgVehicles/BarrelBase/

    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/Camp/

    Updating base class ->Plane, by ca\air2\c130j\config.bin/CfgVehicles/C130J/

    Updating base class ->C130J, by ca\air_e\config.bin/CfgVehicles/C130J_base/

    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/

    [74,13.622,0,"XEH: PreInit Started. v3.3.3. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"]

    [74,14.682,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]

    [132,29.684,0.067,"XEH: PostInit Started"]

    [132,29.744,0.067,"CBA_VERSIONING: cba=0.8.3.175, "]

    [132,29.766,0.067,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType=", _playerGroup=<NULL-group&gt]

    String STR_OFrP_LIB_ABL not found

    6c324100# 1055158: wf_hq_bmp2.p3d is not soldier nor transport.

    No transport

    [5024,69.049,0,"XEH: PreInit Started. v3.3.3. MISSINIT: missionName=pipi, worldName=Chernarus, isMultiplayer=false, isServer=true, isDedicated=false"]

    [5024,69.146,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]

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    In Vehicle: maf_gazelle\maf_gazellehot.p3d missing driver get in direction point

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    [5331,98.277,0,"WARNING: PostInit did not finish in a timely fashion"]

    [5383,100.1,0,"XEH: PostInit Started"]

    [5383,100.129,0,"CBA_VERSIONING: cba=0.8.3.175, "]

    [5383,100.328,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, BIS_functions=L 1-1-B:1, group=L 1-1-B, player=joueur, _playerType=OFrP_Soldier_T3_CIRAS_Pilot3_ALAT", _playerGroup=B 1-3-H]

    Cannot load sound 'ca\dubbing\global\radio\male02\ru\havethetargetinmysights.wss'

    Cannot load sound 'ca\dubbing\global\radio\male02\ru\havethetargetinmysights.wss'

    Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word apc

    Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word truck

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    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    Protocol bin\config.bin/RadioProtocolRU/: Missing word apc

    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    Protocol bin\config.bin/RadioProtocolRU/: Missing word apc

    Protocol bin\config.bin/RadioProtocolRU/: Missing word apc

    class HitPoints::Hitglass not found in Land_HouseV_1I1_dam

    Error: Hitpoint Hitglass not found in the model ca\structures\house\housev\housev_1i1_dam.p3d (original model ca\structures\house\housev\housev_1i1.p3d)

    Protocol bin\config.bin/RadioProtocolRU/: Missing word truck

    =======================================================

    -------------------------------------------------------

    Exception code: C0000005 ACCESS_VIOLATION at 00A14AA0

    Allocator: C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\dll\tbb4malloc_bi.dll

    Perhaps someone knows which scripting command have been changed ?


  9. well either make CIT ticket for it and include the missions crashing

    or ask the mission authors first ...

    maybe they use some eventhandlers/scripts method which were changed/removed since

    Hello,

    It's a wonderfull patch but like others, i have some crash with missions that i had created under the older patch and on Chernaruss. I have ArmA 2 CO.

    So can you give us the eventhandlers/scripts method which were changed/removed since. Because i don't know what i have to change...

    Thank by advance...


  10. Hi all, glad to see that you like our mod...

    For the campaign Houria, the bugs seems come from the latest patch, and the differences on scripting.

    For the campaign Operation Tonnerre, the bug (crash) come from the fact, that some missions require a data (french voices) which isn't present in OFrP 3.1 and will be in the next version. So wait until i fix it (perhaps for this weekend or latter).


  11. Excuse me guys, but for the command you have to change hexa...by OFrP...

    But look this post for more information:

    And this text:

    I quote our Founder (Ikar):

    The mod operation is finally available on Frenchpoint Arma2 Operation Arrowhead.

    The online file has not been easy, it still weighs more than 1GB.

    After 3 ½ years of absence and several months of work, the mod OFrP is back, we hope you enjoy it.

    Some things may seem to you may be incomplete, we wanted to give you this little Christmas gift (with a slight delay).

    We have made ​​many improvements since version 2.1 of the mod Hexagon, you'll also find several new vehicles and other items.

    We will make a few improvements and add new elements in the coming weeks.

    Compatibility with missions that use addons Hexagon is normally provided, as well as compatibility with the addon MAF2EXT.

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