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Author Topic: Realistic explosion MOD!  (Read 4296 times)

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goldmember13

  • Guest
Realistic explosion MOD!
« on: 29 Jun 2003, 15:07:56 »
Modified explosion effect in config.bin


I changed some values in "class Explosion" so explosion effects (shell,rocket and other) look far more
realistic than original.

Installation:
Just copy config.cpp to OperationFlashpoint\Res\Bin directory. If you feel uncomfortable to do this,
you can use it a separate MOD too.

Installation as separate MOD:

1) Unzip and copy Newexplosion folder to your Operationflashpoint directory. It will create a new subfolder tree and put the new config.cpp files there.
2) Right-click on your Resistance shortcut on your desktop and select "Create Shortcut". A new shortcut will appear on your desktop.
3) Right-click on that new shortcut and rename it to "Newexplosion Mod".
4) Edit the new shortcut properties and add "-mod=Newexplosion" (minus the quotes) at the end of the target field. Make sure there is a space between FlashpointResistence.exe and -mod=Newexplosion



link to: newexpl.zip

http://us.f1f.yahoofs.com/users/5c40e5c/bc/My+Documents/newexpl.zip?bcgLu_.AleCRBQQX

Rubble_Maker

  • Guest
Re:Realistic explosion MOD!
« Reply #1 on: 29 Jun 2003, 22:48:30 »
Hi

this sounds awesome, but the link is dead (or at least it was when I tried).
Also, did you try to include this mod in an addon or an description.ext?


goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #2 on: 29 Jun 2003, 23:29:24 »
Damm it! It is true.

I just uploaded to editors depot - pending list.  I hope the admin won't be delete it. ( to admin: a don't upload it ot addon depot because I do not have addon TAG)


If someone could grant me a download place I will be happy.

Vyper

  • Guest
Re:Realistic explosion MOD!
« Reply #3 on: 30 Jun 2003, 00:44:17 »
I'll see what i can do for you....i'm gonna try download as soon as i close this post...think of an addon tag and PM me and i'll try and put it up on the site.  In what way are they more realistic? just curious

Vyper

goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #4 on: 30 Jun 2003, 15:28:58 »
I'll see what i can do for you....i'm gonna try download as soon as i close this post...think of an addon tag and PM me and i'll try and put it up on the site.  In what way are they more realistic? just curious

Vyper


I have changed the Cloudletshape to "cl_fire" thus effect looks fire-like
and besides I modified some values to shape explosion.



The key values that is worth to change in "class Explosion":

- cloudletAlpha: density of explosion (or flames)

- cloudletFadeOut: time while explosion fading out

- cloudletMinYSpeed and cloudletMaxYSpeed: Upspeed range of explosion

- size: size of one flame

- sourceSize: spread of explosion


( Viper! My addontag let be "GMR")



Offline Colonel_Klink

  • Members
  • *
  • Independent Addon Creator
    • DC3D Game Modelling Zone
Re:Realistic explosion MOD!
« Reply #5 on: 01 Jul 2003, 10:25:54 »
Awesome. Just tried this new config, and all I can say is well done!.  The changes are more realistic and more believable than the stock orange/yellow OFP explosion effects.
Rebel without a pause...D.I.L.L.I.G.A.F.

Monkey Lib Front

  • Guest
Re:Realistic explosion MOD!
« Reply #6 on: 01 Jul 2003, 18:15:04 »
could someone post some pictures?

Rubble_Maker

  • Guest
Re:Realistic explosion MOD!
« Reply #7 on: 01 Jul 2003, 19:33:33 »
Monkey, just download from the pending list and install into your ofp\res\bin folder; its easy.

@goldmember13

The effect looks nice! I'd love to see more explosion effects like these (different types of explosions). Have you tried adding new explosions for new ammo types? I think what sucks in ofp is not only that the explosions don't look too mind boggling, but that they all look the same! It'd be great to have a new effect for each kind of shell, rocket or missile.

Rubble out

Yahoo Reborn

  • Guest
Re:Realistic explosion MOD!
« Reply #8 on: 01 Jul 2003, 19:42:01 »
Well you cannot change the explosions  etc for each shell and rocket.the amount of dammage per shot is what chooses what explosion to create.

Nice to see you again Rubble Maker :)

goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #9 on: 01 Jul 2003, 21:27:54 »
Monkey, just download from the pending list and install into your ofp\res\bin folder; its easy.

@goldmember13

The effect looks nice! I'd love to see more explosion effects like these (different types of explosions). Have you tried adding new explosions for new ammo types? I think what sucks in ofp is not only that the explosions don't look too mind boggling, but that they all look the same! It'd be great to have a new effect for each kind of shell, rocket or missile.

Rubble out

As I know Only one class "class Explosion" handling explosions in config.bin. But there is slight difference between shell(heat) and missile(rocket) explosion. Missile(rocket) explosion is wider. And hitpoints also affects the size.

Mr_Shady

  • Guest
Re:Realistic explosion MOD!
« Reply #10 on: 01 Jul 2003, 21:30:38 »
There's a pretty major bug that happens if you draw a pistol, you can't move or swap weapons.

Also, there's no longer an animation for reloading a rifle grenade, and there's no reloading pause to speak of now, so when I use this config with the WWIIEC British PIAT soldier as an AI, he starts machine-gunning people with his AT launcher  :o

Nice 'splosions though, look like the ones on the back of the Resistance box.

goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #11 on: 01 Jul 2003, 22:42:26 »
Those pistol bug can be resolved if you  convert cpp file to bin format. I tested and worked fine. Use amalfi cc2bin utility. It can be download from editors depot. (maybe other problems you mentioned will be disappeared too)

Rubble_Maker

  • Guest
Re:Realistic explosion MOD!
« Reply #12 on: 01 Jul 2003, 22:51:23 »
Isn't it possible to define the Explosions class in an addon's config or maybe a description.ext? I'm not gonna change the game's original bin files; that's  a taboo ;)

Yahoo Reborn

  • Guest
Re:Realistic explosion MOD!
« Reply #13 on: 01 Jul 2003, 23:21:26 »
No Suma said it is not possible to create new explosions in addons or configs it has to be changed in the config.bin  :'(  :'(.


goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #14 on: 01 Jul 2003, 23:32:37 »
Isn't it possible to define the Explosions class in an addon's config or maybe a description.ext? I'm not gonna change the game's original bin files; that's  a taboo ;)


The best you can do that use this as separate MOD. No config.bin problem.
Bytheway lots of addon works with it. ( now testing)







goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #15 on: 02 Jul 2003, 19:27:54 »
Realistic explosion MOD  v1.1 realesed.

Modified explosion effect (shell,rocket and other) in config.bin

changes to version 1.0
----------------------

- Vehicle explosion and burning scripts (sound and light) are built into config.bin by eventhandlers.

- 4 different fuel_explosion sounds and 2 new armorhit sounds.

- Variable vehicle explosion (in size) depend on the class of vehicle.

Every usermade Addon inherits these effects without typing any command
if it has the same "class CfgVehicles" tree than OFP uses.




Installation as separate MOD:

1) Unzip and copy GMR_exploMOD folder to your Operationflashpoint directory.
2) Right-click on your Resistance shortcut on your desktop and select "Create Shortcut".
   A new shortcut will appear on your desktop.
3) Right-click on that new shortcut and rename it to "GMR_exploMOD".
4) Edit the new shortcut properties and add "-mod=GMR_exploMOD" (minus the quotes) at the end of the target field.
   Make sure there is a space between FlashpointResistence.exe and -mod=GMR_exploMOD


QUICK Installation for advanced users:

Replace config.bin in OperationFlashpoint\Res\Bin directory,
and copy GMR.pbo file to OperationFlashpoint\Addon directory.


link to: GMR_explomodv1.1.zip



http://au.briefcase.yahoo.com/

id: a_goldmember
password: faszkalap



OFP version 1.91 required.


by Goldmember13
Goldmember13@freemail.hu

MPKING

  • Guest
Re:Realistic explosion MOD!
« Reply #16 on: 05 Jul 2003, 18:16:56 »
Wow :o This is very goodlooking but the little fires erupting when vehicles are destroyed are maybe a little to nice.

goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #17 on: 07 Jul 2003, 14:09:25 »
Wow :o This is very goodlooking but the little fires erupting when vehicles are destroyed are maybe a little to nice.


If you want to see the biggest exposion on every vehicle  you could must manually edit.

Put that line to vehicle's init field:

this removeAllEventHandlers "killed";this addEventHandler ["killed",{[this] exec "expfire_tank.sqs"]

MPKING

  • Guest
Re:Realistic explosion MOD!
« Reply #18 on: 07 Jul 2003, 22:26:56 »
If you want to see the biggest exposion on every vehicle  you could must manually edit.

Put that line to vehicle's init field:

this removeAllEventHandlers "killed";this addEventHandler ["killed",{[this] exec "expfire_tank.sqs"]


No i just ment the little fires look too perfect, you know like there's no wind affecting them, they burn straight up. But hey, i'll just imagine that there's no wind. :)

goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #19 on: 16 Jul 2003, 00:26:01 »
Realistic explosion MOD  v1.3

Modified explosion effect (shell,rocket and other) in config.bin and more!


changes to version 1.2
----------------------

- added debris (they sometimes burning or smoking) around destroyed vehicles

- burning flames more effected by wind

- burning period now longer

- INQ weaponpack addon support - must copy all INQ mode related files to GMR_exploMOD folder!

 (bin file names:
 flamer_blood_inq_config.bin
 middle_blood_inq_config.bin
 smoker_blood_inq_config.bin)


link to: GMR_explomodv1.3.zip


http://au.briefcase.yahoo.com/

id: a_goldmember
password: faszkalap


OFP version 1.91 required.


by Goldmember13
Goldmember13@freemail.hu

MPKING

  • Guest
Re:Realistic explosion MOD!
« Reply #20 on: 17 Jul 2003, 14:50:17 »
 :oThis just gets better and better.. burning debris and everything.. Sweet!

:Nexus:

  • Guest
Re:Realistic explosion MOD!
« Reply #21 on: 17 Jul 2003, 15:47:10 »
Wow! that really is great!

But i dont see any flaming debris which is a shame.

how can i get this to work?

Nex

:Nexus:

  • Guest
Re:Realistic explosion MOD!
« Reply #22 on: 17 Jul 2003, 16:19:25 »
ohhhhh, its ok now. i saw it. But it only hapeens rarely. Maybe try to make it happen more.  :)

Great work!

Nex

goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #23 on: 17 Jul 2003, 16:50:39 »
ohhhhh, its ok now. i saw it. But it only hapeens rarely. Maybe try to make it happen more.  :)

Great work!

Nex


If you can unpack a pbo file I tell you how to change it to pappens morely. But need little fast PC.


I uploaded v1.31 in this alots of debris  caused bug  (debris visible on radar, ai targeting it) fixed



:Nexus:

  • Guest
Re:Realistic explosion MOD!
« Reply #24 on: 17 Jul 2003, 18:34:36 »
oh, sorry, i didnt get the latest version. looks great now.  :thumbsup:

goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #25 on: 09 Aug 2003, 19:30:13 »
I uploaded Realistic explosion MOD  v1.32


changes to version 1.31
-----------------------

- burning flame cause dammage to player if he walks close to it

- crew of disabled tank -if tank can not fire or move- leave the vehicle

- small changes in effects

- several script malfunction fixed

Blood and INQ weaponpack support

link to: GMR_explomodv1.32.zip


http://au.briefcase.yahoo.com/
id: a_goldmember
password: faszkalap

GMR_exploMOD directory

OFP version 1.91 required.



goldmember13

  • Guest
Re:Realistic explosion MOD!
« Reply #26 on: 01 Sep 2003, 17:47:10 »
Realistic explosion MOD  v1.41
Modified explosion effect (shell,rocket and other) in config.bin and more!

changes to version 1.31
-----------------------
- multiplayer compatibility (need OFP 1.92beta pach or higher)
- burning flame cause dammage to player if he walks close to it
- crew of disabled tank -if tank can not fire or move- leave the vehicle
- secondary ammoexplosion effect to armored vehicles
  (probability of this effect is 37%, if you want to change it see Readme.txt)
- armored vehicles sometimes exploding without fire effect
  (probability of fire effect is 50%, if you want to change it see Readme.txt)
- added small sparks to secondary ammoexplosion
- sometimes secondary ammoexplosion set vehicle on fire

See in pending list


by Goldmember13
Goldmember13@freemail.hu

cornhelium

  • Guest
Re:Realistic explosion MOD!
« Reply #27 on: 26 Oct 2003, 14:25:10 »
Thanks Goldmember, this is great!!

Can you help me with turning off the helidust.sqs in version 1.46/1.47beta please? I've unpacked the .pbo and changed helidust=1 to =0 using Notepad, then repacked the .pbo and used it, but I still get the helidust and it's too much for my beloved Nam Aircav missions!

What am I doing wrong ???

Many thanks - Cornhelium