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Author Topic: Realistic explosion MOD!  (Read 4294 times)

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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