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Author Topic: 50 cal muzzle flash bug  (Read 3115 times)

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Mizilus

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50 cal muzzle flash bug
« on: 14 Sep 2005, 12:51:13 »
I've been playing a few years but am completely new at editing.

Just downloaded the Barrett M82A1 .50 from you folks and have no idea how to fix the perma muzzle flash.

Could you please walk me step by step through it? I am running GOTY 1.96.

I used your search many times but didnt see anything that (to my knowledge) seemed to deal with this particular problem.


Also any links to good how to's for making missions would also be greatly appreciated.

P.S. GREAT SITE!

Offline macguba

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Re:50 cal muzzle flash bug
« Reply #1 on: 14 Sep 2005, 13:35:11 »
Welcome to the forums!


We have a whole bunch of tutorials to help you get started in mission editing.   Head over to the Editors Depot - Tutorials - Getting started.     snYpir's OFPEC Guide: making missions and macguba's guide to mission editing for beginners are the best place to begin.

The muzzle flash thing is fundamentally a game bug I believe.   OFPEC is strictly an editing related site - it is not a general OFP site and we don't cover general technical support.   Try the official forums www.flashpoint1985.com or the Avon Lady's FAQ.   (It's unlikely to be a bug specific to the addon, since it was tested by an OFPEC reviewer before being accepted.)
Plenty of reviewed ArmA missions for you to play

Kyle Sarnik

  • Guest
Re:50 cal muzzle flash bug
« Reply #2 on: 14 Sep 2005, 21:01:46 »
Welcome to the forums!


We have a whole bunch of tutorials to help you get started in mission editing.   Head over to the Editors Depot - Tutorials - Getting started.     snYpir's OFPEC Guide: making missions and macguba's guide to mission editing for beginners are the best place to begin.

The muzzle flash thing is fundamentally a game bug I believe.   OFPEC is strictly an editing related site - it is not a general OFP site and we don't cover general technical support.   Try the official forums www.flashpoint1985.com or the Avon Lady's FAQ.   (It's unlikely to be a bug specific to the addon, since it was tested by an OFPEC reviewer before being accepted.)

I believe he is talking about a bug in the addon. Try this, get a dePBO tool, decrypt the .pbo file, and inside there is a config.cpp file, open that in notepad and add this text right above where it says CfgAmmo or CfgWeapons (could be either):

Code: [Select]
class CfgModels
{
   class Default
   {
      sections[] = {};
      sectionsInherit="";
   };
   class Weapon: Default
   {
      sections[] = {"zasleh"};
   };
   class MODELNAME: Weapon {};
};

Now, don't close notepad yet, look through the addon folder for a .p3d file (there might be more than 1, if there are, find the one with the biggest file size), and whatever name it has before .p3d, copy that and paste it where I wrote MODELNAME (instead of MODELNAME, you write the name of the .p3d). Save the file, download a PBO encrypter(if your decrypter can't go both ways), re-pbo that folder, and stick it back your addons folder (if it isn't allready there) and restart OFP.

Mizilus

  • Guest
Re:50 cal muzzle flash bug
« Reply #3 on: 14 Sep 2005, 21:32:17 »
Hey guys. Thanks for the quick response. Quicker than Codemasters I might add to your credit.  ;)

Ok. So far, being a non-geek, you guys got me heading in the right direction. Problem is, being a non-geek (wail) I have trouble telling the difference between a PBO and a PBR (har). In all of the games I have ever played I have never seen a PBO before OFP.

Would there just happen to be a PBO tool that works to both de and re PBO files here at the EC?

So far the things I have downloaded from you and fiddled with have impressed me greatly. Everything so far has worked great except I am having trouble with Ebud Nampack2 and this M82A1. The weapon looks and performs awesomely but the "muzzle flash" (puffs of smoke etc) are always there frozen at the end of the muzzle. Right in the thread for the download a few members mention that this is for 1.46 and folks running newer versions will have to mess with config files.

Thanks again people. A site that has extensive free downloads, free membership, and forums like this with willing helpful people gets the highest of marks from this player.

Offline bedges

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    • OFPEC The Editing Center
Re:50 cal muzzle flash bug
« Reply #4 on: 14 Sep 2005, 23:03:01 »
indeed yes there are, both of them -

a tool for decrypting pbo files can be found here.

a tool to re-encrypt the pbo file can be found here.

i think i may also shunt this thread over to the addons department, as those guys will know exactly what you need ;)

Mizilus

  • Guest
Re:50 cal muzzle flash bug
« Reply #5 on: 14 Sep 2005, 23:32:41 »
What a noob. After asking for those tools I googled the whole thing and there they were here at the ofpec.

Thanks for the help and the links guys. Going now to see if it all works and if so I will let ya know.

Did I ever mention that Flashpoint is the greatest game ever created?

Mizilus

  • Guest
Re:50 cal muzzle flash bug
« Reply #6 on: 15 Sep 2005, 00:02:51 »
Yeah I'm still a noob. Downloaded both tools, opened/extracted the decrypt tool, clicked on it and have it opened, a blinking cursor and area to apparently enter program name but I cant type anything, cant drag PBO to it, cant use "open with" after right clicking... In other words I dont know what I'm doing. I guess some basic idiot proof instructions included in the readme would have gone a long way to letting the uninitiated know how to use it.  ;D

I'm sure its something simple. Lemme know if you can help a dummy out.

Offline bedges

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    • OFPEC The Editing Center
Re:50 cal muzzle flash bug
« Reply #7 on: 15 Sep 2005, 00:29:18 »


you want the 'open file' button. that will enable you to browse for the file. just double click it when you've found it, then click the 'decompress' button. easy peasy ;)

Mizilus

  • Guest
Re:50 cal muzzle flash bug
« Reply #8 on: 15 Sep 2005, 01:41:54 »
(slaps forehead) DUH!!!

Ok. Thats done but I caused myself another problem. In right clicking the original PBO and trying "open with" and using the decryptor now all of the PBO files have the decryptor symbol next to them. What should it be? Explorer or what?

Anyway, I went through all the steps suggested by Kyle and it seemed to go swimingly (thanks for the great info!). After I had done those steps to all three config.cpp files and "re-PBO'd" it, when I try to fire up the game I get this problem (JMGBarrettM82\config.cpp.code': ':' encountered instead of '='  )


??

Offline Planck

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Re:50 cal muzzle flash bug
« Reply #9 on: 15 Sep 2005, 01:55:05 »
Quote
now all of the PBO files have the decryptor symbol next to them

I wouldn't worry about that, it just means that PBO files are now associated with that program now.

For your second problem........maybe you could post the relevant config here so we can look at it.


Planck
I know a little about a lot, and a lot about a little.

Mizilus

  • Guest
Re:50 cal muzzle flash bug
« Reply #10 on: 15 Sep 2005, 02:11:59 »
Well there are three in the original file.

The first:


//Barrett M82A1M Anti-Material Rifle v.1.0 by Scanger (A.K.A. MACK)
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

class CfgPatches
{
   class SniperRiffle
   {
      units[] = {""};
      weapons[] = {SniperRiffle};
      requiredVersion = 1.30;
   };
};

Code:class CfgModels
{
   class Default
   {
      sections[] = {};
      sectionsInherit="";
   };
   class Weapon: Default
   {
      sections[] = {"zasleh"};
   };
   class JMGBarrettM82: Weapon {};
};

class CfgAmmo
{
   class Default {};
   class BulletSingle: Default{};
   class JMGBarrettM82: BulletSingle
   {
      hit= 50;
      indirectHit= 1;
      indirectHitRange= 0.40000;
      minRange=0.5;
      minRangeProbab=0.800000;
      midRange=50;
      midRangeProbab=0.350000;
      maxRange=109;
      maxRangeProbab=0.080000;
      visibleFire= 16;
      audibleFire= 16;
      visibleFireTime= 10;
   };
};

class CfgWeapons
{
   class Default {};
   class MGun: Default {};
   class Riffle: Mgun {};
   class SniperRiffle : Riffle {};
   class JMGBarrettM82 : SniperRiffle

   {
      //--
      scopeWeapon = public;
      scopeMagazine = public;
      weaponType=WeaponSlotPrimary;
      model="\JMGBarrettm82\JMGBarrettM82.p3d";
      picture="\JMGBarrettm82\Data\m82.pac";
      optics = true;
      modelOptics = "\JMGBarrettm82\Scope\Scope.p3d";
      drySound[]={"weapons\m16dry",db-70,1};
      reloadMagazineSound[]={"weapons\m16load",db-70,1};
      sound[]={\JMGBarrettm82\sound\bang.wav,1,1};
      count=10;
      ammo = JMGBarrettM82;
      opticsZoomMin=0.04;
      opticsZoomMax=0.12;
      distanceZoomMin=400;
      distanceZoomMax=80;
      displayName = JMG Barrett M82;
      displayNameMagazine = JMG Barrett M82;
      shortNameMagazine = M82;
      magazines[]={"JMGBarrettM82Mag"};
      dispersion=0.00003;
      soundContinuous=false;
      reloadTime=0.3;
      recoil=JMGBarrettm82;
      opticsFlare = true;

      aiRateOfFire=5.0; // delay between shots at given distance
      aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
      maxLeadSpeed=50; // max estimated speed km/h
      threat[]={1,0.5,0.1};
      enableAttack=1;
      
      useAction=0;
      useActionTitle="";
   };

      class JMGBarrettM82Mag: JMGBarrettM82
   {
      scopeWeapon=0;
      scopeMagazine=2;
      displayNameMagazine="JMG Barrett M82 Magazine";
      shortNameMagazine="M82";
      picture="\JMGBarrettm82\Data\m82mag.pac";
   };
};
   class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWSniper:Soldier{};
   class JMGM82Sniper:SoldierWSniper{
   displayName = "JMG Barrett M82 Sniper";
   weapons[]={"JMGBarrettM82","NVGoggles","Binocular","Throw","Put","StrokeGun","StrokeFist"};
   magazines[]={JMGBarrettM82Mag,JMGBarrettM82Mag,JMGBarrettM82Mag,JMGBarrettM82Mag};
   };
};
class CfgRecoils
{
   JMGBarrettM82[]= {0.04, 0.005,0.230, 0.250,0,0};
//recoiltime, tophalf movement, upswing, time to return from upswing,
//JMGBarrettM82[]= {0.04, 0.015,0.030, 0.040,0,0};

};

class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxyJMGBarrettM82: ProxyWeapon {};
};



The second:



//PYP Barrett M82A1 Special Long-Range (SLR)
//SOPMOD: Special Operations Peculiar MODification
//01/28/2004

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot         0
#define WeaponSlotPrimary      1
#define WeaponSlotSecondary      16
#define WeaponSlotItem         256
#define WeaponSlotBinocular      4096
#define WeaponHardMounted      65536

class CfgPatches
{
   class PYP_m82a1unit
   {
      units[] = {PYP_m82a1unit};
      weapons[] = {};
      requiresVersion = 1.46;
   };

   class PYP_m82a1
   {
      units[] = {};
      weapons[] = {PYP_m82a1};
      requiresVersion = 1.46;
   };
};

Code:class CfgModels
{
   class Default
   {
      sections[] = {};
      sectionsInherit="";
   };
   class Weapon: Default
   {
      sections[] = {"zasleh"};
   };
   class PYP_M82A1: Weapon {};
};

class CfgAmmo
{
   class Default {};
   class BulletSingle: Default{};
   class PYP_match50: BulletSingle
   {
      hit = 50;
      indirectHit= 1;
      indirectHitRange= 0.400000;
      minRange= 1;
      minRangeProbab= 0.900000;
      midRange= 1000;
      midRangeProbab= 0.500000;
      maxRange= 2000;
      maxRangeProbab= 0.100000;
      visibleFire= 500;
      audibleFire= 3000;
      visibleFireTime= 10;
   };
};

class CfgWeapons
{
   class Default {};
   class MGun: Default {};
   class Riffle: MGun {};
   class SniperRiffle: Riffle {};
   class PYP_m82a1: SniperRiffle
   {
      scopeWeapon= 2;
      scopeMagazine=2;
      weaponType= WeaponSlotPrimary;
      model="\pyp_m82a1\PYP_M82A1.p3d";
      picture="\pyp_m82a1\data\m82.pac";
      displayName= "SLR M82A1 .50";
      //Optics
      optics=true;
      modelOptics="\pyp_m82a1\scope\scope.p3d";
      opticsFlare= true;
      opticsZoomMin=0.0005;
      opticsZoomMax=0.120;
      //Sound
      drysound[]={"weapons\m16dry",db-70,1};
      reloadMagazineSound[]={"weapons\m16load",db-70,1};
      sound[]={\pyp_m82a1\sound\bang.wav,1,1};
      //Ammo
      ammo= PYP_match50;
      count=10;
      magazines[]={PYP_m82a1mag};
      initSpeed=3500;
      recoil= "PYP_m82a1re";
   };

   class PYP_m82a1mag: PYP_m82a1
   {
      scopeWeapon=0;
      scopeMagazine=2;
      displayNameMagazine= "M82A1 .50 Magazine";
      shortNameMagazine= "M82";
      picture= "\pypm82a1\data\m82mag.pac";
   };
};

class CfgRecoils
{
   PYP_m82a1re[]= {0.04, 0.016, 0.085, 0.040, 0, 0};
   //recoiltime, tophalf movement, upswing, time to return from upswing,
};

class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWB:Soldier{};
   class SoldierWSniper:SoldierWB{};
   class PYP_m82a1unit:SoldierWSniper
   {
      displayName= "PYP SLR M82A1 Sniper";
      weapons[]= {PYP_m82a1,binocular,nvgoggles};
      magazines[]= {PYP_m82a1mag,PYP_m82a1mag,PYP_m82a1mag,PYP_m82a1mag};
      camouflage=0.600000;
   };
};

class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxyPYP_m82a1: Proxyweapon {};
};


The third:

//PYP Barrett M82A1 Special Long-Range (SLR)
//SD version
//SOPMOD: Special Operations Peculiar MODification
//01/28/2004

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot         0
#define WeaponSlotPrimary      1
#define WeaponSlotSecondary      16
#define WeaponSlotItem         256
#define WeaponSlotBinocular      4096
#define WeaponHardMounted      65536

class CfgPatches
{
   class PYP_m82a1sdunit
   {
      units[] = {PYP_m82a1sdunit};
      weapons[] = {};
      requiresVersion = 1.46;
   };

   class PYP_m82a1sd
   {
      units[] = {};
      weapons[] = {PYP_m82a1sd};
      requiresVersion = 1.46;
   };
};

Code:class CfgModels
{
   class Default
   {
      sections[] = {};
      sectionsInherit="";
   };
   class Weapon: Default
   {
      sections[] = {"zasleh"};
   };
   class PYP_M82A1SUP: Weapon {};
};
class CfgAmmo
{
   class Default {};
   class BulletSingle: Default{};
   class PYP_match50: BulletSingle
   {
      hit = 50;
      indirectHit= 1;
      indirectHitRange= 0.400000;
      minRange= 1;
      minRangeProbab= 0.900000;
      midRange= 1000;
      midRangeProbab= 0.500000;
      maxRange= 2000;
      maxRangeProbab= 0.100000;
      visibleFire= 50;
      audibleFire= 150;
      visibleFireTime= 0.1;
   };
};

class CfgWeapons
{
   class Default {};
   class MGun: Default {};
   class Riffle: MGun {};
   class SniperRiffle: Riffle {};
   class PYP_m82a1sd: SniperRiffle
   {
      scopeWeapon= 2;
      scopeMagazine=2;
      weaponType= WeaponSlotPrimary;
      model="\PYP_M82A1sup\PYP_M82A1SUP.p3d";
      picture="\pyp_m82a1sup\data\m82.pac";
      displayName= "SLR M82A1 .50 SD";
      //Optics
      optics=true;
      modelOptics="\pyp_m82a1sup\scope\scope.p3d";
      opticsFlare= true;
      opticsZoomMin=0.001;
      opticsZoomMax=0.120;
      //Sound
      drysound[]={"weapons\m16dry",db-70,1};
      reloadMagazineSound[]={"weapons\m16load",db-70,1};
      sound[]={\pyp_m82a1sup\sound\bangsd.wav,1,1};
      //Ammo
      ammo= PYP_match50;
      count=10;
      magazines[]={PYP_m82a1sdmag};
      initSpeed=3500;
      recoil= "PYP_m82a1re_sd";
   };

   class PYP_m82a1sdmag: PYP_m82a1sd
   {
      scopeWeapon=0;
      scopeMagazine=2;
      displayNameMagazine= "M82A1 .50 Magazine";
      shortNameMagazine= "M82";
      picture= "\pyp_m82a1sup\data\m82mag.pac";
   };
};

class CfgRecoils
{
   PYP_m82a1re_sd[]= {0.04, 0.020, 0.085, 0.040, 0, 0};
   //recoiltime, tophalf movement, upswing, time to return from upswing,
};

class CfgVehicles
{
   class All{};
   class AllVehicles:All{};
   class Land:AllVehicles{};
   class Man:Land{};
   class Soldier:Man{};
   class SoldierWB:Soldier{};
   class SoldierWSniper:SoldierWB{};
   class PYP_m82a1sdunit:SoldierWSniper
   {
      displayName= "PYP SLR M82A1-SD Sniper";
      weapons[]= {PYP_m82a1sd,binocular,nvgoggles};
      magazines[]= {PYP_m82a1sdmag,PYP_m82a1sdmag,PYP_m82a1sdmag,PYP_m82a1sdmag};
      camouflage=0.600000;
   };
};

class CfgNonAIVehicles
{
   class ProxyWeapon {};
   class ProxyPYP_m82a1sd: Proxyweapon {};
};



Hopefully I follwed Kyles directions properly.

Offline Planck

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  • I'm never wrong ....I'm just not always right !
Re:50 cal muzzle flash bug
« Reply #11 on: 15 Sep 2005, 02:16:03 »
In all 3 configs you have:

Code:class CfgModels

It should actually read:

class CfgModels


Planck
I know a little about a lot, and a lot about a little.

Mizilus

  • Guest
Re:50 cal muzzle flash bug
« Reply #12 on: 15 Sep 2005, 02:51:19 »
(WARCRY!!)

That was the ticket! Now I'll have to go clean my drawers. With all of your help I just accomplished the most difficult editing task I have ever undertaken. Not bad for a 40 yr old non geek  ;D

Now if only I could get all of my symbols back to what they used to be!

Offline Planck

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Re:50 cal muzzle flash bug
« Reply #13 on: 15 Sep 2005, 02:55:54 »
Glad its working now, perhaps you could press the 'solved' button.   ;D ;D


Planck
I know a little about a lot, and a lot about a little.

Mizilus

  • Guest
Re:50 cal muzzle flash bug
« Reply #14 on: 15 Sep 2005, 02:56:38 »
I almost forgot to thank all of you. I'm afraid I'll have to call on you again because now I'm not only hooked on Flashpoint, but hooked on this whole editing deal.

Thanks again!