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theavonlady

Rat's nest (mi-28)

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You can download the mission from here:

http://www.filefront.com/?filepa....I28.zip

Here's the ReadMe:

Quote[/b] ]

Rat's Nest (MI-28)

Version 1.2

July 8, 2003

I have taken the original OFP single player mission, Rat's Nest, and replaced the

standard Soviet V-80 helicopter originally used in the mission with the DKM Mod's

MI-28 helicopter.

OFP version required: any supported by the DKM Mod's MI-28 helicopter addon.

The first version of the addon was released in July 2003. Additional Information

about the MI-28 helicopter addon can be found on the DKM Mod's WEB site:

http://www.dkm-mod.mkdi.net/

ACKNOWLEDGEMENTS:

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

Thanks to the DKM Mod for another great addon.

Thanks to Ballistic Addon Studios (and particularly to BAS team member Nagual) for

providing me with their Time Selection Dialog template code.

Regards,

The Avon Lady

theavonlady@theavonlady.org

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

Summary of Changes:

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

1.2 Defined and set public variable "DKMM_choppers_shortstart" to "true".

Now MI-28s start engines immediately, with no delay and without false

OUT OF FUEL detections.

1.1 Added Ballistic Addon Studio's Time Selection Dialog.

1.1 Changed the AI controlled MI-24 commanding helicopter to an MI-28.

1.0 Mission modified and tested.

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Thanks Avon i was searching for a mission with the mi-28 smile_o.gif

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isnt the name of the mission Rat Hole?

That's the file name. The BriefingName, as displayed in the SP mission list is Rat's Nest.

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The helicopter seems to hit a wall at 150m AGL, pretty annoying in combat.

Anyway, good mission avonlady, thanks biggrin_o.gif

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I´m getting a hell of a lag when i´m flying over the Base.

Also the Hind gets blowed away everytime, because the mi28 is starting so lame ass, and the Hind doesn´t.

But thanks its great.

PS:Hmm should be the Realistic explosion mod.

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I want to put in a delay at the start of the mission so that the pilot in the nearby MI24 will only take off after around a 20 second delay.

This gives enough time for the player to rev up the MI28's engines and fly in together.

(A simpler solution would be to change the leading Hind to another MI-28. However, there are currently some problems with this in the MI28's beta version).

There's a waypoint that gets the leading Hind started and flying in the direction of the battle. What do I have to code in a game logic trigger to set a condition true after a 20 second delay? Everything I've tried fails. TIA. smile_o.gif

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Simplest way, let the mi28 start in the air rock.gif

i don´t want to start anyway ;)

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Simplest way, let the mi28 start in the air rock.gif

i don´t want to start anyway ;)

Yes, that's simple but I personally like the startup. It's quite unique and seems realistic.

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(A simpler solution would be to change the leading Hind to another MI-28. However, there are currently some problems with this in the MI28's beta version).

Testing this out, there really is no major problem.

The other pilot shouts OUT OF FUEL but this is a false call and the pilot winds up starting the Havoc and taking off OK.

So, now the question is: anyone object to me revising the mission to change the AI's Hind to a Havoc? rock.gif

Speak now or forever hold your peace. biggrin_o.gif

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Keep the Hind.

Just set it's fuel to 0 in the init and make a trigger condition "true" with countdown 20 secs, OnActivation set the fuel back to 1.

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Keep the Hind.

Just set it's fuel to 0 in the init and make a trigger condition "true" with countdown 20 secs, OnActivation set the fuel back to 1.

Why doesn't activating the Hind's waypoint with such a trigger condition work? rock.gif

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It's a bit weird with waypoints and conditions for them.

If you activate waypoint '3' with a trigger countdown 20sec the unit moves to wp '3's position and waits there until the trigger gives a go.

If the trigger is miles away the 20 seconds are over long before the unit reaches it, so you can't notice any waittime ingame.

So if it's the first waypoint where you want the hind to go only after a condition is ok, you have to place a new first waypoint where he should wait and give this waypoint the trigger go. (But when the unit is a helo it will of course take off and wait hovering at a blocked wp.)

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I´m getting a hell of a lag when i´m flying over the Base.

Turn off cloudlets. The Mi-28 puts a dust effect around the helicopter when it's rotors are running. It bugs the crap out of me because most helicopters don't kick up dust when they're sitting on the ground, only when the rotors are pushing on the air during takeoff or landing, or low flight.

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I´m getting a hell of a lag when i´m flying over the Base.

Turn off cloudlets.  The Mi-28 puts a dust effect around the helicopter when it's rotors are running.

Wait a minute folks! What altittude is this happening at?

If you're at a decent height, above where the rotorwash kicks in, then any lag you have is from the amount of units around the base itself.

Test this by simply playing the original Rat's Nest mission. It shouldn't make a difference.

Of course, if you're hugging the ground at the best, then yes, DKM's rotorwash effect is known to cause lag even on hi speed systems.

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Mission updated to V1.1. Read the Readme (also updated in this thread's first post).

Now try playing the mission with the time set at night time. My head is still spinning (got 15,900 points and 5 gold stars). smile_o.gif

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I´m getting a hell of a lag when i´m flying over the Base.

Turn off cloudlets.  The Mi-28 puts a dust effect around the helicopter when it's rotors are running.

Wait a minute folks! What altittude is this happening at?

If you're at a decent height, above where the rotorwash kicks in, then any lag you have is from the amount of units around the base itself.

Test this by simply playing the original Rat's Nest mission. It shouldn't make a difference.

Of course, if you're hugging the ground at the best, then yes, DKM's rotorwash effect is known to cause lag even on hi speed systems.

I think he meant he was having problems at the base on takeoff, and immediately after takeoff (the lag doesnt go away with the cloudlets, but it starts with the cloudlets)

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I think he meant he was having problems at the base on takeoff, and immediately after takeoff (the lag doesnt go away with the cloudlets, but it starts with the cloudlets)

OK. Same principle. DKM's rotorwash effect is laggy, even on my 2Ghz notebook. It's especially noticeable when you're just outside a DKM chopper.

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Turn off antialaias of the geforce4 ..that works great!

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Version 1.2 of the mission released. A minor change. See summary of changes in this thread's first post for details.

Download link remains the same as in the first post.

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Just finished your latest version,and rocks!! Its much better now,with the quick engine start ;) ,i could keep a watchfull eye on my wreckless AI LDR and we all made it back after a hard days work killin' and generaly blowing things up tounge_o.gif

Two weird things happened though:

1-After my LDR returned to base i stayed back to mop up any surviving enemy infantry, my LDR gave order to disembark and 'cos i was flying really low my gunner jumped out and ran out into the woods.... rock.gif Poor AI...

2-On the way back to base i went to rearm/refuel/repair and when i rearmed i dont think it rearmed my HE ammo,just the AP,maybe thats because my trigger happy AI gunner spent them all at the enemy base...i really dunno.

Apart from that...i envy your mission making capabilities,great adaptation ,txs

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Well, it's really BIS' mission - not mine. I did very little to convert it over to use the MI-28 in place of the original V-80.

Anyway, the AI gunner problem is most likely OFP's while the ammo problem is maybe DMK's. Best to ask DKM about that on their MI-28 addon release thread. smile_o.gif

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Two weird things happened though:

1-After my LDR returned to base

BIS were hoping that most people would loose their Fearless Leader over the US base to the cannon of a Vulcan, leaving the player to go in solo.

That will happen 100% of the time if you fall way behind the leader on the way in to the attack and the leader goes in head-on against multiple Vulcans.

If you've never let that happen, try. There's a whole radio message dialog built into the mission for that.

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