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Finnish defence forces mod 1.1

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Something for Goeth: Since the East Border map is supposed to be inland, it's pretty much impossible to do missions on the edge of the map since you can see the OFP sea, ruining the setting. sad_o.gif

What I propose for this map, in fact for all maps, is to put low hills all around the edges of the map.

This way, the sea would be hidden except for aircraft.

smile_o.gif

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Quote[/b] ]What I propose for this map, in fact for all maps, is to put low hills all around the edges of the map.

That should be very easy for him to do smile_o.gif .

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Mortars in wheeled vehicles - they simply don't work in OFP.

Blake u misunderstood me, meant them seperately. I know that proto sisu i would be third truck in mod, but 120mm mortar would be nice.

Does 1.1 version have more single/multiplayer missions somewhere in the net?

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I don't know if anyone's noticed, but when a firearm is fired it can usually be heard for at LEAST two to three miles. In FDF 1.1, it dies out at about thirty feet.

dies 30 feet? Well that's frankly bullshit gunfire in FDF is audible well beyond 500 meters. Now would you really want to hear realistic ear-shattering rumble from your speakers which covers everything else and just makes you want to turn down the volume? I think not.

Explain why I can place a sniper with a Dragunov at about 500m, and barely hear the gunfire from it?

I can hear them quite loudly from a good mile or two away.

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I just managed to finish downloading this monster, and I have to say I am in awe at it...

This is just such an incredibly polished release - the addons, sounds, scripting, missions etc. I don't want to think about the hours you blokes must have stuck in to come up with this.

I'll be the first to admit I know precisely bugger all about the Finnish Defence Force, but the quality of this pack makes that pretty much irrelevant smile_o.gif

Absolutely insanely good chaps!

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8 new coop missions by Blake for max.10-20 players intended for FDF Mod 1.1.

Download:

http://koti.welho.com/amustone/mpmaps/8_FDF11_MPmissions_by_Blake.zip

Mission:                                         Location:

co@   8 fdf räkä poskella                  East Border

co@ 10 fdf alue-etsintä                     East Border (winter)

co@ 10 fdf midsummer party 2005    Karjala

co@ 10 fdf mig alley                         East Border

co@ 11 fdf varusmiesten tulikaste      East Border

co@ 16 fdf saaristohurrit                   East Border

co@ 20 fdf sotaretki suvi-suomessa   East Border

co@ 20 fdf steel panthers                  Karjala

All missions have English briefings or dual Finnish/English briefings.

marksman.jpg

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Mortars in wheeled vehicles - they simply don't work in OFP.

Blake u misunderstood me, meant them seperately. I know that proto sisu i would be third truck in mod, but 120mm mortar would be nice.

Does 1.1 version have more single/multiplayer missions somewhere in the net?

I agree... A 120mm mortar would be nice

http://tietokannat.mil.fi/peitsi03/include/thumbnail.php?id=59

http://tietokannat.mil.fi/peitsi03/include/thumbnail.php?id=56

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co@ 10 fdf midsummer party 2005    Karjala

biggrin_o.gif

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co@ 10 fdf midsummer party 2005    Karjala

biggrin_o.gif

At least you have good hunter models now!

That's a pretty insanely hard level. wink_o.gif

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Amazing mod! The one problem is that I don't understand how to use the Sanla tounge_o.gif .

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It's not that hard, afterall it is explained very good in the Sissi raid mission. Look Gollum1, I spelled Sissi with caps off this time! tounge_o.gif

EDIT: That mission even provides you with an example line, so write that down on a piece of paper right this instant!

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Quote[/b] ]It's not that hard, afterall it is explained very good in the Sissi raid mission. Look Gollum1, I spelled Sissi with caps off this time!

EDIT: That mission even provides you with an example line, so write that down on a piece of paper right this instant!

I must have missed that mission tounge_o.gif .

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Quote[/b] ]It's not that hard, afterall it is explained very good in the Sissi raid mission. Look Gollum1, I spelled Sissi with caps off this time!

EDIT: That mission even provides you with an example line, so write that down on a piece of paper right this instant!

I must have missed that mission tounge_o.gif .

After FDF 1.0 came out, I suggested that a simple training mission should be included, where you can select from all of the mod's available weapons and vehicles.

It could be similar to the ULOTC campaign's first mission, where you have tons of firing ranges with stationary and moving targets and ammo boxes at different positions with different weapons to select from.

If someone wants to do a service to this mod and to the players, here's a golden opportunity.

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i found another strange bug, like the breakdancing one, when i was editing.

the unit is standing straight then after 5 sec from the start of the preview, this happen:

fdf.jpg

then after 4-5 sec, the unit stand straight again.

it looks like an anim for rope insertion from a chopper. In this mission i use some elements coming from the BAS MH-47E.

EDIT: it doesn't happen during each preview.

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i found another strange bug, like the breakdancing one, when i was editing.

the unit is standing straight then after 5 sec from the start of the preview, this happen:

http://perso.wanadoo.fr/trombone-revue/image/fdf.jpg

then after 4-5 sec, the unit stand straight again.

it looks like an anim for rope insertion from a chopper. In this mission i use some elements coming from the BAS MH-47E.

lol That happened to me about an hour ago when I was playing FDF Hard Times... There's no BAS heli there though.

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That happens on my comp also. Just have to clean up my addons folder since i don't need anything else but FDFmod  smile_o.gif

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i found another strange bug, like the breakdancing one, when i was editing.

Known bug, or "feature".

Some addons use StandVar3 animation class and FDFmod contains it too. It is activated when unit idles, doesn't move etc.

This issue will be fixed in next version, name will be changed to fdf_standvar3 or something like that so that it would not cause any trouble with other addons.

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Quote[/b] ]It's not that hard, afterall it is explained very good in the Sissi raid mission. Look Gollum1, I spelled Sissi with caps off this time!

EDIT: That mission even provides you with an example line, so write that down on a piece of paper right this instant!

I must have missed that mission tounge_o.gif .

But beware! I think that that mission uses a separate SANLA script wich needs the degrees relative to the target as a part of the syntax! Not a 100% sure though.

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dont know if it has been solved, but the weapons from the finish defense force, the sounds that die after 30 ft........that can be fixed. They are using a certian thing in the config that makes sound high when extremely close but when ever 4 ft away a little way too low.

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Is there something wrong with me and my hearing? Everyone seems to have a complaint about the gun sounds but I find them to be quite excellent. I want to be able to play my game without wearing earplugs darnit tounge_o.gif

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After FDF 1.0 came out, I suggested that a simple training mission should be included, where you can select from all of the mod's available weapons and vehicles.

We will certainly look into that, thanks for tip Avon...

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Quote[/b] ]After FDF 1.0 came out, I suggested that a simple training mission should be included, where you can select from all of the mod's available weapons and vehicles.

Sounds pretty easy to make smile_o.gif . All you need is someone to put in the time to use a lot of addweaponcargo commands tounge_o.gif .

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Live 5,1 EAX has issues with some gun sounds in OFP and other games, that is not something down to FDF. With my Live 5.1 A tank can explode behind me at times but unless i look straight at it no boom smile_o.gif I checked the speakers and all, another "present" from Creative's drivers mad_o.gif

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I just have quick newbie question here. Can I use Kegetys snowscript on the eastern border map without doing anything besides excecuting the script? Also, I have to ask this. How do I open the gates with the help of triggers and things like that? I noticed the command a few pages back but I haven't found out how to apply it yet smile_o.gif

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