Baphomet 0 Posted December 20, 2003 They definitely look cool, some of the features look interesting too. but I'm not going to be using them. Share this post Link to post Share on other sites
Wilco 944 Posted December 20, 2003 They look REAL GOOD Share this post Link to post Share on other sites
hellfish6 7 Posted December 20, 2003 They definitely look cool, some of the features look interesting too. but I'm not going to be using them. LOL. Ok... Share this post Link to post Share on other sites
ruff 102 Posted December 20, 2003 i read the readme files tact events etc but it doesnt tell me how to turn it offf just how to add them to other units ne tips for me Share this post Link to post Share on other sites
B-2-0 0 Posted December 20, 2003 Has anyone had problems healing at medics?? We are playing a co-op at the moment and we can't heal at our medics Share this post Link to post Share on other sites
Jinef 2 Posted December 20, 2003 Same situation with trying to turn off african voices in Tonal pack. I believe it's all imbedded within units. Share this post Link to post Share on other sites
blackdog~ 0 Posted December 20, 2003 <span style='font-size:17pt;line-height:100%'>LEARN HOW TO READ:</span> A series of global variables controls the hit effects. TACThitEffects : The master on/off switch for all events caused by the player being hit. Default: true. TACTbleeding : The on/off switch for bleeding. If it becomes false while the player is bleeding, bleeding stops immediately. Default: true. TACTrespawn : The on/off switch for blackout-on-death and no-sound-on-death. Blackout-on-death should not be used when the player doesn't respawn, or when he might respawn as seagull. Default: false. TACTrifleRespawn : When true, the player's default respawn weapon (M16/AK74 w/ one mag) is replaced by the weapon specified by init parameters. Handy for DM missions. Default: false. TACTweaponFX : When true, small arms and AT missiles produce extra particle effects (only on soldiers with the eventHandlers enabled). Default: true. You can turn any of these variables on or off during a mission to end the effects. If a player is bleeding and TACTbleeding is turned off, the player instantly stops bleeding. Share this post Link to post Share on other sites
ruff 102 Posted December 20, 2003 is there a combat medic in the pack? or is it just the bis medics Share this post Link to post Share on other sites
blackdog~ 0 Posted December 20, 2003 yes, combat medics on both sides... Share this post Link to post Share on other sites
-crow- 0 Posted December 20, 2003 Suchey, looking awesome!! I have a little present for you (sort of) I mirrored the pack on @war MARINE ASSAULT PACK Share this post Link to post Share on other sites
MSpencer 0 Posted December 20, 2003 WILL SOME OF YOU RELEASE THE MISSIONS YOU'RE PLAYING THEM WITH?!?!?!?!?!?!?! Jesus... It takes forever, I mean we're just getting the old BAS Littlebird missions now! Share this post Link to post Share on other sites
ozanzac 0 Posted December 20, 2003 Awwww WTF. I go to sleep and let it download. Wake up, it's finished. (YAY!) Extract the RAR,- No errors. But. Theres only one PBO file coming in at 7.xx MB called c8xmag.pbo. Rar properties. Size = 30.3 MB (31,796,769 bytes) Size on Disk = 30.3 MB (31,801,344 bytes) Can someone confirm these figures for me. Otherwise I'll download again. Using the Zip version. Phark I hate the Net sometimes. A year of waiting and still I'm denied access to these brilliant units and weaponary. Share this post Link to post Share on other sites
Milkman 1 Posted December 20, 2003 Hmmm a total reconversion of the CWC campaign is almost possible, all I need now is RHS's T-72 and T-80 tanks. (Evil laugh) Oh yeah, and some decent BMP's. *COUGH*CSLA!*COUGH* Share this post Link to post Share on other sites
MSpencer 0 Posted December 20, 2003 OR, we could make simple missions... Share this post Link to post Share on other sites
ozanzac 0 Posted December 20, 2003 Screw it, I'll just re-download it. BTW, I extracted it with WinACE and used DAP to download the file. I'll upgrade WinACE and see if that makes a difference. Share this post Link to post Share on other sites
Milkman 1 Posted December 20, 2003 Two questions 1.)Does BIS care if we re-release some of the single player missions with new units? 2.)Is the Marine medic the Naval Corpsman? @ozanzac, try winzip, inferior compression yes, but it sure doesn't give me retarded errors like winrar. Share this post Link to post Share on other sites
B-2-0 0 Posted December 20, 2003 <span style='font-size:17pt;line-height:100%'>LEARN HOW TO READ:</span>A series of global variables controls the hit effects. TACThitEffects : The master on/off switch for all events caused by the player being hit. Default: true. TACTbleeding : The on/off switch for bleeding. If it becomes false while the player is bleeding, bleeding stops immediately. Default: true. TACTrespawn : The on/off switch for blackout-on-death and no-sound-on-death. Blackout-on-death should not be used when the player doesn't respawn, or when he might respawn as seagull. Default: false. TACTrifleRespawn : When true, the player's default respawn weapon (M16/AK74 w/ one mag) is replaced by the weapon specified by init parameters. Handy for DM missions. Default: false. TACTweaponFX : When true, small arms and AT missiles produce extra particle effects (only on soldiers with the eventHandlers enabled). Default: true. You can turn any of these variables on or off during a mission to end the effects. If a player is bleeding and TACTbleeding is turned off, the player instantly stops bleeding. Ok, so where does it say anything about not being able to heal at medics?? Share this post Link to post Share on other sites
Wilco 944 Posted December 20, 2003 I just need a friggin scripter so he can script the respawn, flags, and other mo shmo junk. Share this post Link to post Share on other sites
Harnu 0 Posted December 20, 2003 Screw it, I'll just re-download it. BTW, I extracted it with WinACE and used DAP to download the file.I'll upgrade WinACE and see if that makes a difference. Search for IZArc. I think that is the name of it, works way better than winace Share this post Link to post Share on other sites
blackdog~ 0 Posted December 20, 2003 <span style='font-size:17pt;line-height:100%'>LEARN HOW TO READ:</span>A series of global variables controls the hit effects. TACThitEffects : The master on/off switch for all events caused by the player being hit. Default: true. TACTbleeding : The on/off switch for bleeding. If it becomes false while the player is bleeding, bleeding stops immediately. Default: true. TACTrespawn : The on/off switch for blackout-on-death and no-sound-on-death. Blackout-on-death should not be used when the player doesn't respawn, or when he might respawn as seagull. Default: false. TACTrifleRespawn : When true, the player's default respawn weapon (M16/AK74 w/ one mag) is replaced by the weapon specified by init parameters. Handy for DM missions. Default: false. TACTweaponFX : When true, small arms and AT missiles produce extra particle effects (only on soldiers with the eventHandlers enabled). Default: true. You can turn any of these variables on or off during a mission to end the effects. If a player is bleeding and TACTbleeding is turned off, the player instantly stops bleeding. Ok, so where does it say anything about not being able to heal at medics?? are you trying to heal at a non-combat medic? this ain't BAS deltas folks, you cant heal at everyone you see. Share this post Link to post Share on other sites
B-2-0 0 Posted December 20, 2003 Of course i am trying to heal at a medic, there is also no option to order injured AI to heal at the medic. Share this post Link to post Share on other sites
suchey 0 Posted December 20, 2003 Quote[/b] ]something i noticed with the javelin was that i cannot mark targets. the little white square/triangle thingie doesn´t appear on either right clicking the target or hitting Tab.but that cannot be the way it´s ´posed to be me thinks If your playing with the javelin in the editor...there is an OFP issue that you must be aware of. If you put a LIVE tank on the map you will not be able to lock onto it until an AI acknowledges it is there. (this happens with the other locking stuff too). Place an AI unit in your group...after he sees the tank and reports it to you, you will then magically be able to gain a lock. Empty vehicles can be locked-on at any time. Weird issue. As I understand it, it has been a problem for a while in ofp. Quote[/b] ]medic Naval Corpsman is the medic...yes. The USMC doesnt have their own medics...they use Naval Corpsman. I also havent been able to reproduce the non-healing medic. He works fine for me so far, but Ill look into it. Quote[/b] ]maps They are playing co-op right now at gs1.mtco.com (note...you need all the server addons, JAM, and the JAM compatable files for the pack to play--see the faq at the main Marine Pack site for details on the JAM stuff) Help Jocko test out his maps! Share this post Link to post Share on other sites
Harnu 0 Posted December 20, 2003 Isn't it gs3.mtco.com is the server? gs1 is the TS server? Share this post Link to post Share on other sites
ruff 102 Posted December 20, 2003 <span style='font-size:17pt;line-height:100%'>LEARN HOW TO READ:</span>A series of global variables controls the hit effects. TACThitEffects : The master on/off switch for all events caused by the player being hit. Default: true. TACTbleeding : The on/off switch for bleeding. If it becomes false while the player is bleeding, bleeding stops immediately. Default: true. TACTrespawn : The on/off switch for blackout-on-death and no-sound-on-death. Blackout-on-death should not be used when the player doesn't respawn, or when he might respawn as seagull. Default: false. TACTrifleRespawn : When true, the player's default respawn weapon (M16/AK74 w/ one mag) is replaced by the weapon specified by init parameters. Handy for DM missions. Default: false. TACTweaponFX : When true, small arms and AT missiles produce extra particle effects (only on soldiers with the eventHandlers enabled). Default: true. You can turn any of these variables on or off during a mission to end the effects. If a player is bleeding and TACTbleeding is turned off, the player instantly stops bleeding. can u just tell me then mr expert on how to turn it off using a trigger or wat to write in the init. field since i dont know wat the f*** wat global variables mean i just make simple missions with little scripts and a whole bunch of triggers edit i just spent half an hour trying to turn them off Share this post Link to post Share on other sites