Donnervogel 0 Posted March 7, 2004 One problem with this pack that is not a bug more like an annoying feature that was from version one.I know that this was just an update for the models and textures but I hope that in a future update you are gonna remove the auto self healing on all units because it`s very annoying.When they do that in a middle of a fire fight they are bassicly waiting to be shot dead.. 1. not all units do that. Only Medics and Deltas. 2. from my overall experience they stay alive longer when they do it that when they don't do it. Share this post Link to post Share on other sites
Colossus 2 Posted March 7, 2004 New bug: No Delta/Rangers can't disembark from cars when the car starts empty. And when Im the leader of the squad the Mount (#4) dosent work until I get out of the car/tank. EDIT: I tried on 1.96b at Everon and Desert Island. Orginal troops work fine. No bug on them. Share this post Link to post Share on other sites
Gollum1 0 Posted March 7, 2004 if somebody recieve one shot on his face he must die They do...only the torso is protected. Share this post Link to post Share on other sites
dm 9 Posted March 7, 2004 Shwiing - You need winrar (http://www.rarlabs.com) to open these files, winzip will NOT work. Here's some pictures to show the difference between the old and new delta unit. The new is on the left, the old on the right: Share this post Link to post Share on other sites
pang 0 Posted March 7, 2004 simply amazing work, BAS team! about the optic- point of impact thingy. dm, it makes sence about the sr25. but i also discovered this on the holotec silenced m4s. another little glitch: the woodland ranger GL has no m4 mags, the entry must be missing in the config. *goes back finishing some bas mp missions* Share this post Link to post Share on other sites
miles teg 1 Posted March 7, 2004 Thanks for the positive vibes peeps, glad you're enjoying it.About the SR-25. The SD version has its scope zeroed at about 400m, as the ammo is sub-sonic, if it was fired on a flat trajectory it would not reach even a few 100m from the weapon, let alone 400+, now OFP compensates for this by making the weapon fire high when you aim short of that distance (so that the bullet drop will mean that it hits dead-center at its zeroed distance) This "feature" is exagerated in the SD version, because it fires sub-sonic ammo, which means it moves slower, takes longer to reach the target, and hence has to be fired up much more than normal. This is what produces the "low" feel to the zero of the scope. Remember, that the SR-25 is not designed as a "close in" weapon, it is meant to compliment the Snipers weapon by providing a rapid (ish) fire weapon, that is accurate at medium to long ranges, with a scope that allows the spotter to spot the targets for the sniper. I'm very disappointed that you guys kept this "feature" in the pack. Â There was a big debate about this before. The bottom line is that the AI using the silenced weapons will get slaughtered by enemy AI troops at medium to long range engagements. Â Also in real life subsonic rounds are not always used with silencers. Â Even with regular rounds, silencers help to diminish the noise level and you only get a little "crack" similar to a .22 LR pistol sound which isn't all that loud. Â It's also difficult to determine the direction from where the gunfire originated from as generally the "crack" is only heard by the enemy as the bullet passes near them. Â In real life, if subsonic rounds were used, the scopes would be zeroed to these bullets and most likely you would have only 1 or 2 magazines of subsonic rounds (for silent take downs) and the rest with regular rounds as well as quick adjustments memorized or marked on your weapon sights for quick changes. Â I find the BAS "feature" not to be realistic and instead to be so INCREDIBLY frustrating in missions that I don't use the silenced weapons. Â At the very least you should have two types of SD ammo in JAM so that mission makers and players are not forced to use the current messed up zero system of "realism". Â I know your trying to work within the limitations of the game engine, but please don't do that by making it frustrating to use because of the limitations. Â This is a GAME. Â If you really want realism, then start implementing a jamming script where you get random jams because this happens VERY often with M4/Ma6 rifles where it takes between 1-5 seconds to clear the rifle and chamber a new round. Or make the MP5's ammo inaccurate after 100 meters where its basically useless after range cuz in real life that's pretty much the maximum range and you can't snipe with it like you can with the BIS MP5 in OFP. If you did this however, I can guarantee you that LOTS of players would be terriblly upset because then it makes the addon less fun. Â Anyways, I hope you will consider at least making a new SD type round in the next update of JAM because as it is now it is just frustrating to use and the AI with the SD rifles get killed easily at medium range engagements. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
dm 9 Posted March 7, 2004 New bug: No Delta/Rangers can't disembark from cars when the car starts empty.And when Im the leader of the squad the Mount (#4) dosent work until I get out of the car/tank. EDIT: I tried on 1.96b at Everon and Desert Island. Orginal troops work fine. No bug on them. I cant reproduce the bug now (can you tell me the EXACT circumstances when it happens, i.e. how did you get into the vehicle (was it a move in command in game, or via moveincargo in the editor) what vehicle it was etc) I've had this problem before, but I fear its more of a game engine bug than an addon bug. Share this post Link to post Share on other sites
Messiah 2 Posted March 7, 2004 New bug: No Delta/Rangers can't disembark from cars when the car starts empty.And when Im the leader of the squad the Mount (#4) dosent work until I get out of the car/tank. EDIT: I tried on 1.96b at Everon and Desert Island. Orginal troops work fine. No bug on them. I cant reproduce the bug now (can you tell me the EXACT circumstances when it happens, i.e. how did you get into the vehicle (was it a move in command in game, or via moveincargo in the editor) what vehicle it was etc) I've had this problem before, but I fear its more of a game engine bug than an addon bug. if the waypoint you are using is 'unload' with an empty car that is then filled, then unload will not work... thats a game bug, not a delta bug - use getout or use scripted commands rather than unload waypoints. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted March 7, 2004 New bug: No Delta/Rangers can't disembark from cars when the car starts empty.And when Im the leader of the squad the Mount (#4) dosent work until I get out of the car/tank. EDIT: I tried on 1.96b at Everon and Desert Island. Orginal troops work fine. No bug on them. I cant reproduce the bug now (can you tell me the EXACT circumstances when it happens, i.e. how did you get into the vehicle (was it a move in command in game, or via moveincargo in the editor) what vehicle it was etc) I've had this problem before, but I fear its more of a game engine bug than an addon bug. is he sure the car was not set on "locked". If so you indeed can't get out. Share this post Link to post Share on other sites
txalin 2 Posted March 7, 2004 @gollum: oooppppsss....... hehehehe, u right, not me:):):) Share this post Link to post Share on other sites
Colossus 2 Posted March 7, 2004 ok, I see it has been riddle about what I did. Explane: 1. I build 1 5t truck (empty) and I make one soldier and use the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this moveindriver TRUCK 2. Make one 12 team Delta Group and one Ranger Group. I use the Quote[/b] ]this moveincargo TRUCK script (Im a bit of a nOOb on scripting)3. I make a ¨Transport unload¨on the driver in TRUCK. And a ¨Get out¨waypoint on the Deltas/Rangers. 4. When they arrive at the waypoint nothing happens (?) And if im leader of the group the ¨Mount¨(#4) dosent work until I go out myself. So why do this happen? Share this post Link to post Share on other sites
vektorboson 8 Posted March 7, 2004 4. When they arrive at the waypoint nothing happens (?)And if im leader of the group the ¨Mount¨(#4) dosent work until I go out myself. So why do this happen? As already said, this is a game engine bug. Share this post Link to post Share on other sites
Colossus 2 Posted March 7, 2004 4. When they arrive at the waypoint nothing happens (?)And if im leader of the group the ¨Mount¨(#4) dosent work until I go out myself. So why do this happen? As already said, this is a game engine bug. He told me to say more details Share this post Link to post Share on other sites
Gollum1 0 Posted March 7, 2004 I don't know if this has been asked before, but how about seeing an M3 MAAWS system? M3 MAAWS (Carl Gustav) Or is it not in use by the Rangers anymore? Share this post Link to post Share on other sites
dm 9 Posted March 7, 2004 ok, I see it has been riddle about what I did.Explane: 1. I build 1 5t truck (empty) and I make one soldier and use the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this moveindriver TRUCK 2. Make one 12 team Delta Group and one Ranger Group. I use the Quote[/b] ]this moveincargo TRUCK script (Im a bit of a nOOb on scripting)3. I make a ¨Transport unload¨on the driver in TRUCK. And a ¨Get out¨waypoint on the Deltas/Rangers. 4. When they arrive at the waypoint nothing happens (?) And if im leader of the group the ¨Mount¨(#4) dosent work until I go out myself. So why do this happen? Ok, I've just tested this exact procedure (about 5 times I might add) and I must say, that in 1.96b I can not reproduce this bug... Like I said before, I HAVE experienced this bug myself, but I fear that it is indeed more to do with the game engine, as against our addon. I will test it further, and report back if I come up with any other solution. Share this post Link to post Share on other sites
MSpencer 0 Posted March 7, 2004 colossus, you ever think of using synchronization? That's why they don't get out. They need a sync line between the waypoints. Share this post Link to post Share on other sites
Colossus 2 Posted March 7, 2004 As I have said before im a nOOB at anything else but playing. And I have never found out what synchronization button on MapEditor those. I really need somekind of book called ¨Scripting for Dummies¨ or ¨OPF MapEditor. Whats the meaning of OPF when you are a nOOb on MapEditor?¨ Really sorry for all this trouble, but I really like makeing missions (except all this scripts I have to handel) Share this post Link to post Share on other sites
dm 9 Posted March 7, 2004 Really sorry for all this trouble, but I really like makeing missions (except all this scripts I have to handel) Not a problem, as for scripting, I'd suggest checking out some of the tutorials over at ofpec Share this post Link to post Share on other sites
macguba 0 Posted March 7, 2004 Deadmeat is right colossus, there are a lot of tutorials and other resources to help you at www.ofpec.com Share this post Link to post Share on other sites
pang 0 Posted March 7, 2004 ok, been playing a bit longer with the de/ras now bugs (for updated version) *ranger (s) GL has no M4SD but the m4sd mags *M4 SD eotech holo sight too low- bullets hit too high. all good with non silenced version and/ or i.e. M4SDacog *M240b ironsight still has a little frame around the middle part of sight *(please don´t slap me for putting this under "bugs" ;) )JAM: the SR25SD thingy- right now it´s neither a CQB rifle nor a sniper range weapon... and the AI can´t hit anything. maybe find a solution for gameplay´s sake questions/ corrections *delta fireteam leader and delta team leader have both the same weapon equipment like the delta AT. *delta SD machinegunners have a facemask while SD machinegunners have none- intentional or glitch? Share this post Link to post Share on other sites
Meathead 0 Posted March 7, 2004 *Colossus I LUV IT! I do mission editing more than I play. Dont get discouraged man, It will get easier. I actually learn more from the forum searches and looking at other peoples work then I do the reference manual :\ It only touches the surface on all the scripting that out there. Share this post Link to post Share on other sites
dm 9 Posted March 7, 2004 Thanks for the nice concise reply Pang, we are addressing these issues, and there will be a patch (yes a patch) out soon. Share this post Link to post Share on other sites
pang 0 Posted March 7, 2004 yo welcome dude another thing regarding the JAM_sounds.pbo: have you thought about replacing some current sounds (if permission is granted) by some from the marine assualt pack? i did so by myself with the m249, M4SD and akm sounds and now the tonal/ BAS fighting atmosphere is even more overwhelming. it won´t have to be the MA pack sounds- maybe there are even better ones out there, but some MA´s sounds really kick ass. Share this post Link to post Share on other sites
dm 9 Posted March 7, 2004 yo welcome dude  another thing regarding the JAM_sounds.pbo: have you thought about replacing some current sounds (if permission is granted) by some from the marine assualt pack? i did so by myself with the m249, M4SD and akm sounds and now the tonal/ BAS fighting atmosphere is even more overwhelming. it won´t have to be the MA pack sounds- maybe there are even better ones out there, but some MA´s sounds really kick ass. One of the reasons we separated out the Sounds into another pbo was so that people could make their own custom sound packs for JAM, without having to duplicate the config etc. Whilst I don't think we have any "official" plans to update JAM at this moment in time, everyone else is free to make their own soundpacks for JAM and distribute them (as long as you dont edit the config in any way) for people to use. This method also means that you won't display modified config messages in MP either Share this post Link to post Share on other sites