walker 0 Posted April 26, 2004 Hi all Forgot to say if your in Mech Inf team you need to Co-ordinate your attacks with all arms and make sure you have Rally Points (RP)s for advancing to the rear and Rendevous (RV)s for after battle reorganisation after each objective is complete. Try to place these in cover such as valleys or on reverse slopes behind forests or towns. Procedure is to send out flanking infantry screens while doing the re-org. The lorried infantry are good for this. For the comander it is important to tell all teams on the ALL channel what phase you are in at all times. You also need to lay out two markers for the front line and state direction of advance and give individual units their Form Up (FU) point. Recommend paths to the FU but allow the individual squad commanders to choose the best path for their FU in cover. All teams listen in on TS and check your map regularly. Map positions are automated markers. Kind Regards Walker Share this post Link to post Share on other sites
havocsquad 0 Posted April 26, 2004 Is there any way to get an AI only armor platoon of ifv's or MBT's to scan the area in front of them with WGL? Â It seems that the armor that defends an area gets totally anniliated unless the enemy comes right in front of the defending armor. Â Usually the armor's "radar" used in OFP handles that issue but it gets really annoying when trying to set up a single player mission focused on defense. Â (I know WGL is primarily a MP Mod). Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 27, 2004 I think what we can do is boost armor crew's ability to spot targets, particularlly small targets, and then conversely we will probably limit their ability to hear things quite a bit. From everything I've read and listened to, armor crew can't hear much of anything inside their vehicles, so something like shooting a tank with your AK really shouldn't elicit much of a response. But obviously with their advanced optics they should be able to see quite a bit better than your average Joe Grunt. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted April 27, 2004 Yep, sounds good. At least then you'd know when a tank is more likely to see you (because of the turret/ cupola facing you) Share this post Link to post Share on other sites
ZiRo 0 Posted April 27, 2004 yer, i agree with everything -ZiRo Share this post Link to post Share on other sites
killswitch 19 Posted April 27, 2004 Here's a RAR archive with two versions (mechanized infantry and one armor) of the 23/26 player coop mission "Breakthrough" Walker has been talking about above: <span style='color:blue'>Breakthrough (2 versions)</span> Addons needed, IIRC: WGL 4.11+ and CoC Unified Artillery. WGL and UA is a marriage made in heaven, if you ask me. I hope Jinef won't mind me posting them for your enjoyment. If you think CTF Mokra and the likes are what OFP MP is, don't bother... Coop zombies like me will hopefully enjoy it Regards, KS Share this post Link to post Share on other sites
Guest Posted April 28, 2004 Small Request: WGL Ammo boxes? Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 28, 2004 WG Ammo Boxes: We can do those no problem. Most of the time I think people request these so they can test out the weapons so we will put together a couple of boxes with plenty of ammo for testing. Something along the lines of West Small Arms, West AT, East Small Arms, East AT, Crew Weapons, etc. That good for ya? Share this post Link to post Share on other sites
Jinef 2 Posted April 28, 2004 My personal tactic for breakthrough - Charge! It is after all called breakthrough eh? Share this post Link to post Share on other sites
Guest Posted April 28, 2004 WG Ammo Boxes: We can do those no problem. Most of the time I think people request these so they can test out the weapons so we will put together a couple of boxes with plenty of ammo for testing. Something along the lines of West Small Arms, West AT, East Small Arms, East AT, Crew Weapons, etc. That good for ya? totally Share this post Link to post Share on other sites
minorthreat 0 Posted April 28, 2004 I have a few suggestion for some vehicals that would make this pack even more better. Â If could/want to get the permission from CSLA to use their nice soviet units like their BMP's, Hinds, Mi-8's, and other vehicaals. And also the RHS t-55's especially the FIA ones those would definetly be good because of the lack of FIA fighting vehicals in the pack. I think they would really look good and i bet a bunch of other people would agree with me. Just a thought, later. Share this post Link to post Share on other sites
PhilippRauch 0 Posted April 29, 2004 Just wanted to post, that the configs for WGL-compliant SEBNampack2 are on their way... no ETA yet... It will be like what ZiRo did, but with the Units (most of them) of SEBNampack2 ... Maybe it will be a bit different.. who knows ;) There is atleast one surprise ... Share this post Link to post Share on other sites
Geriec 1 Posted April 29, 2004 I dunno if some of u guys figured out this yet but here's a copy of what RN killab posted in our forums about some bugs he found out: -------------------------------------------------------------------------------- I've noticed the following - most all static/dynamic units that have multiple machinegun/rapid fire weapons (HE/AP rounds in the Bradley, etc.) will NOT run out of ammo or require a reload, and all subsequent shots on the 'unlimited ammo' become silent to ALL other players except for whoever is manning the gun in question after either: A: Ammo is reloaded (In a DSK fixed Machinegun, for instance), and as the player, in the gunner position, begins firing the second clip/belt of ammo, the 'bullet count' will never go down to '0'. It will continually recycle back to the full amount once it gets to about 1/2 way through the clip/belt of ammo, and will NEVER run out, and will be silent to all other players (no 'firing' sound - the only sound you will hear are the bullets hitting/richocheting off the ground/objects). B: Ammo type is changed due to ammo running out. For instance, in the M2 Bradley, if all HE rounds are used, which results in the AP rounds being loaded automatically, they will become unlimited/silent. Like I said, this affects pretty much EVERY unit that contains either a 'reload' function for the primary ammo, or a 'change' in ammo type due to the primary/preselected ammo running out. Keep in mind, the ammo will NOT remain unlimited/silent if the gunner gets out of the gunner position. It will go back to the normal usage, until the ammo runs out and is reloaded again, or if the primary ammo type rolls over to a different ammo type due to the primary ammo type running out. I hope this is understandable, if not, please let me know, and I'll provide examples in-game. Thanks Share this post Link to post Share on other sites
hellfish6 7 Posted April 29, 2004 I'd also like to support the use of CSLA/Finmod/RHS/Sigma models with WGL configs. My new computer is on the way (Athlon 64 baby!) and if I'm gonna play online and kick everyone's ass, I need to do it with those ever so pretty vehicles. And maybe you can get together with Rudedog and Pablo with their upcoming US Army vehicles and make them natively WGL compliant, or cooperate on a WGL variant. A girl can dream, can't she? Share this post Link to post Share on other sites
Bobcatt666 0 Posted April 29, 2004 I'd also like to support the use of CSLA/Finmod/RHS/Sigma models with WGL configs. My new computer is on the way (Athlon 64 baby!) and if I'm gonna play online and kick everyone's ass, I need to do it with those ever so pretty vehicles. And maybe you can get together with Rudedog and Pablo with their upcoming US Army vehicles and make them natively WGL compliant, or cooperate on a WGL variant. A girl can dream, can't she? Well, I'm giving help[ there, he's also enhancing the HUMVEE pack to CBT level they look nice, but this is a bit down the road. Still working away on the base pack to keep folks happy for now. =) Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 29, 2004 Geriec.... The problem seems to be a bug in OFP. I'm wondering if we can get someone like Suma to look into it. I've double and triple checked the configs and nothing is out of place necessarily. It would be nice if someone at BIS could throw us a bone on this issue. It would also be interesting if any other addon-maker has had the same problem and overcome it in some way. What I do know is that through a bit of testing, the ammo fired by the player after the bug happens, is local only. We've tested it a few times and noticed that the Mk19 will ocassionally (though not that often currently) start refilling the magazine when it gets 1/2 empty. However, after the 40 rounds (or however many is normally in the Mk19) players on a server stop seeing the unit firing, and they stop getting hit by the grounds. This could use a little more testing but we've tried it a few times and found that the "runaway magazine" kicks in the rounds fired stop becoming public. We'll keep working on the issue of course. We do know about it but so far we don't know how to fix it. We will keep digging. Hellfish and others.... I have contacted CSLA and Maa has said that we could use CSLA models in WG. So it seems that on the russian side things are about to become very attractive across the board. Of course, for people who already bitch about the size of the main WG download, they will bitch louder when we include the CSLA models and textures in the primary download. But if we're going to replace the primary vehicles in OFP with more attractive 3rd party addons we need to include them in the download otherwise things get sketchy. I'm currently talking to BAS guys about their involvement in WG. I'm not sure what the decision will be there and whether or not BAS addons will be WG-ized or if it will be left to someone outside BAS to take up the cause of converting them to WG spec. We shall see. I'd love to get more developers involved in creating replacements. Rudedog's M2s are pretty attractive and well put together it seems, and would be very nice for the pack. However I don't know what his timeline looks like. I contacted FDF once and whoever it was that I talked to was pretty uncooperative to letting an amateur "rip" their addons for a "best of the net tournament pack" which is how WG started. Didn't want me looking at any scripts either, much less using them. I haven't contacted Sigma yet but I really should to see if he minds inclusion of his Abrams. AKM74 has been exceedingly helpful in the past, maybe he has some new stuff we could include. RHS was at one point ready to do an exclusive pre-release release of one T80 through WG but the deal fell through when someone took issue with my co-membership in another mod group. One unique thing about WG is that we're probably the ONLY mod to actually operate with fixed deadlines because we work closely with the WarGames League. It must be nice to make addons and be able to include every feature at your leisure when you don't have a deadline and an ulcer both trying to kill you!! Â Â Share this post Link to post Share on other sites
deathsai 0 Posted April 29, 2004 Hi all. I tried out this mod awhile ago. I didn't like it, it seemed too geared to MP, and MP has a lack of players, so I didn't play it. The mortar base scripts not working, the complications in setting up and giving ammo to a machine gun or a mortar (although that could be fixed if you could give radio commands to the AI faster), the annoying black out scripts, helicopters start with no fuel, etc. In fact, the only thing I liked about this was the built in request for CAS. The other scripts, however, don't seem to work-I can't figure out the DZ Infantry reinforcement scripts, for example. That and the infantry combat hasn't changed a bit with AI, except that you can take a few more bullets. Is it worth coming back to now? Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 29, 2004 Deathsai.... We've addressed every single one of those complaints you mentioned. The pack is now SP/Coop friendly. The mortars were completely redone since you last saw them, by Dinger from CoC UA fame. The crew weapons have been fixed, preflights on helos shortened, AI made smarter, many scripts and functions made AI friendly. Share this post Link to post Share on other sites
wOnkEy dOnkEy 0 Posted April 29, 2004 deathsai imo this is a mod aimed at SIMULATING REAL WARFARE not tweaking ofp or modding it to and new weapons so it does opertate different than ya vanilla ofp. mortars do work ohh yea! kill the hummer!!! they do take a tiny bit of settin up in single player mission editing but if i can do it a performing monkey can.....thought it took me a few go's to get the point of putting a second mortar next to the civilain dummy there is a simple manual for this which if (unlike me) you read it slow will have you using mortars in no time. theres even some converted sp/coop mission for wgl check this thread and there website/forum and if anyones got $5 theve said we can have v5.0 by friday!!! Share this post Link to post Share on other sites
russin 0 Posted April 29, 2004 i think i got 5 bucks Share this post Link to post Share on other sites
tangotrap 0 Posted April 29, 2004 My Apologizes but are those Humvee a bit "short Ranged" ? I know wery well that those like Fuel veri much but a Range about 30km or so is a litte short When driving around on a Island you must plan your Route from Fuelstation to Fuelstation Will this matter be reworked or it´s so meant to be Share this post Link to post Share on other sites
Jinef 2 Posted April 29, 2004 I like FDF - But they really need to stop the annally retentive bollocks about other people using their stuff, more cooperation means a better community, having a lot of isolated mods will divide the community and new mods will not get the encouragement they need thus OFP will eventually become stagnant. Share this post Link to post Share on other sites
deathsai 0 Posted April 29, 2004 Hmm, I still see some of these issues...Helos still have no fuel if they are on the ground, and crew weapons still take a lot of time to set up. I can understand this in MP, but SP? I don't see why I have to tell my bot, step by step what to do when he should have learned that back in training. Oh yeah, there are still a few script errors. For example, after I put the base plate down for a mortar, when I go to set the mortar on it I get a Digin error or something like that. Share this post Link to post Share on other sites
AngusHeaf 0 Posted April 29, 2004 There's no script errors in the mortars or crew weapons, only people who don't read the FAQ or Technical Manual and follow the directions on setting up the stuff in the editor. Hehehe You have to command your guys to put the stuff down because that's the way it works in OFP with advanced things. Sometimes there's consessions that need to be made by the player, nothing is perfect, especially when doing things OFP wasn't even remotely meant to do out of the box. Think of it this way if it makes you feel better.... If you're the commander of a mortar squad you're probably going to say "hey Jones, put the plate over there and Gordon, setup the tube". And 5 seconds later you have a crew weapon. Chopper fuel is removed during the preflight startup sequence but it added back to them after the sequence is about half way through (around 12 seconds into the checklist). If you sit there for that long the fuel is added back and you can fire the engines and proceed to take off. Share this post Link to post Share on other sites