andylee054 0 Posted May 12, 2004 Here are the name for miles. Rifle weapon : ROC_T65k2_bfa mag: ROC_SS109BlankMag MG : ROC_M249MG_bfa mag: ROC_5_56MGBlankMag Grenade: ROC_TrainGrenade Man who use this system will not fire any man vehicle which accuracy or cost are too high. In my mod, I set the exercise soldier's accurccy = 0.7, and cost=100000. Share this post Link to post Share on other sites
robinlo27 0 Posted May 12, 2004 OFP keeps restarting!!! OMFG.. no! Did sum1 play second single mission? when you get into the tower and say sumthng about ship... CLARK!!! and computer restarts   WTF  void_false, I have encounterd the same problem as yours in the mission "Artillery War" while I disabled the audio option "Hardware Acceleration". After I re-enabled this option, ofp seems to be work fine. Maybe it can solve your problem. Share this post Link to post Share on other sites
pogingwapo 0 Posted May 12, 2004 I find the Artillery War mission great but rather tedious. I had to do all the shooting myself since my AI friends cannot shoot while they are in the rice paddies. Is there any way I could make the AI shoot enemies while they are in tall grasses? Share this post Link to post Share on other sites
Intruder_360 0 Posted May 12, 2004 Hi Not Tanks causes rebooting, the Problem is the Shilka. Everytime when a Shilka is shooting, my Computer are restarts. Any Idea?? Regards Intruder Share this post Link to post Share on other sites
void_false 1 Posted May 12, 2004 Hey guys! do you have Battlefield Insane Sounds? That could be a problem Share this post Link to post Share on other sites
Intruder_360 0 Posted May 12, 2004 Hey guys! do you have Battlefield Insane Sounds? That could be a problem  Hi void_false No, i had installed Dynamic Range, but after removing i had the same Problem. I has try it with ROC_Armored Anti Air Tank and with Amored Shilka. Everytime, the Shilka is shooting, and the Computer restarts. Regards Intruder Share this post Link to post Share on other sites
andylee054 0 Posted May 13, 2004 OKey, I will try to remove some setting for those anti-air vehicles. Hope it will help. Share this post Link to post Share on other sites
desantnik 0 Posted May 13, 2004 How is it possible for certain soldiers for ex HALO to be able to free fall and start really close to the vehicle instead of "jumping" higher than it? Is is possible to add this HALO ability to non-ROC units such as the ORCS Desantura pack? If so please tell me how? p.s. I really enjoy your mod!!! Share this post Link to post Share on other sites
andylee054 0 Posted May 13, 2004 I will release a new HALO pack for non-ROC's. If so, you can do what you want with that pack. Share this post Link to post Share on other sites
supergruntsb78 67 Posted May 13, 2004 i do like the mod but.. one thing could be improved... the textures on the soldiers and the weapons especialy on the black beret guys.. (red shining through) weapon could be more detailed Share this post Link to post Share on other sites
desantnik 0 Posted May 13, 2004 thanks you guys are the greatest Share this post Link to post Share on other sites
Sgt. Stryker 0 Posted May 13, 2004 yeah new weapon models and textures woiuld help out a bit making this a great mod. Sometimes i cant play it casue it bugs me too much. Like when theres a gray gun with yellow and red and blue speckles in it, just doesnt look good. Also gun models could be a lot better, even if you dont want to make your own, try asking around different mods which have the american version of these guns and tweak them a bit. Soldier uniforms need to have wrinkles and shadows, maybea little desaturated and darkened a wee bit. Good work guys, keep it up. Share this post Link to post Share on other sites
void_false 1 Posted May 13, 2004 Textures is the only weak point in the mod Share this post Link to post Share on other sites
@cero 0 Posted May 13, 2004 How is it possible for certain soldiers for ex HALO to be able to free fall and start really close to the vehicle instead of "jumping" higher than it? Is is possible to add this HALO ability to non-ROC units such as the ORCS Desantura pack?If so please tell me how? p.s. I really enjoy your mod!!! Have you seen this script before. Try it if you haven't allready. Its really good. @CERO. Share this post Link to post Share on other sites
vektorboson 8 Posted May 13, 2004 I'd say improve old or create new missions or create campaigns for this mod rather than working on the textures or the models. Actually I'm fine with textures and models although they have their weaknesses. But the fact that this mod comes with two campaigns and some missions is very nice compared to almost non-existent missions for other addons. Share this post Link to post Share on other sites
Hjaldar 0 Posted May 13, 2004 Fantastic! Any chance to get the Ari guns as a standalone pbo? Share this post Link to post Share on other sites
jens198 0 Posted May 20, 2004 Any chance for some deeper informastion on the exercise missions (MILES)? I depboed the sp-excercise mission and changed one of the teams with normal US-soldiers and equiped them with the MILES-M16s. Problem is, that the OPFOR guys won't shoot at me and my guys. They only toss those training grenades at us. Any ideas? Jens Share this post Link to post Share on other sites
miles teg 1 Posted May 20, 2004 I will release a new HALO pack for non-ROC's.If so, you can do what you want with that pack. Fantastic!!! Â That will make MANY mod teams extremely happy!!! Thank you SOOO much!!! I am having so much fun with these HALO soldiers!!! Â Actually I'm having tons of fun with the entire mod. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
andylee054 0 Posted May 21, 2004 Any chance for some deeper informastion on the exercise missions (MILES)?I depboed the sp-excercise mission and changed one of the teams with normal US-soldiers and equiped them with the MILES-M16s. Problem is, that the OPFOR guys won't shoot at me and my guys. They only toss those training grenades at us. Any ideas? Jens Can you show me the Miles-M16s ? how you config this stuff? Actully, here is the config for my miles system. In cfgAmmo should be like that. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ROC_blankAmmo : ROC_5_56Ammo { hit=0.44; indirectHit=0; indirectHitRange=0.2; minRange=10; minRangeProbab=0.250000; midRange=50; midRangeProbab=0.500000; maxRange=600; maxRangeProbab=0.080000; cost=2.5; visibleFire=16; audibleFire=16; visibleFireTime=3; tracerColor[]={0,0,0,0}; tracerColorR[]={0,0,0,0}; soundFly[]= {"",1,1}; soundHitMan1[]= {"\roc_mod\sound\blankhitman.wav",0.512589,1}; hitMan[]={"soundHitMan1",1}; }; class ROC_blankAmmoBrust: ROC_blankAmmo { hit=0.44; indirectHit=0; indirectHitRange=0.2; minRange=5.000000; minRangeProbab=0.150000; midRange=100; midRangeProbab=0.600000; maxRange=300; maxRangeProbab=0.060000; visibleFire=25; audibleFire=25; visibleFireTime=5; cost=2.100000; }; class ROC_blankAmmoAuto: ROC_blankAmmo { hit=0.44; indirectHit=0; indirectHitRange=0.2; minRange=1.000000; minRangeProbab=0.100000; midRange=10; midRangeProbab=0.700000; maxRange=200; maxRangeProbab=0.040000; visibleFire=25; audibleFire=25; visibleFireTime=5; cost=0.700000; }; Then, in cfgWeapon should be like that. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ROC_SS109BlankMag:ROC_SS109Mag { scopeWeapon = 0; scopeMagazine = 2; displayName = "SS109 Blank Mag"; reloadMagazineSound[]={"\roc_mod\sound\reload.wav",db-40,1}; picture="\roc_mod\train\m_m16.paa"; model="m16_proxy"; modelOptics="optika_m16"; optics = 0; displayNameMagazine = "SS109 Blank Mag"; shortNameMagazine = "Blank Mag"; magazines[]={"ROC_SS109BlankMag"}; count=30; modes[]={"Single","Burst","Fullauto"}; class Single { ammo="ROC_blankAmmo"; multiplier=1; burst=1; displayName="Blank Semi"; dispersion=0.000200; sound[]={"\roc_mod\sound\65Bsingle.wav",1.000000,1}; soundContinuous=0; reloadTime=0.085000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=5.000000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo ="ROC_blankAmmoBrust"; multiplier=1; burst=3; displayName="Blank Burst"; dispersion=0.000400; sound[]={"\roc_mod\sound\65Bbrust.wav",1.000000,1}; soundContinuous=0; reloadTime=0.085000; ffCount=3; recoil="riffleSingle"; autoFire=0; aiRateOfFire=2.000000; aiRateOfFireDistance=300; useAction=0; useActionTitle=""; }; class FullAuto { ammo="ROC_blankAmmoAuto"; multiplier=1; burst=1; displayName="Blank Auto"; dispersion=0.004000; sound[]={"\roc_mod\sound\65Bauto.wav",1.000000,1}; soundContinuous=0; reloadTime=0.085000; ffMagnitude=0.500000; ffFrequency=11; ffCount=30; recoil="riffleSingle"; autoFire=1; aiRateOfFire=0.085000; aiRateOfFireDistance=200; useAction=0; useActionTitle=""; }; }; class ROC_T65k2_bfa : Riffle { scopeWeapon = 2; scopeMagazine = 0; weaponType=1; displayName = "T65k2 + BFA"; picture="\roc_mod\c\T65k2.paa"; model="\roc_mod\train\roc_t65k2_bfa.p3d"; muzzles[]={"ROC_T65K2bfamuzzle"}; class ROC_T65K2bfamuzzle : ROC_SS109BlankMag { reloadMagazineSound[]={"\roc_mod\sound\reload.wav",db-40,1}; drySound[]={"\roc_mod\sound\65dry.wav",db-40,1}; soundContinuous=1; modelOptics="\roc_mod\train\roc_optika_t65k2_bfa"; optics = 1; opticsZoomMin=0.350000; opticsZoomMax=0.350000; distanceZoomMin=400; distanceZoomMax=400; magazines[]={"ROC_SS109BlankMag"}; }; }; The last thing is, the cfgVehicles should change the soldier's accuracy=0.700000; That's what I did for this system. Share this post Link to post Share on other sites
jens198 0 Posted May 21, 2004 @ andylee054: Thanks for the info, but my problem is slightly different. I don't want to use the ROC Exercise soldiers. I took the depboed exercise mission (which came with the ROC 3.0 pack), left everything as it was, except one thing. I changed the ROC Exercise soldiers to the normal BIS US-troops and equipped them with the ROC_T65k2_bfa-rilfes and the appropiate ammo. The problem then is, that the bad guys (ROC-MC Red units) won't shoot at me. They keep throwing those training grenades at me (which actually can "kill" me and force me and my troops to sit down). Can you help me? Thanks a lot in advance! Greetings from Bavaria, jens Share this post Link to post Share on other sites
andylee054 0 Posted May 22, 2004 Oh, I see. The problem is in the config. The BIS US Soldier is set to the cost=40000, and the exercise soldiers in my mod are set to cost=100000. That's why they cann't shoot the US one. If you need US soldier to use this system, you may make a new US soldier for exercise. the config would be like that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches {   class US_exercise   {     units[] = {"US_exercise_man", "US_exercise_MG"};     weapons[] = {};     requiredVersion = 1.75;   }; }; class CfgVehicles {   class All {};   class AllVehicles: All {};   class Land:AllVehicles{};   class Man:Land{};   class Soldier:Man{};   class SoldierWB : Soldier{};   class US_exercise_man: SoldierWB   {     scope=2;     side=1;     cost=100000;     displayName="US Exercise Soldier";     weapons[]={"ROC_T65k2_bfa","ROC_Throw","Put"};     magazines[]={"ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_SS109BlankMag","ROC_trainGrenade","ROC_trainGrenade","SmokeShell","SmokeShell"};   };   class US_exercise_MG: US_exercise_man   {     displayName="US Exercise MG Soldier";     weapons[]={"ROC_M249MG_bfa","ROC_Throw","Put"};     magazines[]={"ROC_5_56MGblankMag","ROC_5_56MGblankMag","ROC_5_56MGblankMag","ROC_5_56MGblankMag","ROC_TrainGrenade","ROC_TrainGrenade"};   }; }; Then pack it into a pbo file. It will works fine. Share this post Link to post Share on other sites
jens198 0 Posted May 22, 2004 Ah, that's what I was looking for. Will give a try this afternoon (wife will be watching the royal wedding ins Spain on TV, so I got some free time  ) Thank you andylee054! Jens Share this post Link to post Share on other sites
jens198 0 Posted May 22, 2004 Yep, that worked!! Thanks a lot! jens Share this post Link to post Share on other sites
andylee054 0 Posted May 22, 2004 Yep, that worked!! Thanks a lot!jens Nice to hear that. Share this post Link to post Share on other sites