GoOB 0 Posted June 20, 2004 I do think it runs with 1.3 but I am not sure (just downloaded it myself) I'm off to try it now EDIT: Just tried it out, not really what I had hoped for it to be... Well, let's hope the EiZei has some spare time on his hands to make us a few training missions  EDIT2: Freaky typo! Share this post Link to post Share on other sites
LizardX 0 Posted June 20, 2004 ARRGHHHH! More than 400 mega download, and CRC error!!! I'm done here, going back to momma and cry. Share this post Link to post Share on other sites
Monkey Lib Front 10 Posted June 20, 2004 dunno if it was intentional but all the Textures on the Aircraft are mirrored so on one side you have letters the right way around and on the other side they are back to front. Share this post Link to post Share on other sites
G-LOC 0 Posted June 20, 2004 Excelent work. I´m very happy to use rudder. I´m not happy with Eurospike. I want o control this weapon like a fiber optic guided missile to blow tanks behind a hill. I think is easy to put a camera in the nose end control like a UAV. G-LOC Share this post Link to post Share on other sites
-Ash- 0 Posted June 20, 2004 First of all... Wow! Absolutely fantastic! Â Never played sp flashpoint so much in a long time, pat yourselves on the back FDF team, you've done yourselves proud! Just wish I could blow up that damn bridge in Mission 13.. 2 satchels just won't do it.. Â I've tried to place them all over the place, beside the support pillars, side by side, everywhere and it just won't blow so i'm kinda stuck now.. Â Any ideas? Share this post Link to post Share on other sites
berghoff 11 Posted June 20, 2004 Btw, I completed the last campaign (must say it was extremely well done! ) but is there a new one coming? Becuase there aren't to many mission around to play with FDF 1.3. Also I played on LAN with some friend and we played a ambush mission, don't know mission name anymore, but there was a AT rifle at start but you couldn't pick it up? The machine-gun with tripod could be picked up but kinda useless coz you needed to destroy a APC. For the rest, what can I say..best MOD (actually a expansion :P ) out for OFP. Share this post Link to post Share on other sites
kegetys 2 Posted June 20, 2004 I think is easy to put a camera in the nose end control like a UAV. Feel free to write a working example of that :P Share this post Link to post Share on other sites
Monkey Lib Front 10 Posted June 20, 2004 The mirrored texture is also on the Wast air units, just aniggle but it looks relly out of place. Share this post Link to post Share on other sites
EiZei 0 Posted June 20, 2004 Btw, I completed the last campaign (must say it was extremely well done! ) but is there a new one coming? Becuase there aren't to many mission around to play with FDF 1.3. http://fdf.joltan.de/ Mission makers are not machines you know, they have to play around with their new toys too. Share this post Link to post Share on other sites
Blake 0 Posted June 20, 2004 Also I played on LAN with some friend and we played a ambush mission, don't know mission name anymore, but there was a AT rifle at start but you couldn't pick it up? The machine-gun with tripod could be picked up but kinda useless coz you needed to destroy a APC. You have to drop your rifle before you can carry AT rifle, you can carry pistol at the same time though. Share this post Link to post Share on other sites
m21man 0 Posted June 20, 2004 The animated gates have stopped working for me. They only open by actions, you can no longer animate them. They aren't working in my missions or in official FDF missions. I have 1.3 (Of course) and have copied FDF_w12 and named the copy FDF_w13 . What's wrong ? Also, there are some missing road segments on Maldevic. I spotted two gaps at Hi67 . Share this post Link to post Share on other sites
ZIKAN 0 Posted June 20, 2004 A great update to one of the best, if not "the best" OFP mod around! I just tried the HALO units with steerable chutes,  extremely cool, the fact you can steer to do a precise landing  onto rooftops of buildings is very neat. I was wondering what altitude the AI pull their chutes open? Also would it be possible to have an Altimeter like the ROC mod had on their HALO units in any further updates? Nice work guys Share this post Link to post Share on other sites
Gollum1 0 Posted June 20, 2004 A great update to one of the best, if not "the best" OFP mod around!I just tried the HALO units with steerable chutes, extremely cool, the fact you can steer to do a precise landing onto rooftops of buildings is very neat. I was wondering what altitude the AI pull their chutes open? Also would it be possible to have an Altimeter like the ROC mod had on their HALO units in any further updates? Nice work guys The AI always pull their chutes open too late for me, just before they splash into the sea. Also, it seems like there are some problems with using HALO men in hosted MP, things like everyone except the host dying mid-air or being without parachute... @[Ash]: 2 satchels should do it if you place them between a pair of support pillars? Share this post Link to post Share on other sites
theavonlady 2 Posted June 20, 2004 I just tried the HALO units with steerable chutes,  extremely cool, the fact you can steer to do a precise landing  onto rooftops of buildings is very neat. I remember trying that in later versions of Novalogic's Delta Force MP games, only to discover that others had placed Claymores on the roofs. Share this post Link to post Share on other sites
Blake 0 Posted June 20, 2004 Quote[/b] ]The AI always pull their chutes open too late for me, just before they splash into the sea. Also, it seems like there are some problems with using HALO men in hosted MP, things like everyone except the host dying mid-air or being without parachute... There's a workaround, just pust "FDF_parachutesquare" to normal soldiers and set them high up in the air. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted June 20, 2004 Awesome work gents, well worth the 20+ hours it took to download. I'm having loads of fun with the HALO units and the UAZs with recoilless rifles. I only wish the helicopters came with an inbuilt rotorwash script, but it's not too much effort to use the one from Vitja's Effectpack or something. But please consider it for future releases. Share this post Link to post Share on other sites
m21man 0 Posted June 20, 2004 Edit - The "keppi" mystery thickens. The gates on Maldevic work, but half of the gates (That I've found) on both East Border maps do not respond . OK, will someone test these and see if they get the same results? Functioning Gates (East Border): Bd43 Fh33 Ic90 Non-Functioning Gates (East Border): Bf83 Ef37 (Both) Share this post Link to post Share on other sites
Gollum1 0 Posted June 20, 2004 Quote[/b] ]The AI always pull their chutes open too late for me, just before they splash into the sea. Also, it seems like there are some problems with using HALO men in hosted MP, things like everyone except the host dying mid-air or being without parachute... There's a workaround, just pust "FDF_parachutesquare" to normal soldiers and set them high up in the air. Thank you, I will try that. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted June 20, 2004 Can i just delete the old finmod folder and then install this new one? Share this post Link to post Share on other sites
Donnervogel 0 Posted June 20, 2004 Bug or feature? ;) EDIT: It's an AGS-17 (number?) setpos'ed a bit higher ;) Share this post Link to post Share on other sites
m21man 0 Posted June 20, 2004 Quote[/b] ]Can i just delete the old finmod folder and then install this new one? Yes. Quote[/b] ]Bug or feature? OFP's engine making a valiant attempt to fit the tripod to the ground . Share this post Link to post Share on other sites
Monkey Lib Front 10 Posted June 21, 2004 so whats the deal with the mirrored textures on aircraft? Share this post Link to post Share on other sites
MikkoFin 0 Posted June 21, 2004 so whats the deal with the mirrored textures on aircraft? Not on the top of our "todo"-list. And I have to check those gates, they should work. Edit: All the gates did work at the EB. I placed one guy next to it and used the nearestobject. Share this post Link to post Share on other sites
vektorboson 8 Posted June 21, 2004 Edit - The "keppi" mystery thickens. The gates on Maldevic work, but half of the gates (That I've found) on both East Border maps do not respond .OK, will someone test these and see if they get the same results? Functioning Gates (East Border): Bd43 Fh33 Ic90 Non-Functioning Gates (East Border): Bf83 Ef37 (Both) It happened to me (non-functioning gate) as I tried to play the Ranger UAV training mission. The gate didn't open. Share this post Link to post Share on other sites