DracoPaladore 0 Posted December 23, 2004 Well, it works. Why....who knows. Share this post Link to post Share on other sites
bucket man 2 Posted December 23, 2004 The addon works fine for me without BAS stuff. I dont know why though. Share this post Link to post Share on other sites
CanadianTerror 0 Posted December 24, 2004 Just to make it interesting...other than just pointing out the bugs (which will be worked on and solved) Any suggestions for what you'd like to see in the next pack? I'm sure any good suggestions will be considered. Share this post Link to post Share on other sites
DracoPaladore 0 Posted December 24, 2004 Maybe some contract vehicles or gureilla technicals. Share this post Link to post Share on other sites
bucket man 2 Posted December 24, 2004 Proper well made techicals would be nice. Maybe Toyota Hilux with machinegun and then a old army jeep with recoilles rifle like SPG-9 in it? Share this post Link to post Share on other sites
belgerot 33 Posted December 24, 2004 I have to agree that would be cool to have a small vehicle pack to go along with these units. I would like to see a small group of men in similar dress, something like maybe black fatigues or some other more commercial camouflage (Like Swat type urban fatigues). Something that would be a match for European police units or AT forces. I guess the only thing I can think of that would be similar to what I am trying to say are the Russian Paramilitaries in FDF Mod. Share this post Link to post Share on other sites
Drongo69 117 Posted December 24, 2004 My wishlist for the next pack (or stand-alone packs) would be: - High-value targets (as discussed earlier in the thread) - A range of technicals - A wider array of civilian clothing types (it's already very good, but the more the merrier) - Units in Taliban/Northern Alliance style clothing (maybe too specific for a Generic OPFOR pack?) Some other ideas that may be beyond the scope of this pack but would enhance it: - Unified face pack We already have an Arab face pack, so how about Asian, African, Arab, Central American etc. organised in one handy pack? - Asymetric weapons pack Along the lines of the CoC mines pack but covering IEDs, suicide vests, car bombs, etc As I said, perhaps beyond the scope of this pack, but I think they would go hand-in-hand with it. As it is, in it's current form it's one of my favourite OFP addons. Share this post Link to post Share on other sites
XCess 0 Posted December 25, 2004 Great! I LOVE it! The last pic.... They're chavs!!! Finally, chav's to kill in Flashpoint. GREAT!!!! Share this post Link to post Share on other sites
Pappy Boyington 0 Posted December 25, 2004 ok working 3-11 leaves me little time to myself, but i put the 4 hours i have to myself (before sleep + work) to try these out. tried them on the treben island (AEF train demo island) at the harbor and challenged them with the HYK Special Forces. now either it was my unit placment in the demo map i made myself, or your units got some uber AI brain, but them bastards whuped my ass about 15 times killing all but my sniper in my 4 man team. rat bastards! anyway thats not a complaint, i did enjoy playing around with them whats thier armor levels? any differnt from a regular soldier? i ask becuz, althou i was using JAM weapons with thier rubber bullets, i noticed it took me about 5 or 8 direct hits (on thier body) before they died using the JAM_5.56 round. i dunno if that was JAM or your units. anyway they look great and are deffenitly fun to kill. its nice ot have something new in your gun sights oh Merry Christmas to everyone err Happy Chris-ma-hana-kwanz-ica there, that coveres everyone and noone is offended Share this post Link to post Share on other sites
Tomislav 0 Posted December 25, 2004 ohh, great. i'd love to see some weapons that got modified by some o fthe opfor or maybe own build ones Share this post Link to post Share on other sites
mr burns 132 Posted December 25, 2004 the technicals are altready available.. wolf once made the toyata hilux with mounted dshk mg and a jeep with spg-9 is included in fdf mod, that one would just require some texture work and the permission from fdf Share this post Link to post Share on other sites
Shalashaska 0 Posted December 26, 2004 You all are nuts if you have these guys always play the enemy. Â Too damn cool to be placed before my barrel! Been using them as resistance against every odd opressive army. :P I wonder if its INQ's weapons Pappy. Were what the guerillas used HD? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted December 26, 2004 You all are nuts if you have these guys always play the enemy. Â Too damn cool to be placed before my barrel! Been using them as resistance against every odd opressive army. :PI wonder if its INQ's weapons Pappy. Were what the guerillas used HD? no i was using the default HYK special forces wiht JAM weapons. JAM 5.56 round is VERY weak Share this post Link to post Share on other sites
Shalashaska 0 Posted December 26, 2004 I meant for the guerillas. I had no idea JAM was so weak. Make a change to HYK's US troops with Lasers weaponry, perhaps. Though I am not sure if those use JAM. Share this post Link to post Share on other sites
calm_terror 0 Posted December 26, 2004 they don't use JAm by defualt but have the same value as jam the JAm value is not that weak it is pretty correct. unless you want 1 shot 1 kill every damn time. plus the troops also have damage values.. to reflect body armour etc. well atleast they can most people end up using the BIS defualt damage value for troops wich is the same as an civi wich is kinda wrong Share this post Link to post Share on other sites
TDogg 0 Posted December 26, 2004 haha no G36 one shot kills. Jam is pretty accurate with its damage value. Share this post Link to post Share on other sites
Mr_Tea 0 Posted December 26, 2004 Let me throw in a little bit offtopic question, related to ongoing discussion. Does an helmet affect the armor value of an unit, and what happens when the helmet get`s put off? Is that only an animation or does it have an affect to the armor value? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted December 26, 2004 helmet on/off is merely a visual trick with hidden textures and you can defined the armour for the head of a unit in teh config. but that applys to the whole head.. face and all. about jam's weakness.. in relation to these soldiers.. i dont use jam much for this reason so i dont know about others (opfor). but in a game.. the 5.56 round should kill in no more then 3 shots.. irl its a shity round i know.. but in a game.. i belive it should be more gamely to have it actualy kill the person rather then bounce off them. but specificly these units.. in relation to jam.. these units are nothin more then people that took one trip to many to the army-navy store... they dont have body armor or kevlar helmets.. they have fishing vests and blue jeans... that dont stop bullets so in that case is that the bullet or the soldier... you know what feck it.. im off tomorrow ill go shoot them with BIS standard ammo and see what happens anyway.. this isnt a complaint at jam or these units.. just a personal quark with the whole "100% realisum" in a video game in relation to ammo values. i really really really do like these units. they are very nice.. make great great possibility.. just in a test mission i set up attacking a port and taking a train back from the terrorists... perhaps i might even ally myself with the russians to help them take back thier (russian) industrial island Share this post Link to post Share on other sites
newiy 0 Posted December 27, 2004 Helmet does not affect armor values on the unit. Can't change armor values on the fly, unfortunately. For those tinkering around the config, here's how it works: Changing basic things like armor would be done under the base config, that is, WYW_Base. Weapons and other stuff specific to the unit would require you to modify the config specific to the unit. Once you figure one, you have figured all. The config is pretty much a sloppy copy and paste job... Regarding your requests and ideas, I of course consider them (Ha! I know better than to make promises on the forums). Right now, I'm just dreaming up some ideas before even working on them. Some Ideas: - Technical - A regular 4x4 SUV - A motorcycle - A truck In the meantime, I recommend BIS civilian vehicles as a substitute. Those BIS vehicles need to be used for something else other than cover! There's also a technical somewhere that's not FDF. The targets pack would require some creativity and balance, you want to give the targets some uniqueness, but they shouldn't be too unique such that they end up being characters (The spirit of generic is lost): - Guerrilla Leader (The south american type) - Guerrilla Leader (The more european type) - Guerrilla Lieutenant - Businessman type guy Now the best substitute will be a BIS Civilian with an attitude (CfgIdentites, people!) or a regular OPFOR with a unique face. Or just Guba. I would also recommend the Farmland Civilian pack if you need some scientists to escort. That's it for today. Share this post Link to post Share on other sites
miles teg 1 Posted December 27, 2004 Yeah the technical/Toyota Hilux was made by Lt. Dammage. Â My mod team also got permission to use it for the Lost Brothers Mod. Â We use it as a patrol/recon vehicle for our Egyptian Frontier Corp soldiers. Â Â Its a blast to drive across the desert in. The original can be found here: http://ofp.gamezone.cz/index.php?showthis=3917 As for JAM, I also found the dammage values to be about right. Â OFP just doesn't simulate real life as it should. Â Many times it does take 2 or 3 rounds to put down a target. Â It all depends on where they are hit. Â In OFP if you hit them in the head or face, they still die from one round. Â Often it seems like it takes alot of rounds to kill an OFP target because the rounds are hitting the arms sometimes and it looks like they're hitting the chest. Â What OFP fails to do however is to simulate how non-fatal wounds normally put a soldier that is hit out of action. Â In OFP they just keep running at you and shooting at you after they are hit. Â Anyways, overall JAM isn't too bad. Â I like a bit of a challenge. Just aim center mass and do double taps and you'll be good to go. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Pappy Boyington 0 Posted December 27, 2004 ok i tested these units further.. acutaly i found out thier on all sides.. so i and my AI partner were generic OPFOR... and i must say i LOVE the random clothing. thats awesome and i think my armor complaint has more to do with the units.. BIS weapontry was a lil weak agasint them as well.. they could be made a smidgen weaker in my opinion. other then that i lovem. as the good, the bad, and the random on the subject of JAM.. im not questioning its accuracy. i know the 5.56 / .223 round is weak and pathetic to say the least.... i personaly just feel that in a video game, which is for fun... that making the weapons in said game be just as pathetic... i like the SAW.. i like to go rambo with the saw... i dont need the saw to take 30 rounds before someone falls over. (just using this ie figuritvly). the .45 round is lethal... usualy in 1 to 2 shots.. but theres many occasions where it takes 4 or 5... when im playing a game.. i want my .45 weapons to kill in 1 to 2 shots.. not 4 or 5. and i applogise for goin off topic on this. and if it is a problem ill refreind from any further comments on jam in this topic. the only reason i point this out is i know alot of people know of my feelings toward some mods.. and i just want to point out that is NOT the case here. JAM is a nice concept, althou one that caused more harm then good but those kind of projections can NEVER be seen from concept stages. JAM is nice mod, a nice idea, and all that good stuff.. but it along with several other scripts, mods, and other things are trying to get a video game to be serious real life nothing less stuff. i think a game should stay just that... a game. not try and get serious with it. my problem deals with 100% realisum in games. so yea i have no problems with JAM so please dont start an argument on the matter about it and dont ruin this good mans topic. i have been following newiys project here since it was in the AM:D forum up until release... matter of fact, i suggest he use jam rather then an independant weapon pack that noone has. and i must say i am deffenitly impressed by the quality, ingenunity (random clothing) and i am wowed at the concept of having the same units on all 3 sides for infinant possibilites. my only quark is that thier armor is just a tad too high.. now im too lazy to depbo here, so as an example.. if thier armor is say set at 70.. then it should be 67.. just a really itty bity tweak and they would be perfect. other then that the units are exelent and i can forsee myself playing around in editor missions with them for a long time ok now im goin to bed cuz its almost 6am and i havnt slept in 51 hours Share this post Link to post Share on other sites
krycek 349 Posted December 28, 2004 Suggestion:Maybe you have noticed this – when game is saved and then loaded again all selections textured using setObjectTexture command will disappear. Apparently game resets the model and don’t apply the changes after loading. In my addon I have resolve this by placing a loop in the script. Basically you put all random variables at the beginning (so they get remembered) and then you create start for the loop. When all selections get textured you can close the loop – with one or two seconds delay. Hope this helps! Ok,could someone please elaborate this a little. Finally some very good opfor to shoot but it's kinda weird to kill hollow men after loading a game. Share this post Link to post Share on other sites
newiy 0 Posted December 29, 2004 Since the Loadgame bug is serious enough to warrant a fix, I'm releasing one. Thanks to Mr. Yoda for the tip. Changes: --------- - Hollow man bug - Reduced armour value - Added a desert group Here's a temporary link until the mirrors come up (after which, I'll edit the first post to include a link): Fix (1.45MB) Replace WYW_OPFOR.pbo. Edit: Evil Ikonboard code Share this post Link to post Share on other sites
belgerot 33 Posted December 29, 2004 Awesome! I am downloading right now as I am writing this, so hopefully this time around it will work. I am very glad to see you are planning on expanding more on the addon, it would be great to have some sort of leader (especially South American and Eastern European). Again, thanks for putting the effort into making these guys, it is something OFP has been lacking for some time now. Share this post Link to post Share on other sites
krycek 349 Posted December 29, 2004 Thx a lot newiy for fixing the bug,can't wait to see more of your work on these guys. Share this post Link to post Share on other sites