the_shadow 0 Posted June 5, 2006 a question that has been bugging since a few pages.... what is CWC??the red hammer campaign?? its the original campaign... CWC = Cold War Crisis Red Hammer would be "RH" Share this post Link to post Share on other sites
prodetar2 0 Posted June 5, 2006 a question that has been bugging since a few pages.... what is CWC??the red hammer campaign?? its the original campaign... CWC = Cold War Crisis Red Hammer would be "RH" ah ok thnx Share this post Link to post Share on other sites
456820 0 Posted June 5, 2006 My viewdistance is 1000m and i still get things being reported from upto 2000m away, for example "Camping" my leader reports a BMP form 2000m or something like that. Share this post Link to post Share on other sites
echo1 0 Posted June 5, 2006 Your view distance option sets up to what distance things will be rendered at by your graphics card. The range at which AI detects units is another setting, in the config. I believe that certain AI units (like officers and SpecOps) have greater view distance than regular grunts. Share this post Link to post Share on other sites
prodetar2 0 Posted June 5, 2006 first mission of redhammer campaign my team gets killed after the assignment to take over the fuel base the res team thats coming from the right completely owns my squad :S:S another distance matter Share this post Link to post Share on other sites
echo1 0 Posted June 5, 2006 heh, try playing the mission without any mod, you'll notice that something remarkable similar still happens Let all of your squad die, then take the 'divide and conquer' approach, and stay inside those houses and shoot through the windows; you will liev longer that way. Share this post Link to post Share on other sites
BaD_aI 0 Posted June 5, 2006 What PBO are the ACR soldiers in? Share this post Link to post Share on other sites
Big-Rooney 5 Posted June 5, 2006 Hey CH the officers and the normal soldiers have the same detection range, only spec ops have higher levels. In my opinion the detection range of the normal soldiers is too high. Share this post Link to post Share on other sites
BaD_aI 0 Posted June 5, 2006 ACR? Whoops, stupid moment . I meant ACU. Also how would I get the moving/lean animations into ECP (I tried to put them in the dta folder but the game wouldn't even start when I did that)? Awesome mods by the way . Share this post Link to post Share on other sites
echo1 0 Posted June 5, 2006 They come as a stand alone addon. See here Share this post Link to post Share on other sites
BaD_aI 0 Posted June 5, 2006 They come as a stand alone addon. See here Ah, cool. Thanks . Are the ACU units downloadable separately? There is and alpha at OFP.info but thats all I could find. Share this post Link to post Share on other sites
echo1 0 Posted June 5, 2006 No, the ACU in FFUR are made by the FFUR team. You can extract them and right your own config, or dload one of the many fine ACU units pack available Share this post Link to post Share on other sites
BaD_aI 0 Posted June 5, 2006 Oh ok, I thought they were DLEM's for some reason. I don't even know why . Thanks for the help though . Share this post Link to post Share on other sites
echo1 0 Posted June 5, 2006 No problem. AS for the French troops, which I cant help bringing up again, will they replace the Germans or will they be standalone? Share this post Link to post Share on other sites
tariq 0 Posted June 5, 2006 @Big Rooney You said officers and soldiers have the same detection range and that specops have a higher range. Do you know the name of these values in the config so that I can reset them to their defaults? Thanks. Share this post Link to post Share on other sites
Guest Posted June 6, 2006 Hello I do want to ask, as I am making a mission with FFUR mod in mind, is there a way to set certain soldiers to default safe/careless mode being weapon on back rather than weapon safety? This may seem an odd question, but its really not, when trying to use animations provided by BIS almost all of these animations (or alot anyhow) are designed to be used with units that have weapons slung, and therefore if an animation is used that has this design you will see the unit switch to weapon on back for 4 seconds during the anim, then switch back to weapon in hand. In my case I am using dialogs between ai and player, and am having difficulty finding a way around seeing the ai bring their weapon to bear after every animation. I DO like the weapon safety look and all, just wondered if there was a way to 'bring back' the weapon on back look for units if desired.. Thanks for the mod again, oh did I mention before that I havent seen my default ofp style since your mod? Share this post Link to post Share on other sites
prodetar2 0 Posted June 6, 2006 Hello I do want to ask, as I am making a mission with FFUR mod in mind, is there a way to set certain soldiers to default safe/careless mode being weapon on back rather than weapon safety? This may seem an odd question, but its really not, when trying to use animations provided by BIS almost all of these animations (or alot anyhow) are designed to be used with units that have weapons slung, and therefore if an animation is used that has this design you will see the unit switch to weapon on back for 4 seconds during the anim, then switch back to weapon in hand. In my case I am using dialogs between ai and player, and am having difficulty finding a way around seeing the ai bring their weapon to bear after every animation. I DO like the weapon safety look and all, just wondered if there was a way to 'bring back' the weapon on back look for units if desired.. Thanks for the mod again, oh did I mention before that I havent seen my default ofp style since your mod? ive been thinking of that to! example that you have a camp and there is 1 guard standing with hes gun  in his hand and that the other soldier have their weapon on back (and that a few troops even sit as they always did in normal ofp) and a few on their knees  would make on hell of a realisitic mission or... maybe add somekind of random safe script in 1 try hes gun is in ahnd and other try on back might be possible Share this post Link to post Share on other sites
echo1 0 Posted June 6, 2006 FFUR has replaced the animimation that was responsible for soldiers slinging their rifle on their back with the one that 'safties' the weapon. If you wanted to make the mission youd have to find the slinging animation in the Res anims file, then put it into PBO, then rename it and do some config work so that you could use it to make missions. Share this post Link to post Share on other sites
Thunderbird 0 Posted June 6, 2006 Hi, Quote[/b] ]Will the edited AfrographX's Chinook have a MG on the left side? May break some missions otherwise In real life, Most CH-47s don't include weapons unless they're special purpose. Moreover, if they're transporting guys, they still go in without pintle mounted weapons and this doesn't cause any issue in game anyways. Quote[/b] ]will the ch-47 beable to carriy other vehicals other than the uk foces ones? All 'Original' scripts have been disabled in order to make it 'light' in game and to avoid experiencing compatibility issues with FFUR scripts, plus BIS chinook was especially designed to transport troops. Quote[/b] ]As for masks/balaclavas, I don't why it'd be necessary for day units, but definitely night ones. US Special Forces (Day Operators). US Special Forces (Night Operators). Quote[/b] ]BTW TB84 are you guys still working on the old packs and is there any chance of seeing a desert FFUR 2006, that would be cool Actually, we are totally focused on the FFUR 2006 and I can't provide any accurate information about the rest of packs before the release of the update. Quote[/b] ]How are those French troops for Euro? And will we see any French vehicles? The FFUR Euro should be done after the release of the FFUR 2006 patch, and the french units we included would be 'addionnal', though. More informations about this pack would be available once the FFUR 2006 patch is released. Quote[/b] ]First, I was wondering which value to edit in the config so that ai doesn't spot enemies from such long distances (I want to change it back to bis default). Since I play with 1000 view distance, ai often spots enemy vehicles before they are even visible on the screen. AI values have been reworked and enhanced since the last release, but they are still hard to fight, though. ;-) Btw, here's finally an update of the M16A2 (Mortar) which is available again... Thanks everyone for the kind words, will come up very soon with more informations and screenshots, and probably a movie as well. ;-) Regards Thunderbird84 Share this post Link to post Share on other sites
echo1 0 Posted June 6, 2006 Im not sure if I suggested this before, but a pretty simple request - could you have a KORD/NSV/DShK or whatever you are using for Russian side with a Resistance crew? Blackops balaclava is too loose, around the eyes at one side, I can see through it, otherwise looking nice. Share this post Link to post Share on other sites
CAHEK 0 Posted June 6, 2006 Your new Day Operators guys look really good! No offence, but that balaclavas on NightOps are slightly erm...weird Maybe you should exchange them for black colored helmets or something? And I hope there'll be some kind of NVGs on NightOps since they're "Night"Ops Share this post Link to post Share on other sites
echo1 0 Posted June 6, 2006 Good point Cahek, they should have NVG, I also think they should have Helmet+Balaclava, like they do in the current version. Share this post Link to post Share on other sites
prodetar2 0 Posted June 6, 2006 Your new Day Operators guys look really good!No offence, but that balaclavas on NightOps are slightly erm...weird  Maybe you should exchange them for black colored helmets or something? And I hope there'll be some kind of NVGs on NightOps since they're "Night"Ops  why not add the mask and helmet of the first FFUR black op those looked pretty cool Share this post Link to post Share on other sites