snowballrules 0 Posted February 10, 2008 you could put it up on rapid share (i would love to try it been busy racing orks lol Share this post Link to post Share on other sites
prodetar2 0 Posted February 10, 2008 Hey Sengir. um thnx for redoing the configs. i suck at 'm and i havent got a clue on how to create a config wich uses all buildings in one pbo.. so thnx Anyway, good to hear your back on track. @Snowballrules: good to hear your getting better @lady: i'll be happy to test your mission. (you could PM me if you want ) Share this post Link to post Share on other sites
ladie from hell 2 Posted February 10, 2008 ok here it is... deep strike wh40k ofp feb 08 rapidshare.com please be nice if it does not go right .. and if any of you can help me make it better, pm me PLEASEEEEEEEEEEEEEEEEE Share this post Link to post Share on other sites
ladie from hell 2 Posted February 10, 2008 oh yah, mods used in this sp mission steel legion troops, STEEL LEGION CHIMERA (HEAVY BOLTERS) orks ork objects (walls, ork forts, ork banners) red barrles (from ofp) Share this post Link to post Share on other sites
SPQR 0 Posted February 11, 2008 Here is a small teaser of the Imperial Fists        Click on pic for full-sized view Share this post Link to post Share on other sites
ladie from hell 2 Posted February 11, 2008 @SPQR "drull drull" i have question about ork fort, when a unit is inside the fort you can not hit them though the door way? hard to kill, need to throw grenades up and over the ork fort walls to kill any one in side Share this post Link to post Share on other sites
Halochief89 0 Posted February 11, 2008 Tested it out, its awesome I tried playing as an ork and lol some animations disfigure the orks. Like laying down and moving diagonally left or right. Share this post Link to post Share on other sites
ladie from hell 2 Posted February 11, 2008 the mod, or my deep strike mission ? i am like a little boy in the candy store....... Share this post Link to post Share on other sites
biggerdave 56 Posted February 11, 2008 Awesome! Will the pack just contain imperial fists? If so, are there plans for other chapters to be represented in the future? Share this post Link to post Share on other sites
SPQR 0 Posted February 11, 2008 The Imperial Fists, Spad's dream team, are first. Once finished and others things done, I'll whip him to death for having Dark Angels (trying to make things a bit different, different colors aren't enough for me). No hidden selections, no 100 chapters/500 Go of addons, no weep, no cry, that's all folks Share this post Link to post Share on other sites
ladie from hell 2 Posted February 11, 2008 oh, but i hope the mains ones, or all the ones you had in wh40kmod 2006...oh please say you are.... my missions need them.... oh by the way.... i have new IG mission made with some nice treats for the green skins... .. they should just leave the FO base's alone... it will be up soon. i hope that all of you who has tried my assassin mission will give me some feed back on it...it sure will help.. Share this post Link to post Share on other sites
Garmin 0 Posted February 11, 2008 Hello SPQR Very good work. If the Scouts have the ability to disguise/Invisible? Greeting Garmin Share this post Link to post Share on other sites
prodetar2 0 Posted February 11, 2008 @SPQR Â Â "drull drull" i have question about ork fort, when a unit is inside the fort you can not hit them though the door way? hard to kill, need to throw grenades up and over the ork fort walls to kill any one in side He's right. the GEO Lods of the fort and tower arent good. they need roadway. i got this massive ork base but due to the orks keep bouncing off the tower i wont continue. is anyone doing some ork buidlings yet? would look great in my mission Sengir, if no one is working on 'm... could you supply me with them DOW models of the orks buildings? thnx Share this post Link to post Share on other sites
sanctuary 19 Posted February 11, 2008 Do you have a flying/jump script for the space marines assault squads (that's the name for the ones with the reactors, right ?), or do you need some help to make one ? Share this post Link to post Share on other sites
spad 64 Posted February 11, 2008 hi sanctuary great friend of wh40k mod no i think to use the martin jetpack but if you can make a script for that of course we will be very happy to use it otherwise they won't be assault space marine. in fact we need a multi turret script for some of imperial tank and the jet pack script please pm me for detail Share this post Link to post Share on other sites
sanctuary 19 Posted February 11, 2008 Here is a test addon, using the BIs soldier as a placeholder. http://files.filefront.com/test+w40jumprar/;9615751;/fileinfo.html In the editor, you will have a West -> Space Marine -> Assault Marine unit. Place it on the map and preview. You will notice a new action (it appears only when you are on the ground) named "Assault Jump". Use it and you will make a short reactor jump in the direction you are facing. It takes +/- 1 second before launching you, so as for this second you are always on the ground, if you press quickly again and again the "Assault Jump" action, you will jump higher, but your landing will have a lot less precision. The length and heigth of the original jump can easily be edited by modifying the velocity numbers in the script. When you have a whole squad of those soldiers, you can make them all jump by just having a trigger (test a radio trigger by example) with this On Activation : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{[_x] exec {\test_W40jump\reacjump.sqs}} foreach units GROUPNAME with GROUPNAME being obviously the name you will give to the whole group you want to "assault jump". It should be very easy to adapt this to your units, as it is just an user action to add to your assault squad class, just open the po and look at the very small config in it. Of course, in the jump script adding sound effects (no included in this test addon) will only make it even nicer. If you prefer it over the current script you have, feel free to use and/or modifiy it. Share this post Link to post Share on other sites
ladie from hell 2 Posted February 11, 2008 @to all the wh40k team and ppl who are helping with this... Share this post Link to post Share on other sites
SPQR 0 Posted February 12, 2008 Thanks very much sanctuary, you are always a living god to me    Tested and adopted However, I am not very aware, a la Vandamne, of the editor using. Could you create a small test mission, please. Can AIs use it inside a AI group ? Share this post Link to post Share on other sites
SPQR 0 Posted February 12, 2008 Textures modifications and big work from the dream team, Spad & Sengir. Share this post Link to post Share on other sites
sanctuary 19 Posted February 12, 2008 It is just a matter of copy pasting (or CTRL+C and CTRL+V to copy paste it from the forum to OFP mission editor directly) what i quoted in a trigger or in a waypoint activation. 2 mini example mission : http://files.filefront.com/reacjump+examplerar/;9616732;/fileinfo.html Just put test-reacjump1.Intro test-reacjump2.Intro in your blablabla\Codemasters\Operation Flashpoint\Users\YourName\missions You just need the test addon from my previous post, nothing else. One mission you just observe an AI group jumping to rescue you. In the other your team and some other AI squads will have to jump on an enemy defended hill , the AI squads will jump by themselves, while you will control your own squad (every AI and you inside of it) jump by the radio alpha (or press 0 - 0 - 1 when you are ready for the assault jump) Share this post Link to post Share on other sites
ladie from hell 2 Posted February 12, 2008 i need to ask this in here cause its a wh40k thing, and i need yu's gi's to ansr this... i no's tat ther's 8 to 9 gi's to sqod's in wh40k mozs, buts whass doz u's tinks a Unet numbr siz's iz??? and for those who dont speek ork... question i know that there are 8 to 9 guys to a squad in wh40k mod, but whats do you think a "unit number" size is?? same/more/less ? Share this post Link to post Share on other sites
spad 64 Posted February 12, 2008 orks don't have strict unit squad, make what you prefer, 9 or 10 men are good imperial guard squad and space marine squad must have standart squad of 5 or 10 Share this post Link to post Share on other sites
prodetar2 0 Posted February 12, 2008 i no's tat ther's 8 to 9 gi's to sqod's in wh40k mozs, buts whass doz u's tinks a Unet numbr siz's iz???and for those who dont speek ork... oh i thought you were talking Gretchin... ahwell my bad Share this post Link to post Share on other sites
biggerdave 56 Posted February 12, 2008 I like the billboards Share this post Link to post Share on other sites
ladie from hell 2 Posted February 12, 2008 i no's tat ther's 8 to 9 gi's to sqod's in wh40k mozs, buts whass doz u's tinks a Unet numbr siz's iz???and for those who dont speek ork... oh i thought you were talking Gretchin... ahwell my bad @ prodetar2 Share this post Link to post Share on other sites