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spad

WH40K BETA TEST

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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 biggrin_o.gif

Anyway, good to hear your back on track.

@Snowballrules:

good to hear your getting better wink_o.gif

@lady:

i'll be happy to test your mission. (you could PM me if you want smile_o.gif)

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oh yah, banghead.gif

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)

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Here is a small teaser of the Imperial Fists  goodnight.gif

94d4dd2724827.gif   dcf6da2724828.gif  

ab56542724831.gif   6922ba2724832.gif  

15e48a2724835.gif    ca4c0a2724838.gif

Click on pic for full-sized view

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@SPQR

notworthy.gifnotworthy.gif

inlove.gifinlove.gif

"drull drull"

i have question about ork fort,

when a unit is inside the fort you can not hit them though the door way?huh.gif

hard to kill, need to throw grenades up and over the ork fort walls to kill any one in side

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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.

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Awesome! biggrin_o.gif

Will the pack just contain imperial fists? If so, are there plans for other chapters to be represented in the future?

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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). icon_rolleyes.gif

No hidden selections, no 100 chapters/500 Go of addons, no weep, no cry, that's all folks rofl.gif

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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... rofl.gif

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..

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Hello SPQR

Very good work.

If the Scouts have the ability to disguise/Invisible?

Greeting Garmin

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@SPQR

notworthy.gif  notworthy.gif

inlove.gif  inlove.gif

"drull drull"

i have question about ork fort,

when a unit is inside the fort you can not hit them though the door way?huh.gif

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 whistle.gif

Sengir, if no one is working on 'm... could you supply me with them DOW models of the orks buildings? whistle.gif

thnx nener.gifnener.gif

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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 ?

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hi sanctuary great friend of wh40k mod biggrin_o.gif

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 notworthy.gif

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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.

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Thanks very much sanctuary, you are always a living god to me  notworthy.gif  notworthy.gif  notworthy.gif

Tested and adopted wink_o.gif

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 ?

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Textures modifications and big work from the dream team, Spad & Sengir.

f8f04f2754035.gif 258fe82754036.gif 5fe5042754037.gif

b9da342754038.gif 3aba702754039.gif 2db1c82754040.gif

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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)

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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 ?

icon_rolleyes.gif

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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

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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 whistle.gif

nener.gif

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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 whistle.gif

nener.gif

@ prodetar2

biggrin_o.gif

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