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Bratwurst

Artillery

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What about fire support in OPF? Isn't it ever going to be implented? Take a look at Steel Beasts HE and ICM artillery support for example!

About this new "laser designator" in OPF. What am I suppose to do with it? sad.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">About this new "laser designator" in OPF. What am I suppose to do with it? sad.gif<span id='postcolor'>

Simple....point it at something and click one of the mouse buttons. You get a designation triangle, and a little red dot on the target...

The hard part is getting an A10 LGB to hit the damn thing....

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Hey, really? wow.gif

So you can call in an A10 with this thing?  smile.gif How do I script it within the editor?

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Haven't played with the laser desginator too much, but I think you just need to put a few A10's flying around over the island. Not sure though :\

And fire support would be great, mortar would be perfect for OFP smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bratwurst @ Feb. 28 2002,14:04)</td></tr><tr><td id="QUOTE">Hey, really? wow.gif

So you can call in an A10 with this thing?  smile.gif How do I script it within the editor?<span id='postcolor'>

check www.ofpeditingcenter.com tutorials about it... also go to their forums....

it's a real OFP encyclopedia out there....

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Yep I found and used a couple of great fire-mission scripts, and they actually work =)

BUT.. what about the AI then?! Any scripts for making the AI call in arty?!

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Do you mean that you want the AI to be able to call in arty (say, light mortars) on the fly based on the current tactical situation? That sounds like Hard Work, and I don't know of any scripts that allow you to do that. But it might be possible.

For example, you could maybe periodically count the known soft targets of some group's leader. If he knows more than X such targets in a certain area, and there are no friendlies in that area, you could auto-start a mortar splash there after a certain delay. Then add another delay for the "invisible mortar team" to relocate before the script loops to allow another fire mission. This wouldn't lead moving targets, though.

The real trick would be to decide when there's enough targets in an area to warrant a fire mission, without eating up too much CPU. The gameplay problem is, do you really want the AI to be able to summon the Hand of God on you?

Sounds like I've gotta do some scripting this weekend.

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