Karaya1 0 Posted April 21, 2008 This is a list of bugs that I have encountered: - the missing names of the OFrP objects within the editor (already mentioned) - the MacMillan rifle completely lacks textures, it appears entirely white ingame and you cannot see through the scope - on the other sniper rifles the reload animation is bugged, instead of the bolt one sees the trigger slide from somewhere out of the gun to its normal position As for the LGI, havent encountered the mortar shells disappear but I was surprised when the last 2 shells did not strike home. I then had a look at the LGI soldiers gear and saw that the last 2 mortar shells are flares... so that might be the reason why they do not hit Anyway, hope this helps! The rest of the addon is simply awesome!! Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 ArmA sounds are not too weak, they are inaudible.. There should be a middle between ArmA 1.08 sound volume & ArmA latest beta patches sound volume.. but it's look like BIS couldn't find it. We are playing a game, we don't wear ear protection when playing a game (^^) so the sound volume should be adjusted to fit where it has been put.. inside a game (a public game even, not "pro" as VBS). Haven't really taken a look at the sound volume for now, but haven't tried all weapons too.. But the most annoying sound are the vehicle ones (inaudible or too noisy.. ). We will see when the vehicle's packs are released Share this post Link to post Share on other sites
miles teg 1 Posted April 21, 2008 I like it that way....makes you have to yell like you do in real life. Yes its a game, but its meant to also be a combat simulator. Otherwise he'd just stick laser guns on the troops and make them all zombie warriors. It's up to the mod's whether or not they want to make their addons as realistic as possible. You can also turn down the volume of the game sounds before you start your match and then increase the volume of your team speak program. As for the mortars...yeah I mentioned that bug earlier. It would be nice for aiming if you had the azimuth readings. To aim you basically just try to center the screen in the direction you want to fire the mortar. It requires practice to figure out how to accurately adjust and aim the mortar. So basically you just fire, see where your round lands (or in MP games have a buddy tell you) and then gradually adjust fire until you hit the enemy. I wish you had a bit more ammo, but I suppose the ammo load-out is realistic for a light mortar. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
ravendk 25 Posted April 21, 2008 LGI (Individual Grenade Launcher) FUUUUN!!! GOOD WORK GANG! How-to-use 1 "USE LGI" in the menu 2 get range to target 3 set range and general dirrection 4 fire 5 observe impact 6 correct then repeat from #3 Share this post Link to post Share on other sites
eagleusa 0 Posted April 21, 2008 I love OFRP in OFP And I hope Ofrp in ARMA contains GIGN , French Marines and conbat diver Share this post Link to post Share on other sites
xav 0 Posted April 21, 2008 Quote[/b] ]* Mortar shells seems do disapear if you get out if it befor the last shell hits the ground (still mentioned by someone else) Yes we need to check on that. Quote[/b] ]* 1st- and ironsight-view on the mortar are a bit strange. Hard to aim (in my opinion). Also some kind of manual would be nice ("How do i have to aim on a target?"; "How does the scale work?", etc). * There are some missing classnames in the ReadMe (like the ANF1 FM + Mags and the Machinegunner (ANF1 FM) itself). Either have some VECTOR as binoculars or have a HUMAN player use it: - Aim at the area you want to target - click "R", yes, like reload weapon - Bearing and Distance (in meters) will be display in red in the binoculars. - Then, BEFORE you get in the LGI, use the COMPASS you get the right bearing - Get in the LGI and use white/red scale to match the right distance in meters. and VOILA! About the anf1 classnames try this: ANF1 : OFrP_Inf_ANF1 errors reported for the mines too: * Génie Charges : OFrP_Inf_GENIEchg * Génie Mines : OFrP_Inf_GENIE Quote[/b] ]* Any chance to translate the OFrP-Marker to english? Some of the markers are "self-explaining", but at the rest i'm completely mystified. Alright, I will give it a try this weekend... I am the translator for the team... And I think this is the only thing I did not translate in the readme/pdf files. Keep checking this thread and do not hesitate to PM me if I forget Share this post Link to post Share on other sites
MEDICUS 0 Posted April 21, 2008 Just played the Coop missions on our server ... they work all fine. But after we tried to play a differtent mission (no Addons needed) we got this error: Quote[/b] ]...can't play/edit this mission, cause the following was deleted: ofrp_armes . Tried about 20 different missions ... non of them started with OFrP installed on the server Would be nice if that could be fixed soon. MfG Medicus Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 They know it, they are working for a fix. Share this post Link to post Share on other sites
SoldierIsNotHistory 0 Posted April 21, 2008 Yes, sorry for this. We are working on a fix to correct it as soon as possible. Share this post Link to post Share on other sites
Gargantua 0 Posted April 21, 2008 The most interesting part is mortars. I wonder have you tried to make AI use it somehow ? Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 If i remember right it is available in the action order (6). Also if you want it to get back to the gun you have to say him to get out of the vehicle (4-1) because the LGI is considerated as a vehicle. Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 I am using a script to create an ammo box in a mission. But it doesn't work with the OFrP classname. Quote[/b] ]_ammobox = "OFrP_Mun" createVehicle (position _unit); Problem with these classname too ? Share this post Link to post Share on other sites
xav 0 Posted April 21, 2008 I am using a script to create an ammo box in a mission.But it doesn't work with the OFrP classname. Quote[/b] ]_ammobox = "OFrP_Mun" createVehicle (position _unit); Problem with these classname too ? For class names: HERE (Then go to Armes) Example of how it works: YOu name your crate: Crate1 Write in the init: Quote[/b] ]Crate1 addWeaponCargo ["OFrP_FAMAS_J4",3]; Crate1 addMagazineCargo ["25Rnd_556x45_OFrP_FAMAS",5] Your crate will contain: 3 FAMAS J4 and 5 ammo clips. Share this post Link to post Share on other sites
Gargantua 0 Posted April 21, 2008 Quote[/b] ]If i remember right it is available in the action order (6).Also if you want it to get back to the gun you have to say him to get out of the vehicle (4-1) because the LGI is considerated as a vehicle. i'm not talking about deploying. Can AI actually attack enemy correctly with this mortar ? Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 I am using a script to create an ammo box in a mission.But it doesn't work with the OFrP classname. Quote[/b] ]_ammobox = "OFrP_Mun" createVehicle (position _unit); Problem with these classname too ? For class names: HERE (Then go to Armes) Example of how it works: YOu name your crate: Crate1 Write in the init: Quote[/b] ]Crate1 addWeaponCargo ["OFrP_FAMAS_J4",3]; Crate1 addMagazineCargo ["25Rnd_556x45_OFrP_FAMAS",5] Your crate will contain: 3 FAMAS J4 and 5 ammo clips. The problem is to spawn the crate via script. Not to add equipment inside. So i must use the crate's classname in my script, but it only works with all BIS standard crate, not the OFrP's one. Quote[/b] ]If i remember right it is available in the action order (6).Also if you want it to get back to the gun you have to say him to get out of the vehicle (4-1) because the LGI is considerated as a vehicle. i'm not talking about deploying. Can AI actually attack enemy correctly with this mortar ? Ah ok, i don't know but i think yes they can as they shown in this video : http://fr.youtube.com/watch?v=6FD8GMjQ3jk Nb : the special compass has disappeared in the final release ? Share this post Link to post Share on other sites
xav 0 Posted April 21, 2008 Quote[/b] ]If i remember right it is available in the action order (6).Also if you want it to get back to the gun you have to say him to get out of the vehicle (4-1) because the LGI is considerated as a vehicle. i'm not talking about deploying. Can AI actually attack enemy correctly with this mortar ? Yes... But only if they have enemy in sight... They need to have a visual on the enemy unit to fire... but it does work. (Only drawback is AI has a tendency to fire all 4 rounds on a single enemy... they use all ammo very fast) Share this post Link to post Share on other sites
xav 0 Posted April 21, 2008 I am using a script to create an ammo box in a mission.But it doesn't work with the OFrP classname. Quote[/b] ]_ammobox = "OFrP_Mun" createVehicle (position _unit); Problem with these classname too ? For class names: HERE (Then go to Armes) Example of how it works: YOu name your crate: Crate1 Write in the init: Quote[/b] ]Crate1 addWeaponCargo ["OFrP_FAMAS_J4",3]; Crate1 addMagazineCargo ["25Rnd_556x45_OFrP_FAMAS",5] Your crate will contain: 3 FAMAS J4 and 5 ammo clips. The problem is to spawn the crate via script. Not to add equipment inside. So i must use the crate's classname in my script, but it only works with all BIS standard crate, not the OFrP's one. Quote[/b] ]If i remember right it is available in the action order (6).Also if you want it to get back to the gun you have to say him to get out of the vehicle (4-1) because the LGI is considerated as a vehicle. i'm not talking about deploying. Can AI actually attack enemy correctly with this mortar ? Ah ok, i don't know but i think yes they can as they shown in this video : http://fr.youtube.com/watch?v=6FD8GMjQ3jk Nb : the special compass has disappeared in the final release ? I'll report the bug to somebody who knows scripting better than I do... Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 21, 2008 Okay, very thanks What about the compass we can see in the LGI youtube video. I know it has been replaced with the vehicle's compass at the top of the hud. But the special compass looks a very nice feature, why don't you put it in the final release ? Share this post Link to post Share on other sites
biggerdave 56 Posted April 21, 2008 Awesome! I think this could possibly be the best released AddOn for ArmA so far! I especially like the detail put into the new objects, the ammo boxes are a nice change from the usual wooden ones. Can't wait to see more Share this post Link to post Share on other sites
Daniel 0 Posted April 22, 2008 Amazing mod! So many cool features, especially love the Eryx. Is there a way to allow other units to use the mortar? By default, only OFrP units have the option to deploy the motar. Share this post Link to post Share on other sites
dob 0 Posted April 22, 2008 Okay, very thanks What about the compass we can see in the LGI youtube video. I know it has been replaced with the vehicle's compass at the top of the hud. But the special compass looks a very nice feature, why don't you put it in the final release ? Â because this compas is my work and i'm not from OFrP Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 22, 2008 You could have done an awesome gift, that's not so hard Share this post Link to post Share on other sites
dob 0 Posted April 22, 2008 i can just release it at standalone addon Share this post Link to post Share on other sites
Misfit Leader 1 Posted April 24, 2008 Ok, i have the found the right classname to spawn ammo boxes via script. Here they are : "WeaponBoxFr" "AmmoBoxFr" "SpecialBoxFr" & "MissileBoxFr" Share this post Link to post Share on other sites