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SoldierIsNotHistory

OFrP Release #1

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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 wink_o.gif

Anyway, hope this helps! The rest of the addon is simply awesome!!

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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.. confused_o.gif ). We will see when the vehicle's packs are released smile_o.gif

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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>

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LGI (Individual Grenade Launcher) yay.gifyay.gifyay.gifyay.gifyay.gifyay.gifyay.gif 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

whistle.gif

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I love OFRP in OFP yay.gifyay.gif

And I hope Ofrp in ARMA contains GIGN , French Marines and conbat diver whistle.gifwhistle.gif

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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! smile_o.gif

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. sad_o.gif

Keep checking this thread and do not hesitate to PM me if I forget whistle.gif

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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 confused_o.gif

Would be nice if that could be fixed soon.

MfG Medicus

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The most interesting part is mortars. I wonder have you tried to make AI use it somehow ?

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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.

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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 ?

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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.

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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 ?

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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 ?

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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)

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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...

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Okay, very thanks smile_o.gif

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 ? sad_o.gif

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Awesome!

I think this could possibly be the best released AddOn for ArmA so far! crazy_o.gif

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 inlove.gif

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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.

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Okay, very thanks smile_o.gif

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 ?  sad_o.gif

because this compas is my work and i'm not from OFrP

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i can just release it at standalone addon band.gif

nener.gif

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Ok, i have the found the right classname to spawn ammo boxes via script.

Here they are :

"WeaponBoxFr" "AmmoBoxFr" "SpecialBoxFr" & "MissileBoxFr"

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