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IceFire

A bunch of little questions

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1) I was wondering if when you reload your gun, the enemies can hear the noise it makes?

2) Can the enemies hear the sound that is made when you place a satchel near them?

3) Also, if there are the enemy tank crew men standing outside of their tank, and you kill one of them, will the other two then not get into the tank since they lost one of their crew men?

4) Also, if you attack an enemy tank with a rocket launcher and kill one of the crewmen, will the other 2 get out?

5) In the mission editor, how do you make it so that when you start the mission, the choppers are already in the air, not on the ground?

6) How come when you use the mission editor, and you make some paratutes, they are already on the ground when you start the mission?

7) Which one is stronger, the American LAW, or the Russian RPG?

8) I know I already asked this, but I didn't understand the answer last time. How do you increase the height that your AI flies the choppers? Do you do this in the mission editor? Or actually in the game?

9) How do you actually get the enemies to walk around when making a mission in the editor? Like to patrol a route? Or to go from one point to another?

10) Can you actually land an A10 without using the autopilot? If so, how do you go about it?

11) When using the editor, is there a way to actually command 11 other M1A1 Abrams?? Like having each tank being considered one unit? This way you can be in your own tank, being the commander, and still lead 11 others. Is this possible?

Sorry about all the questions, these are just questions I have had for a while now, but never thought it worth it to post them individually, so I just put alot of questions about little details into one post.

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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">4) Also, if you attack an enemy tank with a rocket launcher and kill one of the crewmen, will the other 2 get out?

<span id='postcolor'>

Sometimes they do, sometimes they don't.

Tip: if you've got an armored vehicle driving past you and the crew is "turned out", shoot the gunner and that unit will become harmless smile.gif

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5. just select special then "Flying".

9. just click waypoints at the top of the editor then double click on the map then in that drop down menu select Gaurd or what ever and keep double clicking on the map to where ever you want them to go.

Later smile.gif

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11) No. Each crew member is counted individually, and since you can only have 12 men per unti, that is four tanks max. Which if I am not mistaken is one tank platoon.

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1)maybe, but sound is low, so hard to tell

2)maybe, but sound is low, so hard to tell(i heard it one time)

3)depends on situation, how it's scripted

4)answered

5)answered

6)makers made it like that..i guess they assume they would start from ground.

7)don't know..but they are both good weapons

8)this is done via mission editor, using script: <name of helicopter> flyInHeight <height> ; the value of <height> is from 50 to some big number i can't remember right now.

9)answered

10)yes, reduce speed, approach runway, lower your altitude flap on, and so forth..practice practice practice...(i have hard time too)

11)no. not as far as iknow. you are counting number of men you have instead of number of tanks you have.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (IceFire @ April 21 2002,19:26)</td></tr><tr><td id="QUOTE">7) Which one is stronger, the American LAW, or the Russian RPG?<span id='postcolor'>

Both have the same power. smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (IceFire @ April 21 2002,00:26)</td></tr><tr><td id="QUOTE">6) How come when you use the mission editor, and you make some paratutes, they are already on the ground when you start the mission?<span id='postcolor'>

set them to flying instead of information under the units screen.

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11) It is possible with EditorUpgrade102. There are tanks (M1A1 and T-80) controlled by 1 AI, I think you can also control them (mouse for turret and keys for movement)

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One last question!! LOL!

12) When the men in your command ask you "where are you?" How do you answer? I have played online coop games where our leader (some guy) was leading. One of us asked "where are you?", and he said "1 position blah blah etc".

How do you do that? I wish I could do that?

Also, this leads up to part b

B) when you are under command of a leader, and he asks you to "report status", how do you actually give them. Like to say "3 position blah blah, etc"?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @ April 21 2002,20:08)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (IceFire @ April 21 2002,19:26)</td></tr><tr><td id="QUOTE">7) Which one is stronger, the American LAW, or the Russian RPG?<span id='postcolor'>

Both have the same power.  smile.gif<span id='postcolor'>

The puny 66mm HEAT warhead in the LAW is good for making dents in small cars.

The rpg uses a bigger (what do you call a warhead bigger than the tube?).

There is a reason why the newer versions of the LAW has a bigger warhead and why the UK has developed their own:

The weapon sucks huge amounts of donkey cock.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Warin @ April 21 2002,13:53)</td></tr><tr><td id="QUOTE"><span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">11) No. Each crew member is counted individually, and since you can only have 12 men per unti, that is four tanks max. Which if I am not mistaken is one tank platoon.<span id='postcolor'>

That is not entirely accurate. In the U.S. Army an armor platoon consists of 5 crews (5 Tanks/20 soldiers).

You can't really control a whole platoon of men in Flashpoint. There aren't enough keys to map out all of them. Since there are only twelve "F" keys, then BIS decided 12 men per group/squad would be the maximum supported.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Can you actually land an A10 without using the autopilot? If so, how do you go about it?<span id='postcolor'>

Great question. I have never actually used the autopilot, and I frequently land the A-10 without so much as a scratch on the rocky hills of Kolgujev.

Ahh what a great pilot I am. When I spot a Shilka in my Cobra, I know I'll get shredded before I can lock my weapons on to it. Thus I decend low, low, just a few feet off the ground. I sneak and sneak behind mountains, trees, and then I suddenly climb from behind a house and blast the fucker into pieces.

Okay.

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sorry to interrupt....just wanted to know the answer to the "report status" question. thanks. smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (advocatexxx @ April 23 2002,05:04)</td></tr><tr><td id="QUOTE">Ahh what a great pilot I am.  When I spot a Shilka in my Cobra, I know I'll get shredded before I can lock my weapons on to it.  Thus I decend low, low, just a few feet off the ground.  I sneak and sneak behind mountains, trees, and then I suddenly climb from behind a house and blast the fucker into pieces.

Okay.<span id='postcolor'>

That`s the normal chopper attack tactics, or at least should be. And that makes trees and overland-energy-lines the worst enemies of chopper pilotes tounge.gif

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You know this brings me to think. Shilka and Vulcan should actually make use of their radars ! No wonder no one wants to be the gunner in these things, the AI is brilliant at shooting aircraft while a human player plain old sucks.

Shilka and Vulcan should be able to lock on to any air unit and information should be provided. I believe the real-life Vulcan has a rangefinder, which calculates the distance and speed of the aircraft. It would be nice if in the Optical view as a gunner in Shilka/Vulcan we would be provided with a red dot as to where to shoot when we lock on to a moving air target. That way we wouldn't waste all the ammo trying to "guess" the right place to shoot to compensate for the wind, gravity and speed of the moving target.

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Yeah, one of the few things the AI does better than a human is calculate all the variables involved in hitting a moving target (imagine that).

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