deathsangel
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deathsangel9
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Maybe already posted but... Now, i'm not gonna repeat what's been said several times (that I know of), so here's my unique (as far as I know) gripe. More than a few times, I've been in this kinda situation: I round a corner and someone/an ai is starting to aim at me. I'm faster and peg him a couple of times but he doesn't go down. Ok, fine, that's ok. I fully understand damage values and all that. It's my fault i didn't hit him in the head or hit him more. Now, to the part that really steams me.... While his blood is STILL IN THE AIR, out comes a burst from his rifle and it's lights out for me.
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Changing out vehicle crews
deathsangel replied to deathsangel's topic in OFP : MISSION EDITING & SCRIPTING
I was kinda starting to think that McDeth, but, does anyone know how/if the following could be done: Â Use the default crews on mission load so the players see where they are, then on mission start change them from modern russians to ww2 germans? Â Sure, the player selection screen may be a little fubar'd because the icons and names will show as modern russians, but the switchover would be instantanous on mission run so no one would know the difference. edit: Also, it'd be impossible to fit all positions in that little description field -
Changing out vehicle crews
deathsangel replied to deathsangel's topic in OFP : MISSION EDITING & SCRIPTING
Something I just thought about: Is it possible to change one object into another? I was thinking something like the following (not syntactically correct no doubt): this commander = wercrew1 this gunner = wercrew2 this gunner = wercrew2 -
Changing out vehicle crews
deathsangel replied to deathsangel's topic in OFP : MISSION EDITING & SCRIPTING
Ok, I'll give some details so you can see more specifically what I'm getting at. Â I'm setting up a German WW2 armor platoon (mixed unit) and want the players to be able to select what vehicle/postition they are in. Â Now, the group name (alpha black and such) is not descriptive of what the unit is. So, I need the crews to be assigned to the vehicle BEFORE the player selection screen in order that the players can tell, hey this spot is for the tiger gunner etc. Â Now, I just tried init.sqs as below to no effect. ***************other stuff above********** releventSection gs1 assignAsCommander tiger gs1 moveInCommander tiger gs2 assignAsCommander pz4 gs2 moveInCommander pz4 gs3 assignAsCommander stug1 gs3 moveInCommander stug1 gs4 assignAsCommander stug2 gs4 moveInCommander stug2 gs5 assignAsGunner tiger gs5 moveInGunner tiger gs6 assignAsGunner pz4 gs6 moveInGunner pz4 gs7 assignAsGunner stug1 gs7 moveInGunner stug1 gs8 assignAsGunner stug2 gs8 moveInGunner stug2 gs9 assignAsDriver tiger gs9 moveInDriver tiger gs10 assignAsDriver pz4 gs10 moveInDriver pz4 gs11 assignAsDriver stug1 gs11 moveInDriver stug1 gs12 assignAsDriver stug2 gs12 moveInDriver stug2 /releventSection ***************other stuff below********** So, the problem tankieboy is that the script must be completed before the player selection screen and I have no clue how that can be done or IF it can even be done. DV Chris Death, I hope the above clarified the problem some. Â If what I wanted was the effect that your getting at above, then that would no doubt work perfectly. If Init.sqs is in fact processed first, then this would seem to be impossible. Â So, does anyone know of anything that may come before it or am I going to have to resign myself to making the players launch, see where they want to be, then abort and relaunch? Edit: I just tried something similar in the description.ext file. Â I didn't really expect it to work but I figured, "what the hey". Â Note: It crashed on mission load (in the editor) which is about what I thought would happen. -
I looked around for this info and didn't find anything so, here goes. I have several vehicle mods that have inappropriate crews. For example, a sherman with a modern us tank crew. So, basically I need to swap them out with appropriate crewmembers. This is for mutiplayer and have tried the following: placing the vehicles empty and assigning the crew with the "moveingunner", "moveincommander", and "moveindriver" statements in their init fields. This would be fine except that they are assigned to the vehicles AFTER the player selection screen which means that you do not know who goes where. Any suggestions?
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my mistake on the m203 bieng rifled, some launchers are tho. But still, read the description of the ammo for it and see, they won't correct (probably) if no one else notices it too
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Ohh no, i've whipped this mission several times. I found it extreemly dull and not as hard as everyone made it out to be. The search for you wasn't organized and that was easy to play off of. Honestly tho, i think escape and evasion training helped some But i'm talking speciffically about the part where le moule or whatever was taken, could have been done MUCH better there. Especially if they made it actually be taken, added cool voiceovers via radio, etc.
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lol, didn't like that game anyways, very little to do with it's tittle. Now, if the game revolved around car boosting.... Try out No one lives forever one and 2 . But the thing in the first mission was entirely my fault. OOPS . I didn't think he meant i had to run past those to dragon's teeth at obstacles. I wanna know why they're even there in the first place? But yes, the patch for cwc did fix m02.
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yes, i'm at 1.90, but no i hadn't installed the cwc patch. Didn't know it existed. I'll have to take a look. let you know soon. Also, Avon lady YOU F'N RULE. Has anyone ever told you that? I've read your faq, i reference it frequently, have since i started red hammer. I also noticed that you try to help as many people as you can, if only other games had more support from people like you...
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I found this VERY irritating but, Ok... First i set the view distance clear down to the lowest it would go, started up ofp multisave and i was ready to try my hardest to get to the town BEFORE the extraction point was overrun. First thing, i got up and RAN LIKE HECK, saving all the way. Made a beeline straight for it, turning slightly to avoid patrols. After several loads, i got to the town, and it there was about 3 squads a t-80 (i think) and a bmp (i think) but pappa bear was still talking over the radio normally, no AAAAHHHHHHH CRAP, or DIE YOU RED S.O.B.s, or, I'M HIT I'M HIT. Not even a single gunshot. That segment seriously could have used some touching up
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I was just playing and i noticed something else that might be called a bug along the lines of grenades. Walls do not hinder the explosive radius of anything. Make a little custom map, play it with a friend, in kolguyev, put on person against the wall in on of the building wrecks, then throw a grenade at the wall on the opposite side. it will still hurt him as normal. Also, applies to heat rounds, grenade launchers, etc.
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Well, i decided to paly through the original campaign AGAIN, I'm running it in resistance, 1.90. Now, the first mission WONT end. After the short obstacle course thingy, i return to my group, and they just stand there. I eventually used endmission to end it. In mission 2, bravo squads blackhawk always landed IN the woods causing it to crash (the bird, not my comp). After that it took my squad FOREVER to get to the town. They sat there running around in the woods where you meet for about 15 mins before they advanced. The next few missions seem ok, but i noticed explosion sounds in the background in that mission where you try to save the LT. I don't think i ever noticed them before this playthrough, but they MIGHT have been there before. I think the latest patch caused some pathing/detection issues.
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Ok, i'm playing ver 1.90 of ofpr. Now, i think it was like this in the previous versions too, but i was bored and reading through the weapon details. I noticed that some (not custom mods but packaged stuff) did not have descriptions. Like red smoke, green smoke. I also noticed that the m203 grenades are described as rifle grenades which they ARE NOT. A rifle grenade was invented before grenade launchers where common, you put it on the end of your rifle, fired your rifle and it would fire a grenade. Looks alot like the ingame mortars. Now, the m203 40mm grenade launcher is a RIFLED Grenade Launcher. Meaning it is a grenade launcher which is rifled, not a rifle grenade launcher. Just thought i would post it I don't think that the us ever designed a rifle grenade to work with the m-16, but i know there was one for the m-14 tho it was never very common because the m-79 was much better. Some other countries did use them extensively tho.
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***FIXED IN OFPR 1.85 BUT STILL APPLIES TO NORMAL FLASHPOINT I found a bug in ofpr 1.75.  It will probably be there in all ofp versions but I haven't tested.  If I assign a weapon that takes up both weapon slots to a soldier with only one weapon slot it removes your weapon from your equipment list, and you do not get it back short of restarting the mission.  I found this purely by accident, just a simple case of clicking on the wrong weapon, finding that not only did my medic’s stuff get stripped, but also the machine gun was gone.  I searched the forum for "bug" and found no information on this, so I thought I was the first to report it.  The following information will probably not make a difference as I think it is a pure code error, but it may be specific to certain os's or cards so in an attempt to help others reproduce and verify the bug, I’ll post it anyway. Processor: P3 1 GHz Mother Board: dell standard w/ integrated sound Graphics card: GeForce4 Ti 4600 Verto Flashpoint.rpt: no relevant entries after executing bug What version of OFP are you using: resistance 1.75 In which mission are you experiencing problems: any that includes 1. A soldier without a slot for RPG's and such 2. there is a weapon available that takes up both slots. and 3. You are able to assign this weapon to this soldier either by disarming another soldier or assigning an extra weapon. HW T&L: yes OS: Win98/se Please Try and reproduce this bug, and see if it affects everybody.  If it does, bug somebody on the ofp team about it Just trying to help -------------------------------------------------------------------------------- The main reason Santa is so jolly is because he knows where all the bad girls live. Could it be that all those trick-or- treaters wearing sheets are not going as ghosts but as mattresses? If a mute swears, does his mother wash his hands with soap? Behold! For here comst thy mighty evil gnome from hell! Feeding thou with candy thill thou is dead! God must love stupid people; He made so many