deathsai
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Everything posted by deathsai
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Manually driving tanks as the commander sucks, however. I hate it when I just want to make a minor adjustment, but my driver goes "Right" and then goes back the way he was originally heading. I hope that this is fixed in OFP2.
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I'm still looking for other mission editors. They seem to be few and far between in the mod groups. What good is an addon if you don't have any missions to play it on?
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A new slant on resistance
deathsai replied to wildbrumby's topic in OFP : MISSION EDITING & SCRIPTING
What do you think the President's cars and his motorcycle escorts run on? -
The introduction manual says nothing about using mortars in mission editing. Also, just a hint-You need to change the introduction manual. Whatever you are using for it sucks. Just attach a notepad or word file to the download.
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A new slant on resistance
deathsai replied to wildbrumby's topic in OFP : MISSION EDITING & SCRIPTING
Hmm, seems to me like we've "liberated" them of their evil leader. Now we are forcing democracy on them. What else is there to liberate? Ah, yes, oil. My mistake, I tend to forget things easily. -
Words are failing me to describe what just happend. Ok, so I am working on my WWII tanker mission. All is well, a few seconds after starting off 4 P-51s fly in low and make some nice smoke with 24 rockets. So, I start to drive forward. About 3 seconds later, my tank explodes. Evidently a P-51 slammed right into me from behind! At the start they are flying perpendicular to my tank, so after a second try, I see one of the P-51s snap off a 270 degree turn, and fly right into me for no reason whatsoever! Has this happend to anyone else?
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A new slant on resistance
deathsai replied to wildbrumby's topic in OFP : MISSION EDITING & SCRIPTING
Sounds like a good idea. Brings back memories of Red Hammer. -
Hmm, I still see some of these issues...Helos still have no fuel if they are on the ground, and crew weapons still take a lot of time to set up. I can understand this in MP, but SP? I don't see why I have to tell my bot, step by step what to do when he should have learned that back in training. Oh yeah, there are still a few script errors. For example, after I put the base plate down for a mortar, when I go to set the mortar on it I get a Digin error or something like that.
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Hi all. In my search for a good group of mission editors to join with, I didn't find much. So I decided to make my own campaign. In it, you play during WWII, as an American, Russian, and German tanker, all fighting in the last few days of the war in an area in the Elbe river. It is somewhat of an alternate history idea, where your main goal is to intercept Hitler and his field marshalls, generals, and admirals before they can get to Berschtengaden. I was wondering if anyone wanted to help? I sure could use it, especially with scripting.
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Hi all. I tried out this mod awhile ago. I didn't like it, it seemed too geared to MP, and MP has a lack of players, so I didn't play it. The mortar base scripts not working, the complications in setting up and giving ammo to a machine gun or a mortar (although that could be fixed if you could give radio commands to the AI faster), the annoying black out scripts, helicopters start with no fuel, etc. In fact, the only thing I liked about this was the built in request for CAS. The other scripts, however, don't seem to work-I can't figure out the DZ Infantry reinforcement scripts, for example. That and the infantry combat hasn't changed a bit with AI, except that you can take a few more bullets. Is it worth coming back to now?
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Liberation 1941 - 1945 demo is out !!!
deathsai replied to fighter's topic in ADDONS & MODS: COMPLETE
What is the LA-5 AP? Where can I get it? It seems that it targets infantry. I downloaded the LA-5 pack by Liberation, but none of those planes target infantry, and neither do AiA's LA-5s. -
Why'd you post this in Mission Editing and Scripting?
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I personally think that a better idea is a "King of the Hill" mode where both sides are constantly respawning reinforcements. They must attack the town/hill/fortified position/etc. and hold it for a set amount of time. The AI should all have allowfleeing of 25% or so, since it takes so long for them to turn around and retreat. This would allow for routing and retreating without any sort of complex scripting.
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Ai retreating after 75% casualties
deathsai replied to Javito1986's topic in OFP : MISSION EDITING & SCRIPTING
Is there any way to use allow fleeing to have the enemy retreat to something else, such as a Game Logic? Or just some way so that they haven't had to have been at the WP they retreat to. -
Ok, I have an idea for something, but I need to know this to make my life easier: Is there a way to make a trigger that is side specific instead of the unit name? For example, if I wanted all units on the WEST side to =setcaptive TRUE when they are in a trigger, so that if ANY West unit goes into the trigger area he is TRUE on setcaptive.
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Side specific and not unit name?
deathsai replied to deathsai's topic in OFP : MISSION EDITING & SCRIPTING
I do believe that you have gotten me more confused with all of that complexity than anything else -
Side specific and not unit name?
deathsai replied to deathsai's topic in OFP : MISSION EDITING & SCRIPTING
Ah, damn. Oh well, I guess I can make some grids on my beaches. The thing I am doing is making an Omaha beach mission. When you run behind a hedgehog, you get setcaptive=true, to simulate cover. When you leave from behind the hedgehog, you get setcaptive=false, to simulate...Omaha beach -
Side specific and not unit name?
deathsai replied to deathsai's topic in OFP : MISSION EDITING & SCRIPTING
Ah, thanks guys! Another question: If the unit that now has setcaptive= true, will he stay TRUE even if he leaves the trigger area? Will I have to create another trigger which has the exact same thing, except have it as setcaptive=FALSE? -
German ww2 tanks (large pack) by t_roc !!!
deathsai replied to fighter's topic in ADDONS & MODS: COMPLETE
Ah, got it. Although it seems kind of less than it seems, 71 models but theres only about a dozen different tanks. I really don't care if they have different numbers. It just makes it more frustrating to pick out which tank you want. -
So nobody else has problems with the aircraft? Huh, thats odd.
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It would be nice if you explained how to use the mortars here, and then put it in the readme.
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Why not just get ECP and the update config, or JAM?
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You know what would be nice is if the installers for the AiA aircraft actually WORKED instead of just giving me 6 or 7 new worthless files.
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German ww2 tanks (large pack) by t_roc !!!
deathsai replied to fighter's topic in ADDONS & MODS: COMPLETE
Yes -
Umm, big problem. When my installer for 4.10 gets to 30%, it stops and says Invalid Data or something. Could you please help?