googler
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Everything posted by googler
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Whos making a shepard screwing sheep mod again?
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hi im looking for a good desert m2a2 bradley...used to have on e but its gone. Anyone know?
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Could we, through clever scripting and such, turn ofp into a firefighting simulator with working hoses and expanding fires and water supply problems for the firetrucks? wee!
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Could we dedicate this thread to various Addon FAQ's?
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Hi , nice one! How would I attach this puppy to, say, a BAS Blackhawk with the built in BAS jeep carrying script?
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Hh-60j jayhawk, seahawks and hc-130h
googler replied to ExtracTioN's topic in ADDONS & MODS: COMPLETE
i have ecp. I launch a torpedoe and something that looks like a thin straight metal rod shoots out of the water, impales my chopper, and I go whirling into the sea every time. wierd bug ey? Nice choppers though. -
Any chance of putting a halfway realistic side-sweeping capability on this puppy? (Lookin real fine btw). Cant circle sideways so well with the choppers to date - real choppers should have no problem going 100 sideways - ofp doesnt wanna do that.... & how about implementing some type of "combined radar abilities" like dkms new tunguska for missions with a radar spotter helo? Looking very good, just wondering cuz Im a big fan of chopper missions but rarely find the chopperbehaviour realistic. (I.e AI choppers go charging right over their targets instead of circling around em, pickin em off)
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second guy to the right is Jim Dowdard...he was suffering from the Shang-Hai clap at the time of this photo...
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whoa! Really really really really great thanks! Can an AI pilot takeoff somehow? I tried placing them (RAD-f-18s) but they seem to be just frozen at the catwalk...however, they dont just blindly proceed to the next waypoint and fall off the deck, it should be noted, so they must be picking up on something... While we're at it: How does one get the RAD-F-18s wingtips to start out folded up again? Isnt there some init code script for that? Hope this is viewed as carrier related...
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Am I smelling "Animal Farm: The official OFP mod" Arm the chickens. Arm the horses. Arm the pigs. These guys will fight like animals.
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Hi, Im thinking of making some realistic as possible helo missions. That would entail a few things I havent been able to do in the editor yet. Maybe someone could help me? 1. The idea is to get an AI chopper to move slowly up behind the hill, then pop up over the hillcrest quickly, get a target, dofire, and hover back down behind the hillcrest. It would be doing the targetig and firing as it hovers in place - I cant for the lifeame get the choppers to hover in place. They always fly directly over the targetzone in a highly stupid manner. "Shoot me! Please!" 2. Would it be possible through a script to hook a couple of seperately waypointed, ungrouped choppers up with an OH-58 radar? Something in tune to the way the new dkm tunguska radars work together? Would it only work if they were all in the same group? The OH-58 wouldnt attack - he would just provide radar for the apaches, who would hover there in line formation, this flyinheight 20, and lock on with hellfires. 3. How would I get a helo to fire a specific weapon? Take BAS Blackhawks DAPs...I want em to put a hellfire somewhere but they seem to be at rockets for default. Your help would be really appreciated and Ill share the mission later on! See whenever you watch cnn footage the Apaches are always hovering in place about two miles from any target. They sit there, hovering at at about 20 feet, and pummel the targets from afar, out of enemy range - they dont go stupidly charging into danger with a couple million dollars equipment.
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How would I make a trigger that is triggered only by a few specific units? Like , I dont want the W choppers to trigger it, I want only the W troops to trigger it. ? thanks, hopefully
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hmm cant you tell it to just dotarget?
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Yeah theres alot of BBC documentaries on tv about apache units nowadays. If flashpoint could follow the tactics of what the real choppers do ..weeellll ... that would open up a whole new chapter to the game! Flashpoint also doesnt really let you fly correctly, for some reason the sidesweeping isnt fast enough, Ive never been able to properly circle around targets with my nose facing the target...its just too slow! Â These things should be capable of doing like 150 going sideways at least, and that in a circular orbit around their targets...always facing it, fireing Mix it with a pilot rescue script,
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hmm thanks but it didnt do the trick. See its 2am & theres a vil and it has ruins where dmitri and vlad and their buddies set up, and our MARPAATs are comin in low through the tundra, but dmitri fires a buncha flares, cuz he gets triggered by us as we get closer. Vlad does too, and their buddies begin to pepper us with their rpks as we crawl through the bushes returning fire -
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Heres a little script I found for setting the initial velocity for a chopper...could I apply this to a waypoint somehow? That way I could set the velocity at the waypoint when the apache does a "this dotarget t1", and then also set it at the next waypoint when it does a "this dofire t1", then have the apache maybe just get into a negative velocity to go backwards and back down behind the hillcrest? heres the script, for theinitfield of an object...is there a way of applying this script to a waypoint? v0=100; v0 = v0/3.6; dir=getDir(this);vBase = [sin(dir),cos(dir), 0]  ;this  setVelocity  [(vBase select 0)*v0,(vBase select 1) * v0, 0]; this flyinheight 10;
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What scripts are people wanting?
googler replied to MrZig's topic in OFP : MISSION EDITING & SCRIPTING
Id like a sccript which combines say 4 apaches with the radar of 1 OH-58. The apaches would be using the OH-58 radar to target stuff with their hellfires. The OH-58 wouldnt fire. It would be a little like dkms new tunguskas' radar synchronisation. Thats pretty heavy, or? Â -
Didnt it say in the documentation that you could do a HALO jump? How does that work?
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Hi well the targeting another unit bit was supposed to work liek: Three blackhawks are racing towards the LZ (two DAP and 1 troop carrier), skimming through a valley dotted with little guard towers containing enemy antiaircraft missile soldiers. I want the AA soldiers to hit whatever they wanna, but only hit the troop chcopper max 1 time, the rest of the choppers can be hit till they fall from the sky, ensuring that the troop chopper always makes it to the LZ. So thats why I was playing around with "doNOTtarget" idea. Thanks for the feedback! Can I even set a chopper to captive? The question with the jpgs was supposed to be like, for a cutscene - I want to put in something like credit titles at the beginnning. Like in my  own font and transparent background. Like when it says "Bohemia Interactive Presents" at the beginning of the campaign. Would I have to script it like a musiccfg class? Or is it just a question of throwing the jpg into the mission folder and assigning it up to a camera trigger in the editor. Hey thanks Battlesmurf for the cookbook link - really good !
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Hi , I have some questions: How do I import my own jpegs into the game? (for use as effects resource) How do I make a unit specifically NOT target another unit, but since he'll be targeting something anyways, target anything but that unit? How do I make a trigger camera track a given unit? Like lets say the chopper flies over activating the trigger, but the camera is watching the soldier on the ground. How do I make a BAS chopper fire a specific weapon at a specific target? How do I make a BAS chopper hold his position while he targets and shoots a specified unit? (i.e. scoot up from behind hill, target, fire missile, then sink back down and fly away the other direction.When I try it he usually goes off and flies right over the target area which isnt too smart.) I saw in the DKM tunguska that their radars work together - is there any way to do this with say 5 apaches and a radar kiowa? How can I crack open other peoples missinos to look at and uderstand the code and the waypoints and stuff - both in the editor and in notepad?
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hey thanks im playing aroundwith it btw: I didnt see the HALO jump mentioned in the wgl demo...how does one do it? Didnt I read in the faq that its in there?
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How could I replace the units in the original flashpoint campaign with the wgl pack troops models and weapons and tanks etc? (Goal is to play the old campaign with the new models) Think it has something to do with some config file, but I think youd need all the soldierfilenames and weaponnames and such...I dont really see those in the wgl readme... Has anyone done this before?
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wouldnt it maybe be a great old idea to replace the troops with the wgl version?? (Can I do this myself? Wouldnt I need to know all the wgl soldier names and all their filenames somehow?) (They never released those i think)