kleaner2
Member-
Content Count
27 -
Joined
-
Last visited
-
Medals
Everything posted by kleaner2
-
That worked like a charm. Thank you.
-
Hmm.... I am trying this in Resistance and it does not seem to work: this && side player == WEST I put the above in the CONDITION box of the Trigger (For radio command). But, if I am an EAST player, I can still see the radio command. Any suggestions? Am I missing something?
-
I've just bought the game primarily for its mission editing abilities and am still learning the scripting commands. One of the things that I would like to replicate are scripts for calling in helos to evacuate wounded troops. Could be interesting to try to secure a hot LZ while trying to get your wounded troops out. Players could drag them faster than they can crawl? Ideas? Also, how about carryinging dead bodies back? Sequence like this? * Radio call to medivac * Specify waypoint for medivac to land and LOAD at. (may need to use dynamic waypoint scripts here). * Send all wounded to LZ and get into choppers * Issue radio command for choppers to take off or they will auto take off in 90 seconds after landing. Hmm.... just an idea (and those are a dime a dozen)...
-
I have a alarm sound trigger. But after an objective is completed, I would like the alarm to be turned off. Does anyone know how to do this?
-
I think this is exactly what I am looking for. Thanks for the help!
-
Is there a way to consistently get the AI to shot from the kneeling position like the player can? It looks funny for the AI to shoot only from PRONE or STANDING position. Ideas?
-
Let's say you have a squad of 6 guys. You name it squad01, with this command to the leader or the squad in the init line. squad01 = group this Now, what is the syntax to use to determine who is the current leader that is alive in that group and make them sidechat (or groupchat)? Ideas? Is it something like: leader squad01 select 0 sidechat "Test" The purpose of the command is to enable the current leader of a group to say something (scripted) without having to assign the task to a particular unit (which may be dead by that time). Thanks.
-
Create trees and bushes with camcreate?
kleaner2 posted a topic in OFP : MISSION EDITING & SCRIPTING
Does anyone know what the object names are for trees and bushes so I can create them where I want with the camcreate command. The object files are listed as : Forrest Forest001 Forest002 etc... However, I still can not camcreate them (spelling and case verified that they match). Any ideas on where I can get the object names of bushes and trees? -
Create trees and bushes with camcreate?
kleaner2 replied to kleaner2's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the help! -
Thanks for the help. That looks like an excellent script. I will have to try it later.
-
I am looking to include a casualty count in a mission. I would like to track the following by group: wounded dead Let's say I have a group called testgroup. How do I go through the array to figure out whether each one's dammage level? Do it through a loop? Is there an eaiser way? Ideas? Thanks.
-
I have had flashpoint for a while now, and have never been able to successfully take a screen captures (using different utilities). I think it had to do with my old computer and video card. So, recently, I bought a new computer (P4 2.0ghz 768mb with nVidia G4 ti) almost exclusively to play Flashpoint. :-) Now, I would like to find out what other people use to take in-game screenshots. Anyone? Also, maybe post some of your favorite screenshots. Thanks for the help!
-
Inserting markers on map via script?
kleaner2 replied to kleaner2's topic in OFP : MISSION EDITING & SCRIPTING
I get it! Thank you for the help. -
In a mission that I am designing, I would like the ability insert markers onto the map via a trigger related event. How do you do that? e.g. I want something like: unitname sidechat "Check your maps, go to the treeline and hold it." << and then insert the marker on the map >> Thanks in advance for your help.
-
I put up a new server to test some multiplayer maps. 24.234.48.31 standard port The first map in the cycle is beach_assault. 7 PBR try to land and take a defended hill. Try not to get slaughtered on the way in or on the beach. :-) Total time for completion is about 9-12 minutes. Brutal, but fun. Try it out if you have time. Send comments/questions to kleaner2@hotmail.com
-
Which flashpoint.cfg settings are needed on dedic?
kleaner2 replied to Lt_Dan_Sweden's topic in MULTIPLAYER
I know what you mean about the NIC. It's annoying. I actually had to TAKE OUT my other NIC so OPFL would use the right one. However, I now have a different problem. Maybe you guys can help me. I have the server running behind a router (Linksys), so it has a private IP of 192.168.1.101, but the external IP (to the people on the internet) is something else. However, it keeps reporting the private IP to the master.gamespy.scom server. Is there a way I can have it report my external IP? The external IP will go to my Linksys router which I have set to forward the appropriate ports to the internal machine. If people try to connect to 192.168.1.101 through gamespy they get to my server, which is odd. People have successfully connected and played on my server so I know the router is working fine, but I would really like OPFL to report my external IP to gamespy. Any ideas? -
More reference: Bullet drop - here you see that the charts are zeroed for 600m for military applications and 100m for police applications. http://www.snipercentral.com/308.htm See also http://www.snipersparadise.com/ELR/reverse2.htm
-
I haven't had the chance to try the M24 yet, but am looking forward to it. In regards to the range of the zero, the M24 uses a Leupold scope (if M40, then 10x Unertl scope) that has a bullet drop compensator (BDC) on it. Meaning, you set BDC dial to 1 and zero at 100 meters. All you have to do after that is use the mil-dot to determine range, and then dial in the BDC to the appropriate range. 600m = 6. Simple as that. Pretty cool actually. However, because of the game design, it might be difficult to program that in (the BDC), so the game basically can treat the scope as a fixed 10 power with no BDC, and a fixed zero at a predetermined range. This was the case with sniper weapons systems where BDCs were not used. You mention that the zero you have is set for 300m, however in practice (in Vietnam - 70's) snipers generally zeroed their rifles for 700m (source: Marine Sniper : 93 Confirmed Kills , Charles Henderson, E. J. Land) because that is the distance they liked to engage their opponents to take advantage of their ballistic advantage. If they target was at a range shorter than that, they would hold off center - shoot low for targets closer than the zero point. Some reference material: M24-zeroing http://www.biggerhammer.net/manuals/23-10/ch2.htm#s3 M40A1 http://www.snipercentral.com/m40a1.htm
-
Great thread and lots of good comments from the posters. Let me start by saying that, despite all it's faults, OFP is by far my favorite 'infantry-based FPS'. I know you can use vehicles & planes, but the true strength of the game seems to be in the infantry. Of the infantry, my favorite is the sniper. I personally own and M40A1, compliments of the Marines armorers at Quantico, VA. Let me tell you, it rocks! Although I am by no means an excellent shooter, I have successfully split bowling pins in half at 400yrs, hit chest-sized areas (used 2 side by side cinderblocks - about a $1.50 each at Home Depot) at 700+ yards. Several game observations are: * M21 should be replaced with M40 (marines) (came into service in late 60's early 70's) or Army equivalent. I wish the game supported the mil-dot recticle (any addons available?). * In game sniper AI doesnt usually engage beyond 300 yrds. In reality, snipers can hit body size targets out to 600 yrds fairly regularly, and sometimes out to 1,000 depending on conditions. * Terrain in game is realistic. Take time in finding good sniper hides. * Sniper AI treats sniper like an assault soldier - AI sniper will charge a group of soldiers and shoot at short range. Strange. * Snipers have ballistic advantage - their bullets go farther and more accurately than assault rifles. Basic rules that will improve your gameplay. * Use your ballistic advantage - engage targets beyond their effective range to return fire. 500+ yrds. This works in DF2 and Land Warrior too, except for those pesky enemy snipers. :-) * Hide - plenty of bushes and cover in the game. Keep in mind your silhouette against the background (hopefully, trees or bushes). * Make your shots count and shoot infrequently. Check to see where the enemy is facing (invaluable in MP games). Take only a couple of shots and move if range is closing with the enemy. Your hide/location will be discovered if you shoot too frequently. The sniper guns make distinctive sounds and in MP games, you are asking to be killed if you shoot too much. I have gone entire games without ever being spotted or have fire returned to me. * Order of engagement - other snipers, heavy weapons (MG, Grenadiers, Mortars, Law), officers (they have binocs and can spot you, but cant get to you if you engage them beyond their effective range.). This is good practice. Set options to veteran. Go to the mission editor (I like Malden, but pick whatever map you like), set up some random enemy (group of 4) with high placement radius (like 300) and some cycling seek-and-destroy waypoints with high placement radius also. Copy and paste a bunch of times over a section of an island. I usually do about 40-80 guys over 25% of a particular map. Set a trigger to setviewdistance to 1000 or 1200. Set time for early morning. Weather random. Now, place yourself, as a sniper, somewhere randomly in the mix with a high placement radius. As part of your group, insert another sniper (lower rank), and outfit him with a M16/203 to be your SPOTTER. Set him to NEVER FIRE. Also give him binoculars. Set a ending game trigger to detect your side (west/east) at a town or specified location. Insert a marker on the map noting this spot (objective) When the game starts, you will be in a general area of the map, but not know exactly where you are. Also, you will know the general location of the enemy and patrols, but not exactly. Your goal is to get to the objective to end the sniper mission. I have played this hundreds of times. Sometimes the game is 5 seconds because the random spawning puts me in a detectable position and I get nailed right away by a random patrol. But most of the times, I am inserted in a general location and all is quiet. Then I have to make my way to the objective. The coolest thing about the game is that you can really learn the basics of land navigation and stealth (skills required by snipers). I constantly visible landmarks against the map and get an idea of where I am and where to go. Use only the map and compass - great practice for real life by the way. Keep your spotter close, through the LINE or VEE formations, or by manual placement. The cool thing is that your SPOTTER with his binoculars will call out targets up to 500 yards if he sees them. This is great practice and a tremendous amount of fun. I've played a single game of this that has taken me over 2 hours to get to the objective without getting killed. Sometimes its 10 minutes. The number one thing here is patience and discipline. Although nothing like real life, it's a good learning tool nonetheless. And plus, I don't have to clean my equipment afterwards. :-) If anyone wants the sample mission, email me at kleaner2@hotmail.com and I'll send you the mission file (in a format that you can edit it to your liking).
-
Ai troops to reload from ammo crates - dead?
kleaner2 posted a topic in OFP : MISSION EDITING & SCRIPTING
How do you make troops from AI groups automatically get additional ammo from a nearby ammo crate or dead troops from other groups on their side? e.g. An AI led group is holding an area with an ammo crate in it. After they AI troops run out of ammo, they first rearm from their dead teammates - but then after they run out of ammo, they just stand there, while there are plenty of other dead troops from their side laying around and ammo crates to get ammo from. How do you get these AI troops to rearm: 1. from their dead group mates 2. from their dead team mates in a different group 3. nearby ammo crates I would like this to be done automatically by AI led groups. Thanks in advance for you help! -
Small fix: On the downloads page, http://www.flashpoint1985.com/download/index3.html The date in the left column switch from mm/dd/yy near the bottom of the page to dd/mm/yy on the top of the page. E.g. 01/03/02 (dd/mm/yy) is the date for the latest 1.46 patch, meaning March 1, 2002. And below: 06/22/2001 (mm/dd/yy) is the date for the Official Trailer. It's an easy fix for consistency. :-)
-
I would like to replicate an airdrop (without using eject commands from a helo) with varied troops with ammo cases. For example, one group would be 1 soldier 1 medic 1 ammo crate How can I add parachutes to these guys and set them at a height of +150. Thanks to all for suggestions!
-
Yes, if the officer (leader) is killed, all remaining civilians are still 'enemy' and will even try to pick up weapons/ammo from fallen members in the group. Should work. I use it all the time. Actually, it's pretty funny to have a bunch of crazy civilians running at you with AK's. Pretty scary. They'll kill you just the same. :-)
-
It's a lot easier than you think. I do this all the time. It's fun. What you do is make the civilian a part of an enemy group. e.g. Make one enemy officer (west), and then add a bunch of civilians, and add them to the west group. Give them weapons with this line in the init field: this addmagazine "ak47"; this addmagazine "ak47"; this addweapon "ak47" As long as they are initially led by an enemy, they will inherit all the AI attributes of one. Good luck. Hope this helps.