lesjones
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I have to say, that both sides of the opinion are valid. In the context of the game itself, a knife or pistol may not be all that useful (although, a silenced pistol could have some definite entertainment value). As a former Army OH58 driver we were issued S&W .38's, and later the Beretta 9mm (for you older guys, prior to the .38 we had flintlocks). In real life, the sidearm was a better choice due to the limited space in the helicopter. No need for big old M16 bouncing around in that cockpit. On the ground, the only thing pistol would be good for is making the enemy duck briefly, while offering them a nice, juicy target. For survival, you could use it to shoot snakes or something...and as a last resort before capture, taking yourself out. We were also issued survival knives, to be used first for hacking your way through the plexiglass after a forced landing. And then to cut plants for fires or food. You would have to be extremely well trained to even think about sneaking up on someone and killing him with a knife. Not to mention, it's very difficult to actually kill a person with a knife. Chances are he'll live long enough to turn around and blow you away. They would be fun in the game, but not especially useful.
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Okay...that was it. There was one guy on the far side of the road just laying and waiting. A couple of grenades easily removed that issue, and a minute later the Blackhawk arrived and took me away. Thanks for the help!
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I did notice the bad guys moving around way out from camp...but I thought I got all of them. I did try running around and drawing fire, but only within the town itself. I'll look out further, and I'll leave one my pals behind. Just my luck they send two "very special" ops guys with me. They must have ridden in on the short bus.
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I played the mission Cleansweep II and managed to take all of the evil Ruskies out (at the expense of my two comrades..but hey, war is hell). I grabbed an RPG from a bullet riddled Soviet and took out the BMP, and by the time all was said and done I had killed everyone (I think) and went to the meeting point to be picked up. Only nothing happened...no UH60, no ability to radio, no game ending. Did I leave someone alive, or is there some other place to go and get picked up?
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Chickenhawk, Being fairly good at math helps in certain situations, like making quick, ballpark wind direction vs. compass heading calculations. But nothing like an astronaut needs. By the way, theres an excellent book about Vietnam helo flying called Chickenhawk. The authors last name is Mason.
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I'll try that, thanks! I did try to reload, but it didn't give me an option to reload. Another thing, I wish it would let you de-bug the script before you preview it. I can't tell you how many times the game crashed due to my syntax errors.
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I served 5 years in the United States Army. I flew OH58 Kiowa scout helicopters. The primary mission being advance scouting for AH1 Cobra gunships. Later, my unit upgraded to the AH64 Apache. We also performed artillary spotting, downed aircrew searches and courier missions. The only weapon I ever fired was the M16, Baretta 9mm and once I fired the 7.62 six barrell mini-gun (from inside the Cobra of course).
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How do you add additional LAW rockets? I've tried this addweapon "LAWLauncher", but it gives me an empty launcher. I've also tried addmagazine LAWLauncher with no result either. I know it's something simple here...
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How do new weapons get added? Is that something from Codemasters? Or can someone out there create one? I would like to see a flamethrower. Can you imagine the possibilities? Bloodthirsty bunch ain't we?
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Ahhh...this I can use to add some great flexibility to single purpose guys. Like add a LAW to a sniper so he can take down vehicles for example. You know what would be a great weapon to have? A flamethrower... Can you imagine?
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Ahh...no. That's a thought though. I'll try it. Right now I have the triggers set for things to happen when the guards (who I made "resistance") die, the trigger goes off when resistance not present. The rest of the garrison is made up of East soldiers and vehicles. I figured the ruskies would hire the resistance at minimum wage and let them be bullet bait. It's what I would do...
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Well...I tried your suggestion, but my scripting must need work. I tried Sniper1 DoTarget Resistance1 in the init of the sniper, and then again in a Move WP. The sniper would either fire one shot (and miss), or not do anything at all. I had the same result with DoFire. I've managed a "work-around" by putting myself in place as the sniper, and then after drilling the guards I run as fast as I can to join the rest of the unit, drop the sniper rifle and pick up an AK from one of the dead guards. But that's not what i'm really after.
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I'll give that a try, thanks!
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I'm playing around with a new SP mission that initiates action by a sniper dropping a couple of guards, which triggers the units to move in. The question is, how do I make the sniper, who is not attached to a unit, open fire on specific targets from his concealed position? I've tried a "Destroy" WP, but the guy crawls over to the guards and shoots them point blank (usually getting iced himeself).
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Glitches - Real or imagined?
lesjones replied to lesjones's topic in OFP : MISSION EDITING & SCRIPTING
Cool...thanks. I'll definitely download the Accelerator and give it a go. Thanks for the tips!