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lorlabnew

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About lorlabnew

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  1. lorlabnew

    First strike help needed

    Thx for reply, Harnu... Never mind, I just finished that up finally (33960 points score, hehe)... I took my beaten-up BMP for another long ride, and while combing the area I accidentally found a russian t-72 (immobilized, quiet, damaged) just sitting behind the remote, quite distant ridge (must've been sitting there for some 90 minutes like that, since the attack begun)...so I just finished him up with my last sabot round and the "Mission Complete" showed up.. either way, this is pretty confusing when situations like this happen... Dave
  2. lorlabnew

    First strike help needed

    Hi, I'm in the First Strike mission (bunch of t72's T80's, BMP and infantry attacking Modrava? town). I killed everything and everyone (as far as nobody is shooting at me anymore); but the mission doesn't end..... what am I supposed to do? playing on veteran difficulty... have left only my guy (injured but can crawl) and a slightly damaged resistance BMP which I used to mop up the place with and drive me around; now what? Do I have to keep sweeping the island for any remaining enemy troops that may be hiding in the road ditch ? I got into similar situation when playing the original OFP campaign; got stuck in the night guard beach installation mission in the middle of the campaign, and couldn't continue....so I never finished the campaign. I asked BIS for help, no help, no response... thx for help I posted this already in OFP newsgroup, but no response so hope you guys don't mind I placed it here too...
  3. lorlabnew

    Resistance buglist

    1/ AI units direction facing is not working in satisfactory way; I posted several months ago about this and e-mailed some files to BIS to check it out, got no response, and the units facing is still wrong and uncorrectable by leader's command "watch direction" in many situations. (I bought Resistance yesterday, played for 15 minutes, and got to the point quickly when troops keep facing f.i. the West direction, while ignoring entirely my command to turn and watch North.... 2/laser designator somehow stopped working completely; I played the single-mission with the bridge attack, can't designate anything, have no laser pointer no matter what I do. I tried in mission editor, no working laser..... The distance from the object I'd like to designate makes no difference neither. I'm not sure about LTD issue completely since I didn't play the OFP wor a while, but I thought that all I had to do before was to aim at target with LTD, and then lock on with click (or maybe right click), then call the attacking planes with the radio.....pls correct me if I'm wrong.
  4. I had a post regarding frustration with wrong unit facing which I didn't get any response for several days. Problem: The squad is facing wrong direction and ignores "watch direction" command after some advance. Well, I've been trying everything, and when testing various "facing" aspects I think I discovered something. My squad is advancing (originally facing default North to eliminate any change direction confusion), lets say, North, towards the enemy position (unknown to squad). 1) I placed friendly Humvee (no waypoints, just hangs there)10 yards behind my squads original position. 2)I placed enemy mech-inf squad under the ridge so it's not visible unless you reach the ridge some 500m ahead (North). First about 250 yards unit advances OK, and listens to "watch direction" command fine. Afterwards, at some slightly random point , they'll turn South (pretty much watching the Humvee) and keep ignoring "watch direction" command entirely, no matter that the enemy is right behind the ridge, some 100 meters ahead. Even if some enemy soldier will show up and they'll manage to turn fast and shoot him, they'll turn back watching South. This is not correct. Is this an AI bug? . I believe they can't ID the Humvee as friendly at any distance > 300m , so they just keep an eye on it, "just in case". Is there any way to eliminate this problem? The setFormDir won't solve this. Is there a way to let them know about all friendly units so they won't track them visually? Could I utilize "KnowsAbout" command somehow? If yes, what syntax would be? Thx Dave
  5. lorlabnew

    Group and leader question

    OK, I'm kinda bumping this up, but I'd like to add a few observations to explain this problem more accurately: 1) first, I can make separate group to join my player, who becomes a leader at that point; what's bad is the fact that after about 200-300 yards of advance these guys won't listen "watch direction" command anymore... why the hell is that? They will understand and perform both "watch direction" and "change formation" for about first 100-200 yards. We advance a bit further into the hill towards the enemy positions; at that point they'll turn around, and stubbornly stay watching for instance east direction instead of original west. They IGNORE the command entirely..... Since I thought it's the squad and leader related problem because in game "joining", I tried waypoint JOIN setup, I tried JOIN command in .sqs script (in various flavors), I tried to re-arrange all waypoints, all facings, I joined the squad as a whole, as individuals, no help. I tried setFormDir and other commands in .sqs, but it's not difference. once my guys will advance into the middle of the hill, they'll turn and face the wrong direction, showing their back to the enemy. Is there any reason why they would do this? Like waypoint order, or higher ranking officer in that direction, or unknown object there (like a ship on the horizon, which AI units my not recognize as friendly because distance), or whatever? I repeat the problem once again for accuracy: they IGNORE command "watch direction" suddenly and keeping turned into wrong direction unless squad is advancing....I replaced the joining squad with another squad where player is squad-leader since the mission start, so no joining is necessary (Infantry group with officer as player). and the problem  p e r s i s t s .... I wiped the map, placed a test setup with only squad and leader, and all is OK. I'm getting completely sick of this since I've been working on this scenario for 2 weeks, and this is a major problem I see...I don't want to post the map anywhere with this glitch of course. Can't simply believe that I'm the first person who has this problem and that with such an amount of so many skilled people around this board nobody knows... Please advice. Thx a lot in advance. Dave
  6. Aculaud, I suppose you're talking about that small image with white frame and shadow under, right? There is a little tutorial on the OFP Editing site; pretty much you can use any .jpg, but sides need to be in certain multipliers, i.e. 16,32,64,128,256....; so pictures which I use are 128*64 pixels,. I think the original image will be resized into the size you'll specify in the overview if necessary (but still even that image must fit the multipliers specs). Hope this is what you were asking about. Dave
  7. Have this editing question guys which I can't figure out... I need to assign a whole infantry squad to new leader (player) after the mission starts. I used the "JOIN" waypoint, what originally seemed to be OK, but after some testing I found out that for unknown reason the squad is facing wrong direction half of the time and mostly ignores the "watch direction" command. Thats highly annoying and particularly deadly behaviour during the mission. Neither doFollow command does any good... rearranged waypoints and units facings, no help, still wrong facing. I decided to try group&leader commands to see if the facing would improve, and I see the syntax for "leader" and "group" in manuals, but can't make it work.... Should I call these lines in the initialization fields, on in .sqs script? I tried both and while there is no problem to asign group name (Group = group officer1), I can't assign the player to that squad as a leader... (squad is infantry group, and player is separate unit). If I call those lines in the .sqs script, I'm getting errors. Could someone knowledgeable post some example how to do it? If it doesn't work (regarding the facing error) I'll just assign player directly as squad-leader, but would be much better if I wouldn't have to (since I would need to change some scripts, dialogue sentences etc.) I looked in so many manuals and tutorials, can't find this anywhere... Please help. Thx in advance. Dave
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