mjpadilla
Member-
Content Count
38 -
Joined
-
Last visited
Never -
Medals
Everything posted by mjpadilla
-
I am currently working on a multiplayer mission where I'm using multiple platoons and I need help from a military person as to the hirearchy order as well as the correct names of the following Size of company: Regimen, division, platoon, company, squadron. What is the correct hirearchy in size order from largest to smallest? Names of platoons: Recon, Mech inf, heavy mech inf, special ops, other? I'd like for this mission to use correct words in the breifing and oveview as well as sound, that is if I can record the radio messages. Thanks in advanced for your help.
-
Thanks so much. This should add a bit more realism to my mission.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Corps > Division > Brigade (Combat Team) > Battalion (Task Force) > Company (Team) > Platoon > Squad or vehicle crew <span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Regiment (Brigade-sized) > Squadron (battalion-sized) > Troop (Company-sized) > Platoon > squad or vehicle crew <span id='postcolor'> Got it. Now are there Mechanize sections for each? For example, Mechanized Platoon, Mechanize Regimen? In that context, you could also apply the Airborne, Heavy inf, and so on for each as well? Thanks for all your help. As soon as I get a good enough beta version of the mission I'll pm you with it and you can give me your thoughts as well on the mission. Thanks again.
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Size-wize, it goes something like this, IIRC: division -> brigade/regiment -> battallion/squadron -> company/troop -> platoon -> section -> squad <span id='postcolor'> Thanks much. I'm still looking for a the platoon or company type, such as mech inf. Any other type that I have not mentioned here?
-
My last post just reminded me of the need for rope, or rather the lack of need for rope. There is the spiderman bug, if it applied to buildings, then we would not need a rope (JK)
-
My last post just reminded me of the need for rope, or rather the lack of need for rope. There is the spiderman bug, if it applied to buildings, then we would not need a rope (JK)
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How about the ability to swim or use scuba gear.<span id='postcolor'> SWIM - YES! Â I vote for swim. Â There is an area in the island of Everon, I beleive, that has a small canyon inlet of the sea with a sharp uphil. Â It's here you get the spiderman bug that you can climb up and down the sharp cliff, but that's another story. I've tried using M113 to deploy troops in that inlet, but the M113 carrier has trouble landing. Â If you eject, you sink and die after a while. Â The ability to swim would be great to do a covert ops mission to infiltrate. COOL
-
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How about the ability to swim or use scuba gear.<span id='postcolor'> SWIM - YES! Â I vote for swim. Â There is an area in the island of Everon, I beleive, that has a small canyon inlet of the sea with a sharp uphil. Â It's here you get the spiderman bug that you can climb up and down the sharp cliff, but that's another story. I've tried using M113 to deploy troops in that inlet, but the M113 carrier has trouble landing. Â If you eject, you sink and die after a while. Â The ability to swim would be great to do a covert ops mission to infiltrate. COOL
-
Took me a while, but I got in. Nice. I like the ETPHONEHOME. I guess we can have aliens in OFP.
-
Just as OFP when you run you get tired, if you jump too much, eventually you will not be able to jump for a while until you rest. OFP looks like it's striving to be more and more realistic, let's not limit. Whith regards to carrying a large amount of tools and ropes and such, this you would not carry it arround, just like you don't carry all the ammo. You go to ammo crates and get more ammo when you need it. In this case, you go to the truck, crate, or other to get the tool you need to do the action you need. For example, in a mission, you have to secure a building and there is a person on the second floor of a ruin. You have several choices. If you have granades, throw one up there. If you don't have any heavy armor, or granades or LAW or RPG or anything other than your rifle, the jeep you came into town with and your recon partners, then go to the jeep, get a rope, go to another secure part of the building and climb up to kill the enemy. That's just one example. Another would be to take POW and tie them up until the rest of the infantry arrives. And another would be to climb up to the top of the church tower to get a better view of the surrounding area and alert others if enemy approaches. Watch tower. Endless possibilities that would make mission creation more fun.
-
Just as OFP when you run you get tired, if you jump too much, eventually you will not be able to jump for a while until you rest. OFP looks like it's striving to be more and more realistic, let's not limit. Whith regards to carrying a large amount of tools and ropes and such, this you would not carry it arround, just like you don't carry all the ammo. You go to ammo crates and get more ammo when you need it. In this case, you go to the truck, crate, or other to get the tool you need to do the action you need. For example, in a mission, you have to secure a building and there is a person on the second floor of a ruin. You have several choices. If you have granades, throw one up there. If you don't have any heavy armor, or granades or LAW or RPG or anything other than your rifle, the jeep you came into town with and your recon partners, then go to the jeep, get a rope, go to another secure part of the building and climb up to kill the enemy. That's just one example. Another would be to take POW and tie them up until the rest of the infantry arrives. And another would be to climb up to the top of the church tower to get a better view of the surrounding area and alert others if enemy approaches. Watch tower. Endless possibilities that would make mission creation more fun.
-
Although I got slammed hard by all readers when I posted it, I would like for OFP to include the ability to use rope, axes and other tools as well as be able to jump. Rope mostly to climb on to ruins of buildings and such. Jump beacuse it'd be great to jump through a window to take cover or jum over sandbags, again to take cover. As of now, you have to run around it. More suggestions. Even though not commanded, be able to get into vehichles and let your CO rip you a new one telling you to get down from the vehicle. Rope use to set traps. Set a rope to snag passer-by's with a tree or other heavy object. (Guerrila and amazon warfare) More animals in the forest. I know this takes render power from your machine, but some forests are bound to have squirels and rabits and such. I know there are birds and they are a pain in the @#$! when I make a mission to respawn with nearest. Sometimes I respaw as a bird! SWIM. Why can't I swim?
-
Although I got slammed hard by all readers when I posted it, I would like for OFP to include the ability to use rope, axes and other tools as well as be able to jump. Rope mostly to climb on to ruins of buildings and such. Jump beacuse it'd be great to jump through a window to take cover or jum over sandbags, again to take cover. As of now, you have to run around it. More suggestions. Even though not commanded, be able to get into vehichles and let your CO rip you a new one telling you to get down from the vehicle. Rope use to set traps. Set a rope to snag passer-by's with a tree or other heavy object. (Guerrila and amazon warfare) More animals in the forest. I know this takes render power from your machine, but some forests are bound to have squirels and rabits and such. I know there are birds and they are a pain in the @#$! when I make a mission to respawn with nearest. Sometimes I respaw as a bird! SWIM. Why can't I swim?
-
Can someone help me with the following? I created a separate .sqs script that will add weapons and ammo to the crates. When I put the script on the init in the ammo crate, I get two errors. One it does not understand what script.sqs is on the init. One time it did not give me an error, but when I previewed the mission, it closed me out of OFP and had an error saying cannot find script.sqs or it is undefined. Can someone point me in the right direction as to how to use this feature for external scripts? THANKS A MILLION.
-
Thanks. I'll try on the initialization field of the crate object. As soon as I get home I'll give it a try and also post another question related to this, but if you guys know, I may not be using the correct format on the sqs file. Do you have some tips on this? I'm pretty sure I used the right combination of Class { } But I may be mistaken. Thanks again.
-
Hey guys, last time I posted I got bombarded with all sorts of posts saying Jump and realistic buildings is a stupid move. Most of you were saying due to some players using the Jump feature to escape bullets. I aggree, but...... Please clear your mind and just picture the following: Possible mission: I am dropped in a hot LZ, running for cover and finding a good place for my platoon to make a stand on the approaching forces. I send my mine carriers to set traps for possible heavy armor or troop carrier. Possibly even take out a couple of buildings or make another type of road blocks. I send 2 or 3 snipers to high ground, they have to be well protected and hidden as well as having an escape route. I set up a small recon team of 2 or 3 as well as flanking re-enforcement. This sounds good, except: How can I have my mine carriers blow up part of the building to collapse on the road? How can I set my snipers to climb to a church tower? How can I give the snipers escape chutes or ropes to get out of a tough situation? Proposed solutions as I said before: 1) Fully and Partially collapsable buildings 2) Jump feature to climb small walls or use vehicles to climb up to roofs of small buildings. 3) Ropes, ropes and more ropes. No soldier goes to battle without one. They have shovels, ropes, picks, etc. Please, I respect your comments and understand that some player use certain features to cheat, however, if these are in the game, I think OFP would be the MOST realistic combat simulation software ever!
-
Thanks. I understand the weight. Most units have supplies dropped, or vehicles that contain ropes, or as you mentioned, other material to climb. I understand about the ofp engine, but I did not know about the limitation. Perhaps there are other means of accomplishing this, say bomb a building and have an object such as a custom model of part of buildings appear on the side via scripting. I'm not suer. I'll have to research a bit more on the scripting functions. Having experienced combat, what is your oppinion on the jump feature, other than weight. What do you think about climbing and snipers.
-
Has there ever been a consideration to add a jump feature?
-
Now that emotions have toned down, let's review. We have some ideas that jumping could be cool and a great deal that it sucks. Separately, lets review missions and realism. Some suggested diving, well swimming could be of some use, just to sneak around, as well as diving and move around trouble. Yes, limited to reality where normal human beings can hold their breath about a minute. Back to jumping, some like sniping, good snipers need to be able to jump from location to location, to climb trees for good spots, or just to climb fences and possibly even use a rope to climb up to church towers or other buildings where snipers can set up. Jumping over obstacles, such as the infantry training. Somebody suggested that this is an infantry simulation, well, they jump in training, over ponds, over walls, climb walls, crawl, etc. You've all expressed your emotions very well, but I thought it would be great. Anyone remembers, or has seen the movie "Enemy at the Gates"? This movie was about two snipers, one on the allies and one on the nazis during WWII. This is the inspiration of bombed out ruins and jumping from level to level. I thought this would be cool. You guys not agree?
-
Yet one more reason for jumping: This is a war simulation game, well you should be able to climb trees, depending on skills, and jump on to unsuspecting passers by. The more realistic the game could be made, the more enjoyable. Furthermore, yes I have seen what you all call the "Dumb bunny cheaters", but just like in real life, how many times can you jump before you have to rest? Well OFP is similarly designed. You run, you try to aim, and you cannot aim accurately. Your breathing is hard and heart rate is rasing. This is supposed to be a strategy game, let's make it a real strategy game, were walking, crawling, crouching, running and JUMPING is all part of strategies. THINKING is number one, but JUMPING is not too far off since you need to JUMP at times to achieve your brilliant plan for a mission.
-
I guess you guys are just interested into a shoot 'em up game? If I get your "Dumb ass bunny jumper" type of remarks. Well the main question, is yes a jump, not out of planes. This is a war simulation, correct? Even in war you have to jump at times. For example, I am currently working on a mission that requires you to move from one building in ruins to another and there are levels shot out, or bombed out, therefore, yes "The damn bunny is necessary to make this a more enjoyable mission and, yes more realistic. I am not comparing to quake and I am not a quake player. This is OFP forum, therefore, only OFP questions. Another example of a "Dumb ass" jumping necessity in OFP is the following: For example, I want to jump on top of a truck or car to get a better vision as I am a sniper that was ambushed en route? The list goes on and on......
-
I created an MP mission and was fine tuning the respaw, I typed in the following: respawn=3; respawndelay=5; Then I exported the mission to multi player missions and tested it. Then the funniest thing happened. I got killed and a bird happen to be flying by. I found myself controlling the bird as if it was I. I could use q for going up and z to go down and land! It would fly thorugh buildings and trees. I not sure if this is a bug, but the circumstances have to be precise in order for it to happend. It has only happened 2 times but I've not been able to duplicate it again. I just thougt that you all at BI and flashpoint1985.com should know.
-
On the west side of Everon, there is a sharp drop to the ocean inlet, where if you crawl down, you can. Are all units automatically equiped with spidermand hands and feet? This is the only bit unrealistic. I found this out as I am making a ship drop off in that inlet and I wanted the units to be shelled from above, but all units begin to crawl donw the cliff side.
-
Hey, I just finished my first try on a mission. It's a recon mission on the desert Island. I used existing sounds form OFP, including radio. Can I post it here and get your comments? I am currently working on an MP mission, but I want to make sure I'm doing OK on Mission design and strategy. Let me know if I can post it here..........?
-
I have two questions: One, Triggers and cut-scene text. Every time I make a trigger, or add text to a waypoint it is displayed on the screen for everyone to see. Is there any way I can make the cut-scene and the text to be viewed only by the side that the trigger is for? Two, briefing and overviews. I've created both files using the 'plan side="East"' or 'plan side="West"' where it corresponds, but I am still not getting anything. Is there anything different about overviews and briefings for MP missions that I must do? I cannot even see any text. All your help would be greatly appreciated. Thanks.