nominesine
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Posts posted by nominesine
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I know I'm late with the congratulations, but I haven't had time to play any real missions with the SFP-mod until now. My hat goes off to everyone who has worked with this excellent mod. Outstanding.
Is there any swedish voices availiable for SFP 4.0? I remember it existed in SFP 3.0.
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I have a MP mission where one player carries a portable field radio. I want to give the playeres instruction via in-game radiocalls from HQ, and instead of using the Ofp sideRadio command I want to make the sounds come from the loon carrying the radio and simulate an old fasion portable radio. The problem is - I don't know wich player carries the radio.
This is my solution in SP-mode...
1) HQ will send a radio message when the variable HQmess is set to true.
2) I run a trigger with the following condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player hasWeapon "myRadioAddon" AND HQmess
Activation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">thislist select 0 = speaker; speaker say "myRadioMessage"
It works in SP. Will it work in MP? My theory is that thislist select 0 will only react to the player who is carrying the radio, label him speaker and then make speaker "say" the radio message. Am I right or wrong?!?

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Compared to real life sounds, BIS original sounds are very good. An AK 47 and an M16 sounds like that, when you hear them from a distance. Weapons don't sound scary or threatening when they are fired. They sound aproximately like "turbo typewriters" and "farts" and whatever was mentioned previously in this topic. There might be a lot of sound packs out there with "better" sounds, from a gamers point of view. A more realistic soundpack is in my opinion yet unreleased. Personally I prefer the ECP sounds or JAM3.
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I use a Macintosh (OS X) at work and a PC at home. I mainly work with layout and design on the Mac (Photoshop, Quark Express, InDesign stuff) and still find the Mac superior for this kind of job.
As mentioned, playing games on a Mac is pointless (hence the PC at home).
Since the compatibility problems between files created on Mac and PC are nowdays down to zero, my philosophy is:
Use a Mac if you want an easy-to-handle environment for work; use a PC if you want to have some fun with the finished product.
It's like building a bar in your living room. I call a carpenter to get the job done. I call my friends when the party starts Â

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To move a sniper into a house: give him a waypoint by double clicking on the house in the editor. Then you can choose (in edit waypoint) what position in the house you want him to move to. There are several predefined positions in the open houses (try location 21 and 11 in the Town Hall in Lipany, Nogova for example). Most of the positions are behind windows.
You can also give the unit a scripting command:
buildingPos [object XXXX, 1]
where XXXX is the ID number you get when you click show ID in the editor. 1 is the position in the house.
If you are completely new to mission editing I suggest you visit OFPEC, it's an entire site devoted to OFP editing. The link is in my signature.

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I think this belongs in Mission editing and scripting, but the answer is very simple. You don't give any waypoints to the empty vehicle. You give them to the unit who will drive them.
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1) they shoot at the truck but i just heard the shooting and got back to late i was guessing the just rolled over a GI since all 3 of them where standing in the middle of the road2) When i killed joseph at the end well then it just goes black and i cant do anything
3) when the scooped rifle was in my hand i got a addon missing prob and then i was holding a rifle thats was not there and I could shoot with it???
1) My mistake, not yours. I need to setCaptive the truck and change the combatMode of the mecenaries when they are crossing the bridge, after you have cleared the checkpoint.
2) There should be a scripted cutscene. Did I forget to include that one in the BETA? Â

3) A bug connected with the merc's. I don't know what causes it, but it's very rare. I've asked Nephilim to correct it, but so far no response. My guess is that small amounts of lag upon starting the mission.sqm (not even graphically visible) causes the script to be unstable, but I haven't ripped the addon open to verify this yet
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For the moment all i ve got to say is when going to the safe house well the truck get stucks all the way...The inability of OFP AI to perform simple tasks, like driving down a wide asphalt road, is truly amazing sometimes Â

The only solution I found was to add an endLoose trigger if the truck get's permanetly stuck (i.e you fail if the AI behaves too stupidly). It's not an ideal solution, but during my tests they manage to drive all the way to the safe house four times out of five.
Did you experience any weird events at the checkpoints? Guards shooting at you for no apprent reson for example??? I'm a little afraid I overlooked some glitches in my AI behaviour script.
Thanks for taking the time to test the campaign. I'm the one who should be greatful Â

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All that flying, good thing it isnt THAT hard to do with the cessna... So far no real complaints, everything has worked exactly how it was supposed to.Glad to hear that. I was afraid there was too much flying involved in the first missions. After all, all they do is set the mood for the campaign. The action really starts in mission number 3.
Technically the SU-25 chase is the 3rd mission, but my intention was to create a "seamless" flow, so it feels like playing one long mission with cutscenes (apart from the briefings).
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The woodworking sound is intentional. Just some background noise Â

And there are human voices in the intro. My own to be precise

The problem with Nephilim's Merc's is an addon conflict. I know that tcp_testdog is incompatible with the merc's, maybe some other addons as well (the addons I've listed works however). Start the game with the needed addons and make sure you download the latest version of the merc's (the one I linked to in the addons list).
This post shows what happens if you use the merc's with the testdog (5th entry on the page):
http://www.flashpoint1985.com/cgi-bin....9;st=90
Is that your problem? Remove the dog from your addons folder Â

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I never saw any missions using these excellent units, so I threw together a short campaign, featuring all the Mercenaries. Version 0.95 BETA is availiable for playtesting and feedback here: http://www.ofpec.com/yabbse....d=27003
The full campaign will be released on Ofpec once it's BETA tested.
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@sander
I never thought about that possibility

@everybody
A public BETA of part II is availiable, for playtesting purposes.
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That sounds as a FFUR problem, rather than a campaign problem. But to answer your second question: Yes. Part II is almost ready for BETA testing. It will be six new missions featuring Joseph Conrad, up against Nephilim's Mercs. They are complete with voiceactors, custom SFX, cinematics and some really hardcore scripting to control the behavior of the AI in the interactive cutscenes.

Cry Havoc is due for BETA release within a week or two. While you are waiting: Open the editor and learn to take off, maneuver and land the Cessna airplane without help - you'll need it in Cry Havoc

The storyline mentioned for the sequeal in a post above -about the correspondent on the Lorengau Evangelist - is postponed, but still work in progress (I'm waiting for LoTekk's combat correspondent before i proceed with that one).
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Try making a mod folder for the BAS-stuff and see if that helps. Do you get any error messages when OFP crashes? Is it a crash to desktop, or does the computer reboot itself?
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Or ask him to switch off his NV-goggles (sorry I couldn't resist
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I have encountered a problem with the addons, namely the scripted "double weapon" feature. When adding a normal M21 sniper rifle to the Jennifer unit (as explained in the tutorial mission) I usually start with an extra rifle slung over my back.
Usually. Sometimes the rifle vanishes when I select it. The character is then equiped with an M21 (judging from the sound and damage done) but the hands of the model are empty. It's as if the weapon became invisible when selected. Hence I can shoot with it, but not aim. When I change back to the M16 everything is normal (i.e I can see my gun again).
I'm using the latest downloadable version of the Mercenary addon. The M21 is the regular BIS model with bis-ammo.
Any solution to the problem? Do I need to use the Riflebag Gamelogic? Â The mission works 95% of the time without using any GL, though. I'm puzzled???
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Never mind. I found the answer to the question with a little help from Ofpec.
addOns are required because they are placed on the map when building the mission. addOnsAuto are addOns that the above mentioned unit requires, but who aren´t placed in the editor (JAM weapons for BAS units, etc etc).
Check out this thread for more details if anybody is interested: http://www.ofpec.com/yabbse....start=0
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I always wanted to know: What is the difference between addons listed under the paragraph:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addOns[]=
and
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addOnsAuto[]=
in the mission.sqm?
I know it's a list of required addOns for the mission, but why is it repeated? And why are there more addOns in the first part than the second?!?
This is a quote from a mission I'm making:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class Mission
{
   addOns[]=
   {
      "RFJ_mercs",
      "BAS_OPFOR",
      "bis_resistance",
      "bas_o",
      "jam_magazines"
   };
   addOnsAuto[]=
   {
      "RFJ_mercs",
      "BAS_OPFOR",
      "bas_o"
   };
Why do the jam and bis addons show up under the first category but not in the second one?
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Oh and please, no "follow him" hints for Blue Skies II anymore. Just let the guy talk if he wants the player to follow.
Roger that chief. They will talk

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Blue Skies' missions are more like an interactive movie. They are (supposed to be) easy most of the time... it's the first OFP campaign that affected me like a movie or novel. So this one is better described as somekind of special OFP art not only as campaign.That was my intenton with the campaign. I'm an average gamer myself, at best. Hence I find hard core OFP missions often become repetetive and boring, because I die and have to restart them over and over.
Quote[/b] ]While beta testing someone wrote that he doesn't like how the US soldiers are shown. I think that's resulting from using Vietnam war stories on a modern scenario.Maybe it's true that nowadays all US soldiers are volunteers and don't act that much demotivated/unprofessionel like conscripts in Vietnam. Or maybe that's just what current movies like Black Hawk Down make us believe.
I started working on Blue Skies when I came home from Iraq in spring 2004. It was part therapy, part a wisch to tell a good story. But, and this is important, Blue Skies is in no way a "true" campaign, even though the 75th Ranger Regiment exist in RL. I never intended to be realistic. I wanted to create an illusion of realism, creating a willing suspension of disbelief.
I do however think that movies like BHD contains as much propaganda about soldiers behaviour as The Green Berrets did in the 60's, or any Soviet War movie from the 70's. I've met regular troops, special forces, militias, teenagers with guns in different hot zones in the Middle East. They all have one thing in common. They are all human and they all become scared when bullets start flying. War does not bring out rational behaviour in most people.
Quote[/b] ]I've noticed so many 'nam movie things, it seemed for me your whole "movie" was patched together from them.
The overall atmosphere and Conrad comming from Apocalypse Now/Heart of Darkness and everything concerning Charlie Teams' daily life comming from Full Metal Jacket/The Short Timers.Correct again. I grew up with 'Nam movies and Rock music (and parents that forced me to read The Heart of Darkness and Short Timers). Apocalypse was one of my favourite movies when I was young(er).
Btw: Part II of Blue Skies is 95% done (only briefings remain). The theme in the second part will be taken from Shakespeare's play Julius Caesar if you care to do a little reading in advance

Thank's for the interesting feedback. It's reactions like these that make's it worth to spend hour and hour designing a mission (that and watching the download counter tick away)
EDIT: If you look carefully in the Scene where Hudson is firing at the civillians you will notice that he doesn't kill a single person. He is firing in the air. The killing is done by the Government troops, Kowalski, Joker and perhaps yours truly
It's a panic reaction triggered by an eventhandler. Just my two cents concerning the banality of evil that men do... -
This campaign was excellent. Â I loved the detail you went into. Â I really found it immersive.
Don't be offended, but I think that this very good story deserves to be redubbed with native speakers (and some of the radio chats turned down in volume).I'm not offended. You are absolutely right. My english has a very strong accent (a mix of russian and swedish). If you play the campaign with OFP volume settings Music: 7, Radio: 5, Effects: 5, you will get a better sound quality (my comp was set to these levels when building the missions, but I noticed it too late).
There is a strange issue where if you complete the campaign and try to go back to replay the Sentinel III mission (I loved that mission.. it was poetry), you retain your loadout from the last mission you played.Ouch... I thought i hade corrected that one. Well, nobody's perfect
I loved the complex (implied) political and social commentary and very dark nature of the story.I was waiting for somebody to say that

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I tested the units after retrieving th infamous password Â

They are, as already mentioned, excellent looking troops. And since you asked about the interest for polish troops in OFP...
I would be interested in a troop pack with quality units, if it came in a download similar to SFP 4.0. For me the size of the DL itself is no big deal. But i prefer addon packs to full blown mods, because it allows me to use the units together with other addon packs (BAS_tonal, SFP, et cetera).
CSLA and FDF are good mods, but they are impossible to use together, hence I make very few missions with them. I prefer well made, matching and JAM compatible addons that can be used together with the ECP (like this one).
Keep up the good work. If you guys could release an addonpack with vehicles, sodliers, a few helo's and one or two planes together with the GROM units I would use them. You have my word on it Â

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Dont know if this is a known bug or not... I get a CTD when I try to deploy the Maxim 32 machinegun:
If the tripod is carried by the player and the gun is carried by an AI loon, the game crashes when the AI gets close to the deployed tripod. The crash does not occur if the AI carries the tripod and the player carries the gun. I think the CTD occurs when the AI tries to select the gun as a handweapon, before it is deployed.
EDIT: There's also a CTD when the AI spots an armored vehicle. Probably it crashes when the loon tries to select the secondary weapon (the gun is carred in the secondary weapon slot).
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I tried to recreate your problem without success. The objective, however, should be completed when you have destroyed all the ARMOURED vehicles (i.e not just the T55:s)
Reassign key to execute script?
in OFP : MISSION EDITING & SCRIPTING
Posted
Not really, but there's a program called F-watch that might provide a workaround. Search for it in these forums and you'll find it.