pang
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Everything posted by pang
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wow, the screens look fantastic i can already see some seals sneaking around here: some new russian soldiers advancing from here: a couple updated mi2s flying around there: and a bunch of mutants lurking around this spot: hey fighter, can you provide direct download links to the other required downloads? i think i got them laying around somewhere on my hd, but it´d be a great service for the others Â
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better they´d have done... back on topic: from what i´ve seen so far, the TOW ah6 model with its a little more extended wings looks a bit more realistic than the current BAS one. ah well, lets see what the bas mh6 series update will give us... and yes, with all respect in the work that goes into the creation of an addon: it is a bit weird to have two addons that are (nearly) the same to choose from; but anyways: if TOW was having this one in the works or delayed for such a long time, why shouldn´t they finish it? we´re free to choose which one to dl/ use i´ll definately check them out when they are released
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urgs... cant we just remain to make something to play for ya guys? man, i wish there´d be an ofp version for mac... this way i could have finished the demo mission at work
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just raise the enemy´s skill in the mission editor, then its balanced again
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hehe actually you´re right. i meant the sound volume from the distance. you can barely hear the sounds from a 500m distance.
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this is a beta anyways... just look at map and check for the villagenames. you´ll see that there´s a lot of flat and empty space left for the final island layout. hmmm i´m curious how much the performance will drop when the author finishes the island... but its a very nice attempt for a great island, no doubt
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hehe, sry folks i´m the one who´s responsible for the demo mission... *takes cover from all those tomatoes flying around* i´m very busy at work right now but i hope to have it ready in about ... eeeeerm lets say when its finished lets say two more days and the updated ch53 is yours
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yup, everyone on our server is looking forward for it too. BUT! i hope the sounds are just as nice (and LOUDER!!!) as on the apc´s
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chomps, i was asking this too. i guess its a plain config bug with the "laserdesignatoroh" weaponclass, which both the BIS- and BAS kiowa use. but however you can assign the "laserdesignatoroh" weapon and magazine to every other chopper and it´ll work in an mp game. (actually pretty funny... every chopper can paint targets except the one which should be supposed to ) maybe you guys want to add the ability to paint targets to the apache or an ah6: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addmagazine "laserdesignatoroh"; this addweapon "laserdesignattoroh" this works in mp games, but the turning radius is depending on the helo´s original gun. i´m hoping for a bugfix there too. maybe in v1.95 (haha) or with the superconfig -greetings
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Nope, however version 1.2 does now have a really groovy GBU-16 that is laser/IR lockable. still cool enough  oh and is the canon still displaying those explosion- clouds? it makes the a10 jealous...
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Make which weapon lock lasertargets? good question  are you going to include the paveways again? i was wondering anyways why they werent in the v1 if so, i´d say let them lock on
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the proximity amraam looks promising hudson, may i suggest you to make f18 able to lock on lasertargets in the update? the current version cant. greetings
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heya there i´m curious how come the oh58´s laserdesignator wont work in mp games, both for the original BIS and the modified BAS kiowa warrior. the weird thing is, that you can add any other chopper the "laserdesignatoroh" weaponclass and it´ll work in mp games. the chopper itself and the other units that are equiped with a radar system can see and lock on the laserdot. but this isnt the case only on the oh58 model. now i tried several things to get this feature working on the cool oh58 chopper- model, like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removeWeapon "laserdesignatoroh"; this addWeapon "laserdesignatoroh" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removemagazine "laserdesignatoroh"; this addmagazine "laserdesignatoroh" and all kinds of combinations. but neither of them work while a dedicated server game. is there maybe some kind of error with the turret definition in the helo´s config? we´d love to use this feature on the oh58 online, since its a bit too easy having a comanche doing the designation job  -cheers
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yes, i just tested it today with the f/a 18. nothing really happend, both my me as herc pilot and ai as c130... only thing that pops up in the action menu is an entry saying "initiate refuel" anyways great model and addon over all maybe just improve the turning radius a little bit (yeah, i know... sry to mention it too). it really doesnt fit that well into the ofp environment.
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ahh cool, i first thought my PM to you was lost somewhere in those wild dephts of this forum jungle
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heya bas- staff, who is leading the littlebird update process? i got some very lovelly engine sounds that loop nicely ingame (de-pbo-ed the LBs and put it in, works perfect) and engine shutdown- and startupsounds. i could send them over to you, if you´d like to check them out. just PM me
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edited patria ambush on trinity used blur, a little motionblur and added some light- edges
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huh so what now?
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is someone going to make a "fly for 36hours around nogova and refuel" mission for it?
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dunno if a tank fits under it, but at leat a cammo netting this thing was made by dkm mod quite a while back
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actually i think most ppl making west addons like their equipment, so they wanna have it converted into ofp too. and you must confess, that the us has a lot of cool good looking stuff. unfortunately the balance of the addons became 85- 15% very soon... just look at all the plane- addons: many of them are from a very poor quality and dont really fit into the ofp world. but if addonmakers like to see them ingame- why not? ppl are free to choose in dling them, if they like one particular plane for examplame. back to the RHS weaponspack: plz dont make their sounds too quite! a lot of cool weapon sounds are not hearable from a distance of about 350m. i think real weapons can still be heared from kilometres. i think 750m is a good value for ofp. or use the original ofp sounds -which i´d prefer- so ppl could use them with their soundmods, like dynamic range. i think its an entry in the config that refers to the stringtable (not sure, heared that once)
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hmmm i´d say this thing: dkm mod´s xa188 patria
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outstanding textures, and sounds akm74 *but the engine- and gunsounds are a bit quite from a distance -maybe its just me, got the dynamic range soundmod... *the bmp3 seems to have a small geolod bug: when i run fast towards it, the player gets pushed under the tank oh and will there be a readme in the final version with the ammo- and weaponnames? this way missiondesigners could integrade the tanks into eventhandler- scripts like fishions tankshock script looking forward to the final release
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (jacobaby @ 21 May 2003,19:56)</td></tr><tr><td id="QUOTE">What would interest me is knowing whether players would prefer the BAS SEALs to be compatible with CoC swimming thing.?? TJ<span id='postcolor'> yay, that´d be cool at least it would be a solution until there are better scripts available... but the CoC scripts seem pretty perfect to me i´d say: just use their script, put in their rebreather in the pack and there we go (dive)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Matthijs @ 17 May 2003,15:36)</td></tr><tr><td id="QUOTE">An MP mission with swimming, for testing purposes. Note that this mission has no briefing, intro, obectives or outro. Just an example of how to implement swimming in MP. My machine is also bitching about "MISSION ADDON: BIS_RESISTANCE". I have no clue what causes this, I only know it's not caused by the swimmers. http://mods.kmarns.net/download/MP_swimtest.Noe.zip<span id='postcolor'> thank you very much for the demomission my init.sqs was missing those publicvariables... everything works fine now and we can check those cool divers out on our server