pang
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Everything posted by pang
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i confirm that since i installed the g8 plane, i got the mysterious crash plane aswell. i think it´s the second one from the editor list- i simply avoid it
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The game is called Joint Operations. More screens here. bleh! this littlebird is a shame! just look at the bad textures and the unrealistic heli loadout. and it even looks to big. besides, what are those flashpoints meaning on the background chopper`? naaaah, there won´t be anything similar to ofp which could rip me away from my good old ofp some time soon btw: ofp is the only computergame i have installed on my system and i dont feel like i´d need something more.
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LMAO
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there´s a lot of games like ofp but there isn´t a single which can reach ofp. >> BF42+ addons: not really much to say about, eh?  >> Söldner: looks llike another BF42+ canditate >> FSwarrior: another invade- the- opposite´s- country army trainer... >> mercs: *yawn- another arcade BF clone >> jointops: .oO(it´s slowly getting a "*yawn*" loop...) n´ah mean  >> farcry: sums it up to the BF- ofp clones. too much eye AI candy- too less gameplay possibilties. ---------------------- let´s conclude: there´s nothing compareable like... *ofp´s main idea *ofp´s gameplay *ofp´s original storyboard atmosphere *ofp´s support... reaching nearly 1.97 now and a great modding community which has limited possibilities but produces incredible results *ofp´s "ofp was first bonus"... and be honest: the rest looks like a bad ripoff with nice graphics but poor content. call me ingnorant but you can´t switch from ofp to another wanna-be game- if you have played ofp before and tasted it´s flavour you don´t want anything else than ofp 1.5 (?)/ ofp 2. why? because it´s beeing developed by guys that exactly know where they come from, where they´ve been and what they want to be up to...
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here´s a couple of my suggestions: #1: work together with oyman he´s making a new a10 with rounder engines and so on. you´d form a team for a powerfull a10 addon if you complete each others ideas... #2: lower the gun´s impact value. it´s like 50 tank rounds hitting the ground/ target right now. #3: add some opacity to the gun smoke fx, add a little more darkness and increase their lifetime. look up some RL a10 movies and you´ll know what i mean. links to movies have been posted here about 3 times. do some research and you´ll find them. //edit #4: as lee suggested: add a random value to the dammage script to let the some appear either from the right or left engine. you could still add two other random conditions to the script along with a fuel- leaking- script that´d simulate a hit into the plane´s wings (fueltanks) but use another drop array- smaller white coudlets with the "water" type to simulate the fuel #5: choose a gameplay- friendly weapon layout- images have been posted in this thread. 6 mavs are way too much for ofp. this plane is a natural born tank killer by default. dont make it an ueber- plane and rather use 4 mavs but more rockets and bombs (ie 2 mkXX and two mk20 cloudlet bombs)
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hi folks i don´t really get into that onmapsingleclick thingy... what i basically want to do is: add a unit a local action that sets a specific object to the "onmapclicked" position. how would such a script would have to look like? sry, i know it´s a real basic question, but the search could help me
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I noticed this... which is... egh. It's not just BAS units with goggles that do this to my experience. it´s a game engine bug reflective cateyes, in order to spot friendlies in combat situations/ column formations.
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thanks alot killswitch! i used a set of two scripts, but your suggestion tied it up to one. if anyone´s curious: i needed this script to modifiy vektorboson´s satellite script. you can now set the satellite´s cameratarget via the mapclick. the useraction entry should make sure it runs only local on the observer´s machine im mp. works great in contribution with the coc arty
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first magic photoshop rule: #forget about that blend spot filter!
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why should we need another delta units in woodland camo anyways? BAS made perfect ones in woodland and desert camo, TOW makes perfect tigerstriped deltas (plus the nike bonus ). all we need now is some team that cares for the western part of winter specops and this would be a perfect complementing community
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i´m curious if any of the deltas counted their sneakers yet the german users might understand it.... operation sneaker nice initiative. i called 8times.
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woot! are they wearing some kind of sneaker?
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could you please release the guys seen on this screenshot then? someone was asking for non specific specops in another thread
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bugs headsup: some rangers dont carry handguns with them, although there is one displayed on their model. maybe you did that on RL research facts but it´s kinda weird having them displayed but not able to use them.
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plus they look better than the BOH release
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yucki, i totaly forgot about this thread. thanks vektorboson! i´ve already readed your tutorial before. i used a sinus calculation as a template from another script now and it works just like i wanted it to look.
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hey guys, how do i change the weight of a "drop" created cloud for example? i mean the effect similar like on the bullet splashes: the particle rises up and falls down after a while.
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indeedy you´re my new favourite embedded photographer
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oh, i thought that you were gonna show me how to do it, because i wanted to make a small anim mod- see me first post in this thread
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It would be nice if you helped him out.....and  alot of others aswell yo! that´d be most appreciated
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sounds like a job for ecp, quicksand...
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nice service, milkman! i´d be cool to add those lean animations into a mission or more specific to the actionmenu. a script could check your unitpos status. gonna give it a try today //edit: oops, just realised that you can´t shoot during switchmoves *slaps forehead
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Are you sure that you're firing at the exact same distance that the weapons was zeroed on? Otherwise they would naturally shoot over the crosshair at shorter distances. All the rifles vill have this problem, but it will be more visible on the SD weapons since they have slower bullets, and therefore a more curved trajectory. EDIT: But it would be nice to know at which distance the weapons were zeroed at if it wasn't the same for all the weapons. An if they are zeroed at a fixed standard distance it should be changed so the SD weapons are zeroed at far closer distances than the non-SD weapons. I would imagine something like: M4 SD: 100 m M4 standard: 200 m Again, silenced rifles do not HAVE to use subsonic rounds.  A silenced M4 can still use regular rounds...it's just not as silent but it still makes it difficult for an enemy to pinpoint the origin of the gunfire as the only thing heard is the super-sonic "crack" of the bullet as it goes by them (or right before it smacks into them).  I think this whole intentional zero offset thing is rediculous personally as it just screws up the SD rifles and makes them difficult for the player and the AI to use.  I personally don't want to be doing Kentucky windage all the time and until someone makes a scope with an adjustable zero in OFP, its best to just leave the zero alone and make the SD ammo just like the regular ammo only quieter and where the AI don't hear it just like the BIS MP5.  Instead of messing around with the trajectory/zero/velocity, ect... of the ammo, perhaps instead the lethality could just be decreased just a bit.  A subsonic .223 round is more like a .22-LR pistol/rifle round...  not the most lethal bullet in the world. So perhaps making it more like the BIS Bison's (or Bizom???) ammo would be an answer to the "realism" question without making using the SD JAM weapons frustrating. Chris G. aka-Miles Teg<GD> mads bahrt, i used the ACOG SD sight and impact point as reference while the angle and distance to/ of target remained the same on both weapon tests. miles, i bet that they´ll find a solution for this- as DM already said. just wait for the update DM, could you please consider adding a normal delta operator with facemask into the editor list? it´s no biggy at all now, but it´d make things easier for mission editors and MP player selection, if you want to make pure covert assaults. right now you´d have to use snipers and spotters for a masked assault team and remove and add weapon layouts by hand. //edit: just found out that the new de/ra M4s don´t use the JAM reload sound
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One of the reasons we separated out the Sounds into another pbo was so that people could make their own custom sound packs for JAM, without having to duplicate the config etc. Whilst I don't think we have any "official" plans to update JAM at this moment in time, everyone else is free to make their own soundpacks for JAM and distribute them (as long as you dont edit the config in any way) for people to use. This method also means that you won't display modified config messages in MP either and that´s what i thought the jam_sounds.pbo would have been there for... JAM doesn´t really need an update, everything is ofp- alright now, as it is. -except for the SR2... oh never mind just want to officially share my new ofp- audio- experience. but if anybody´s interested in the new sounds, drop me a PM  edit: just alt- tabbed back from mission editing... the desert version ranger GL SD has the same problem like the woodland one- wrong weapon (non- silenced)
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yo welcome dude another thing regarding the JAM_sounds.pbo: have you thought about replacing some current sounds (if permission is granted) by some from the marine assualt pack? i did so by myself with the m249, M4SD and akm sounds and now the tonal/ BAS fighting atmosphere is even more overwhelming. it won´t have to be the MA pack sounds- maybe there are even better ones out there, but some MA´s sounds really kick ass.