rekster
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Everything posted by rekster
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Does someone have a English Translation, that I could have on how tu use the pack and the snow script? I would like to try this out, but I only see directions that are in German.
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Thanks for the missions. 1-8th, has been on a kick of playing winter OFP this past week. Nice to get some additional missions to put up for it.
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It has been 5 years since I was in the active Military but we used PRC 119's. They could be mounted in Vehicles or carried on ones back. They also could receive crypto, and perform Freq. Hop. (The channels kept jumping, so no one trying to listen in, could figure out what channel you were on). The Radios can take a "Fill" (Crypto) from any NATO country. It is an excellent radio, but it rely's on Line of site to make sure you can talk. If your unit is in a valley somewhere, you could be 2 miles away from HQ and never hear each other. I am sure units today are still using it.
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I do hope that someone good with scripting, and coop design, helps out. I do not know enough. When I tried to move it to coop, I turned respawn on, knowing the issue with the squad leader contolling everything. I guess if you want a true coop you do not want respawn, but getting the scripts to work with the next in the line of command, I have no idea. If you do get a coop worth testing, I am sure 1-8th is willing to give it a try. The time diff, between here and Japan, may make it hard to be on at the sametime you are. If worse comes to worse 1-8th can try it, and post a review of what we found. This design can make for some great coop, were you are not sure what mission you will start out with. The only drawback is that there is no save in MP. At least none that I have seen actually work. I think we can live with out the save for MP. Just playing the diff misions, and haveing them tie into each other is fun.
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Well toecutter outside of some of the issues that Seal84 stated, 1-8th did not see any major problems with the SP vers. Those of us that have tried it, enjoyed it very much. This is a great idea. Thanks. I tried to put it to a MP Coop, but when playing as a coop, we can get a mission to be assinged, but the enemy usually will not spawn. Sometimes, when the enemy spawns, we can never complete a mission. (Even after killing all of the enemy) Look forward to when you release a coop ver.
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I know I have seen this done, but can not remember the mission name. It was a WGL C&H mission, were the radio man could move the start position via the radio. I rember it took place on Nogova, and the East had to fly in from the airport, and capture the bridge from the West. Was a great C&H mission. I am looking to do the same thing for a coop mission. I want the respawn to be able to move via the radio command. I also would like it so the group leader or radio operator can set the respawn spot. Also wondering if any one has also set it so you can limit the number of respawns that a player can have. (Per player that is, but group would work as well) I just do not want people in Coop to do the Rambo thing. If anyone has an example mission or script I can use that would be great. I am not all that experienced at scripting so I appreciate any help I can get.
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One possible mission you may wish to add is a sniper mission. Would only be good for 2 marines, (so a full squad would not be used) since one would be the spotter, and the other the sniper. (Could even add HALO to it) Targets for the sniper mission could be enemy leaders, which would help reduce the support rating for the terrorists. The marines have some of the best snipers in the world, so this would not be out of the scope for the Dynamic USMC Mission you are developing. Another possible mission is a recon mission to see just what is in a particular area/zone. Be cool of you could use the radio to report in enemy concentration to the area. This could lead to having the Commander radio back with a new objective. I realize this would require some complicated scripting, but if it can be done, could be very cool. I like what you have done so far, and look forward to further developements. Good work. One thing I may have missed was when I went to the ammo crates to rearm, I only get one type of weapon? Is it possible to change out weapons for others? Is it possible to change loadouts for the other squad members? If not, is it something that may be added later? Also look forward to implementation of respawn. I can see a lot of potential to using this for MP Coop.
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bn880 Thanks for the reply Ok I set respawn in description to Base, and create a marker called respawn_west. Now what I am not sure about is the trigger for the radio. Were do I put for the radio trigger? "respawn_west" setmarkerpos getpos radioman Also how can I have it were only the Squad leader can see the radio? I have started to learn the CoC NS 2.0, and have implemented the CoC AD into a mission I am working on to learn how to use the CoC NS 2.0. Hope to get group link II work with it as well. In the bastige mission wgl_co_41_bastige_nogova_1_15.noe I saw that you added to the init line respawns=40 ?cadetMode:respawns=55 If I do this will I be able to limit my respawns? Do I need to be running the CoC engine as well? Nice job with the bastige islands. Like the fact the enemy surrenders. I was shocked when I had a Sniper Surrender. Was not sure what was going on at first. Thanks for help bn880
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This may be a stupid question, but are the missions SP or MP? I assume SP. If they are MP, I can check with my squad about testing. This is something we would like to play as coop. If SP, I not sure how much time I would have to play, so I would not waste your time. They do sound great. Hopefully someone will host a link for you so others can just down load and try.
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Well I finally had a chance to play the mission. Nice mission, and was not the same both times we played it. Liked that it had replayibility. Also liked the units you picked. While I liked having at the beginning serveral weapons to chose from, I do wish that a default loadout be given. Takes some time for the leader to give the weapons we wanted. Oh before I forget, nice music at the start. Did not blast away like some do, yet it set the tone for the mission as well.
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Is there a link were one can get already completed missions? I have gone to your site, and saw the link for downloading the mod, but I did not see were to get missions.
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Medicus, I had a chance this weekend to put up your USMC version of CTI on our Server. Ran nice and smooth. You do a good job with your changes of MFCTI. I like the touch of adding the USMC to the start screen. Just wanted to say thanks for your work, and making it available to the Public.
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I have been able to use the AP mines from mapfact in a few missions. What I would like to do, and have not been able to, is add them to a weapons crate. Is it possible to add them to a weapons crate, like you would reg. mines? Not real savy at scripting so if it requires a script to do it, does anyone have a script for it?
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I created a simple mission test mission and added a empty crate, and added the intline you stated and put the script in the mission folder. I tried to test it in editor, but when I look at crate, it is empty. As far as I can tell I did what you stated From mission.sqm class Vehicles { items=1; class Item0 { position[]={9384.267578,14.974420,3693.200439}; id=0; side="EMPTY"; vehicle="MFCTI115EmptyCrate"; skill=0.600000; init="TakeMines = MyAmmocrate addAction [""Take AP Mine"", ""RAE_TakeMine.sqs""]"; I named the script just as you said to RAE_TakeMine.sqs Did I do something wrong?
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Thanks raedor, I will give that a try. I also plan to try it in MP. Hope I can add this to CTI maps. Would be nice to have for defensed around base. :grin: I will let you know how the MP part works out.
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Medicus, the 1-8th has been playing your version 1.8, and like it alot. I added the commanche helo to the FDF, since the helos on the FDF side are not exactly packing any real firepower. Hope you do not mind I did that. I would like to add the ability to build weapons crates back. How and what do I need to do to get that back. I already created the weaponscrate script and put it in the loadouts folder. I am just not sure were to go, after that. Also I want to have there be some more resistance in the towns. Will turning up the value of the towns accomplish that or is there something else I will have to edit? I noticed that after destroying the roving M1 tanks, they never come back. Is it possible that they can respawn a few more times, after being destroyed. I like the element they add to the game. Again great job with the FDF map, and look forward to future maps.
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Thanks Benu, I went and registered at Mapfact and posted in the english forum.
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One thing that would be nice is to be able to have Anti personal mines. Would be nice to add those to the ammo truck along with the anti tank mines. I know that CoC has anti personal mines as part of there addons, but they require scripting to work in SP / MP missions. I wonder if it is possible to set up the scripting in CTI to make them be deployable like anti armor mines? I know I have know idea how to do that.
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I think I see what you had to do to get the AI to build heavy and air. Am I correct that by setting the build probability to a lower number the more likely it will build? Also did you check to see if the Ai was aggressive in taking towns? I assume that since it was originally not to building heavy or air, that it was having a hard time capturing towns?
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Law-Giver, I to am also more of a hacker when it comes to scripting. I am curious, just what scripts did you have to edit to get the AI building Air, and taking towns? I can hack at those to LOL
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Ok just tried OFP Watch again. As soon as I click the download button, OFP Watch locks up, and I have to close it out. I never am able to even pic witch files to download. Version of OFP WATCH 1.10d I set it up like the instructions posted at the website. I see this IP that OFP Watch tries 62.75.246.239:2302 [GDT] Coop/CTI Server, http://gdt.game-server.cc/ Does anyone else have this problem, and what else should I check? Benu could you give me a link to the forums page that has the downloads. I have already registered for your forums.
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I was having trouble using ofp watch even after following the instructions from your site, and adding the password. I will have to give it a try again. Definately interested in a mission packs you may want to post. Sometimes ofp watch just locks up on me when I intiate a download. I think I have only been successfull with the Zeus, and Karillion sites. Some of us at the 1-8th have had this problem, but we really do not know the answer. I have a lot of mod folders that I have put in my directory. I have guessed that might be part of my problem.
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Some of us at the 1-8th just started playing the FDF 1.3, This weekend. We definately would love playing FDF CTI. Is it coop? We mostly play coop, but are game for pretty much most of the CTI. Also are you planning on using any of the winter islands? Like the work you do Medicus. Plan to grab some of your coop maps for the FDF MOD.
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Was able to play some of the Trinity map this weekend. Even with the Enemy AI having more money, it still is not interested and building any heavy or air units. It also is not at all aggressive with capturing towns. I had captured over half a trinity, and never encountered any enemy AI. All of my fighting was with the resistance. Have you had the same issue with the coop maps you have modidified?
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Benu & Medicus I just want to say you guys are great. See you have added more maps to play. I guess I know what I will be doing for awhile. I will have to make it to your server, but my german ist nicht. I did live there for awhile when in the service. Das USMC CTI ist zer gut. Hope I got that right.