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-Snafu-

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Everything posted by -Snafu-

  1. Interesting to see how it turns out.
  2. -Snafu-

    OFP GOTY Question

    You're best to get GOTY. Order from Amazon if needs be. If you don't have a credit card you can always set up a PayPal account, buy a PayPal gift card from a store and credit it to your PayPal account. I think even Amazon does gift cards and I believe you also get 'disposable' credit card style cards. http://www.amazon.com/Operation-Flashpoint-Game-Year-Pc/dp/B00008K1YM/ref=sr_1_2?s=videogames&ie=UTF8&qid=1301346524&sr=1-2 $11.66
  3. Guys, you're reading too much into this. What's the first thing you see when you click on the 'n'? A sign for valet parking. Where's the sign? Seattle. Obviously BIS are making a DLC/expansion valet parking simulator for OA that's set in Seattle. It will be called cArmA.
  4. You can get a similar effect by editing the aimPrecision value of the different animation stances. No more perfectly still sights and it affects the AI too. :)
  5. -Snafu-

    Binmod Release Thread

    Just install it to a Binmod folder on your desktop. Then move it into your ofp directory.
  6. -Snafu-

    Binmod Release Thread

    Congratulations on the release. I do what I always do when I download a new mod. I play the Battlefields mission. The infantry is nicely spread out and the DSAI and new sounds are working. My squad soon spots an enemy BMP so the AT guy opens fire but misses! He dies from enemy fire and I see a squad member grab his launcher, move and fire at the BMP! Meanwhile I am putting rounds down range. As I am moving I press R to reload expecting stop and do so but my guy reloads on the move. That was a nice surprise. I only got to play for about 10 mins but it looks really good so far. Keep up the great work.
  7. -Snafu-

    cfgAmmo

    I've read that in order to get more realistic firefights by increasing AI engagement ranges you need to modify cfgAmmo in the config.cpp. cfgAmmo I'm guessing minRange is the minimum range with which the AI will engage an enemy using that bullet type and maxRange being the max range at which the AI will engane an enemy. What does Probab mean? I want to increase the engagement ranges like so: Rifle - 500 metres Machinegun - 800 metres M2 - 1200 metres I have highlighted (bold and italics) two other sections that I am unsure of but would they relate to machineguns?
  8. -Snafu-

    cfgAmmo

    Thanks very much Zulu1, I'll have a play about with those numbers.
  9. -Snafu-

    Rellikki's script releases

    These are scripts I will use a lot. Thanks Rellikki.
  10. -Snafu-

    Calling in airstrikes

    There is a laser designator in vanilla because you use it in the 1st mission in the campaign. Force Recon should have it and you can also use the class name for the weapon and it batteries to add it to any other soldier. Click here and scroll down to equipment. You should give the scripts a try, tough. Easy as pie to use.
  11. A quick search revealed no results. How do I disable the crumpled paper effect for vehicles when they become destroyed?
  12. -Snafu-

    Crumpled Paper Effect

    Thanks, works perfectly bar the fire and smoke. Interesting that it did not work before I inserted the handgun bug fix for the config.cpp.
  13. -Snafu-

    Crumpled Paper Effect

    Are you talking about the .cpp of an individual addon or the main config.cpp? I'm new to tweaking configs and have just changed AI parameters so far which are the easiest.
  14. Great to see Combat! back in action. Still have OFP installed with an @Combat folder.
  15. I was looking for a high dispersion script from way back by GeneralCoder but all the links I found were dead. I did, however, find this post on ofpec (you need to scroll to the last post). I have the first piece of code in my init. I have the .sqf file itself in my mission folder and I run the eventHandler in the init of the enemy group leader (how can I execute it for the whole group?). The problem is I get an error at the top of the screen each time he fires. The init.sqs myTAG_dispersion = preprocessFile "dispersion.sqf" The eventHandler: this addEventHandler ["fired",{_bul = (nearestObject [(vehicle this), _this select 4)]; [_this select 0,_bul,(velocity _bul),(speed _bul)] call myTAG_dispersion}] The dispersion.sqf: private ["_sht","_prj","_vel","_spd","_dispA","_dispB"]; _sht = _this select 0; _prj = _this select 1; _vel = _this select 2; _spd = _this select 3; _dispA = (_spd*(0.03-(skill _sht)/100)); _dispB = _dispA*2; _prj setVelocity [(_vel select 0) - _disp + random(_dispB),(_vel select 1) - _disp + random(_dispB),(_vel select 2) - _disp + random(_dispB)];
  16. -Snafu-

    Getting Into OFP

    Hi guys Not really sure where to put this so I just stuck it here. Recently a friend got a laptop and asked me if I had a game that I could lend him. I have two copies of OFP so I am going to set up his laptop and install it for him. While I am there I am going to try out some MP coop with him and see how it goes. I never really ventured into MP OFP so it would be great if I could get recommendations for good coop missions that could be done by two players and are not too complex. Were the original OFP SP missions ever transferred to coop? The Ambush mission might be a good start.
  17. -Snafu-

    High Dispersion by Script

    No errors with either eventhandler, it appears to work well, will do further testing tomorrow. Thanks again!
  18. -Snafu-

    High Dispersion by Script

    Thank you very much for your help. Hopefully I'll get to test it out this evening.
  19. -Snafu-

    BM-21 Grad script!

    Be warned though, it doesn't work for everything, but it's worth trying if you find a dead link. :) The BM21 for CoC is an addon not a script, my mistake. I think it was the one uploaded by Reyhard in the previous page. Anyway, I uploaded it here. http://www.multiupload.com/CCI66N90S6
  20. -Snafu-

    BM-21 Grad script!

    Take the link from the first page: http://www.robin-hansen.dk/RocketArtillery.zip Insert the link into the field present on this page: http://waybackmachine.org/ Hit enter and voilà . I do have another BM21 script for CoC which I can upload if anybody wants.
  21. -Snafu-

    Weapons with animations

    Here's that ORCS anim pack I was talking about. It only works well with their units and weapons. There is also this US Dynamic Animations Pack but I have no idea what it does exactly.
  22. -Snafu-

    Weapons with animations

    Wasn't there some sort of scripted anim pack done by ORCS back in the day where there were anims for rifle, mg, RPG and so on? I didn't try it but I do remember reading it was quite buggy.
  23. -Snafu-

    The very important list of PC Games

    It was great to see Close Combat 2 on the list.
  24. Maybe that Football thread should be merged with this thread or is Football too OT for OT now?
  25. This script holds AI in position. http://forums.bistudio.com/showthread.php?p=1656539#post1656539 You can place them behind fortifications and the like. IIRC, if the enemy is near and/or the AI is shot they will move out of position and away. FYI, you may need to rename the script file to Aicover2 if you get error about the script not being found.
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