tactical
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Everything posted by tactical
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What does "no entry "modelspecial" mean?
tactical posted a topic in OFP : MISSION EDITING & SCRIPTING
I am about to finish my first mission. I was able to preview but now I get a new error, "no entry "modelspecial" I got this error, i think, when I tried to create a temp player to view my workon the enemy side. Please help -
When creating a mission, could we write a script or something that would enable the player to order other squads taking part in the mission to take action... For instance, order Alpha squad to move 500 yards, stealth etc? Basically we would be making the player a platoon commander instead of a squad leader.
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I love OFP and won't think for a minute that there's a better combat fps out there. But I'm thinking about getting Ghost Recon. If you have it already, is it worth it? ARe the mods for it any good?
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Sorry about that Major Fubar. Â I did check search and found some posts that discussed GR along with other topics. Â I was hoping to hear from the OFP crowd who also owned GR to get their opinion of it in one place. Â Â But, I guess that's why you're the Major and I'm just newbie:) Â
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How do you fix the missing crew in....
tactical replied to tactical's topic in ADDONS & MODS: COMPLETE
I downloaded some crews last night. I think it's fixed. Thanks. SelectThis, you did some nice work! Thanks. -
I tried the search function and did not find the fix. I downloaded the STT Desert T72 and T80 and cannot get them to work because the crew is missing. Any suggestions?
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I know that Iraqi armour + crew has been made, but what about Iraqi infantry??
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These guys have their act together (not to say that others don't).  Their mod, which allows you to be a company or perhaps even Battalion commander, works like a charm.  You can control several squads, follow their progress with a camera view and many many other things. You can also call in arty support.  The editor works as well.  Hey, 4 weeks ago I couldn't script my first name. And now, I am planning a WW2 mission having the ability to control several squads, a HQ section and armor attachment. Imagine what you seasoned vets could do???  Check it out here  Chain of Command
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If you want to be able to control squads
tactical replied to tactical's topic in ADDONS & MODS: COMPLETE
I would go to their forum. They've been very helpful with some of the questions I had so far. -
I think one of the best things about OFP is the huge variations made possible by BIS. As someone mentioned already, the editor has lengthened ofp's life. If you get tired of the original game, no problem, play desert, tired of that, play ww2, tired of that, jungle, tired of that, make your own. What other game is like this I wonder?
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I think one of the best things about OFP is the huge variations made possible by BIS. As someone mentioned already, the editor has lengthened ofp's life. If you get tired of the original game, no problem, play desert, tired of that, play ww2, tired of that, jungle, tired of that, make your own. What other game is like this I wonder?
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Is there a doctor in the house?
tactical replied to tactical's topic in OFP : MISSION EDITING & SCRIPTING
Thanks bn880. I'm sure that will do the trick. I changed it to "none." -
When I reach the first objective (clear town of enemy troops), the debriefing notebook pops up on the screen. Retry and continue are the options. I select continue and this sends me back to the main menu (when you first enter the game). Any ideas? Here is my mission briefing and the script for the first trigger follows.....(Thanks) <p><a name = "Obj_1"></a>Your first objective is to capture the town of <a href="marker:objective">St. Phillippe</a> eliminating or causing all enemy units to flee. </p> <hr> <p><a name = "Obj_2"></a>Your second objective is to successfully defend the city against any counterattack. You are to hold until additional allied units arrive from the beachhead areas. </p> <hr> <! --- End of "Plan" section> <! --- ----------------------------> <! --- debriefings ---> <! --- ----------------------------> <hr> <br> <h2><p><a name-"Debriefing:End1">Title</a></p></h2> <br> <p> ********************************** And here is my first objective trigger.... condition: count thislist == "fleeing _x" count thislist act: "1" objStatus "DONE"; Hint "Objective 1 Completed"
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How would you script objective complete
tactical posted a topic in OFP : MISSION EDITING & SCRIPTING
(I checked search before asking.) My second objective involves defending a counterattack. How do I script the objective completed when all members of the enemy team (call it "xray") are eliminated. This is close to another objective where I use the count thislist command so I don't want to use that again. Thanks. -
To reduce sound, do I adjuste this... sound[]={"\CATHouseFire1\e_verybigfire.wav",20.000000,5.000000}; titles[]={}; or some other part??? ditto for size of flame.....
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I am using the (cat) fire and smoke addon which is awesome. I would like to have more smoke, less fire and less sound. Is it possible to adjust these? How do you adjust fire? Smoke? Sound? I tried the search engine and found some coverage of the size of the fire but was not sure it applied to this. thanks.
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Getting multiple troops into bunkers and buildings
tactical replied to Ludovico Technique's topic in OFP : MISSION EDITING & SCRIPTING
Great. Thanks. Pretty simple really. -
Getting multiple troops into bunkers and buildings
tactical replied to Ludovico Technique's topic in OFP : MISSION EDITING & SCRIPTING
Is there any way to distinquish buildings you can enter with those that you cannot (as you are editing)??? -
I'd rather not have them. Is there a way to edit them out?
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How do you edit the weapon being carried
tactical replied to tactical's topic in OFP : MISSION EDITING & SCRIPTING
Thanks gentlemen. -
How do you edit the weapon being carried
tactical posted a topic in OFP : MISSION EDITING & SCRIPTING
I would like to use the 82nd airborne addon (ww2) but they only come with one weapon. what is the script to change the weapon and would I need an addon for that weapon? (I assume I would) -
The full blown mods that are being made look awesome. I can't wait to download them when they are finished. And that seems to be the problem.....when they are finished. By the way, when will they be finished?? Anyway, the work they are doing (name your mod here) is amazing. The quality of the weapons/units seen in the screenshots is almost unbelievable. Also, their commitment to accuracy is also a plus. The big problem however is time. Time is ticking all the while. For instance, someone from the Invasion 1944 mod was interviewed and he said that it was 5% completed. That is 5% is fully ready for delivery. 5% ...and I know that it's been out there for at least 6 mos, maybe longer. The Great Assault looks just that......great. I can't wait to get my hands on some East Front WW2 OFP. But will I ever? On the one hand we can't thank these guys enough for what they do. I wish I could help!!! But on the other hand their work is accomplished in painstaking fashion. Slow and sure like the artists they are. But it takes (obviously) an amazing amount of time to complete one of these. And fans like us, who love their work, can't wait to test their product. Who doesn't check the mod's status (at least weekly)? But as much as we love their work, as much as they should be commended for their artistry and love of history, as much as we would love to play their creation, it all comes down to this. Can they complete the mod? And can they complete it before the next greatest thing comes out. I certainly hope they can. I wish I could help, but alas I know little of what they do.
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The problem with full mods is..............
tactical replied to tactical's topic in ADDONS & MODS: COMPLETE
"A dose of reality...." I guess that's why I started this post. If I could learn how to do some of this stuff I would gladly assist a mod maker and focus to get it done. Someone here suggested that the WW2 guys have gone the right way. Given the reality that completed mods take a long time, the nature of computer games and technology (i.e. rate of improvement increasing geometrically), it probably would be best to release what they've completed. Perhaps others can then tweak what they've done and the thing gets some use. If 1944 or the Great Assault (man I hope they get theirs done) do not see full completion, what would have been accomplished for the OFP fans? WW2 guys (my name for them) have already given us something to build on. We have their units and armor pack and can begin creating ww2 missions. This would never happen, but maybe more of us out there can assist in some way to see these things come to fruition. -
The problem with full mods is..............
tactical replied to tactical's topic in ADDONS & MODS: COMPLETE
Well, the "mod" won't be released until the campaign is as I understand 1944. I don't think they are releasing unit packs and missions like WW2 guys have been. It still sounded like they have 5% of whatever they're doing completed. But, let me make this clear. I too have nothing but praise for these guys. They are masters at what they do. it's just a shame they don't have enough grunts to assist them to get it done in a more reasonable time-frame. -
What command should we use to complete objective
tactical posted a topic in OFP : MISSION EDITING & SCRIPTING
I've tried one and am having difficulites. went to search and did not find one this specific. What command should I use in the activation box to trigger completion of objective (not mission) when all enemy in trigger area are eliminated/have flown. Sorry, I'm a newbie and am trying to write as many as I can on my own. Stuck on this one however.