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-AL-

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Everything posted by -AL-

  1. -AL-

    Error message

    At ofp start up I get this error. No entry 'config.bin/cfg weapons.up_type99'. I'm assuming either I have something missing or something was damaged when I moved everything over after the reinstall. I can still run ofp, I just have to click ok after this error pops up. Any idea how to fix it ? Thanks. Al
  2. This was without a doubt the best add on aircraft for OFP. Best by looking great, flying great & being generally a well implemented for OFP. I look foward to trying out this new version. Al
  3. -AL-

    Messerschmitt bf-109

    Might I suggest you have a chat to Bratty (if you haven't already) & set up the flight model based around his Corsair model as that flies very well. Obviously it shouldn't fly the same as a Corsair but it would be a shame to have it run rings around the corsair or vise versa. Unfortunately one of the problems with so many mod makers is some things that have similar performance in real life end up slugs while others are superweapons. It certainly looks the goods. I can't wait to do my 1st cuban 8 in it Al ps, Might I be so bold to suggest a FW190 a3 or a5 as your next one ?
  4. -AL-

    Corsair f4u released !!

    I have to say, This is the best add on I've seen for a long time. Not because it's the prettiest or has fancy scripts, but because it's soo much fun to use. I've spent a couple of hours over the last couple of days taking off from a carrier, flying to the enemy airfield & straifing & bombing everything in sight. btw, has anyone managed to land one of these buggers on a carrier yet, buggered if I can Ok, the good & bad. Bad: Prop looks kind of strange from the outside view when flying. AI won't engage ground targets. AI won't take off from the carrier (they just turn right & fall off, probably an OFP problem or I'm setting them up wrong). The wheels of the players plane starts off with the wheels UP while on the deck (again, might be me setting it up wrong). Needs a variant with no bombs & more rockets (I'm sure I've seen pics of US navy F4Us armed this way). Napalm bomb seems wacked, It doesn't leave a fire but does kill you plane if you drop it from less than 100m. Good: Flies beautifly. Looks fantastic. Great fun. It's a shame most of the WW2 aircraft out there are crap, because what you guys have put out so far is 1st rate. I can't wait for more. Al ps: Any chance of you guys doing some German Aircraft at some stage ?, perhaps a FW190 a5 or BF110 ?
  5. -AL-

    Wwii malden island

    Looks good, Can't wait till it's on a mirror that isn't the steaming pile of .... they call fileplanet. Mirror anyone ? Al
  6. -AL-

    Aircraft carrier

    That sounds good to me. A carrier that you can select & place from the map editor menu which you can land & take off from. Doesn't need to move, no guns, no lifts, no opening doors, no shower block, just a stationary flat top that looks the goods & can be used as a carrier. Al
  7. -AL-

    Dragon warrior uav

    Wow. I just tried this out in a quick thrown together mission on the new Afghan map. I've got to say, It's the most interesting addon I've seen in a long time, Congratulations on a great job. I have some constructive critisism you might like to hear (or ignore). 1) When you go back to the player view, then return to camera view the camera tilt & zoom angles are all reset to default, Any chance you could make it keep the settings you had at last view ? 2) Enemy don't show up on your map if you see them through the camera, Could just be because my mission was thrown together without setting the GPS up in the script ?, can anyone confirm this ? 3) Enemy won't engage, I ran over guys in an enemy platoon & they didn't fire a round, just ran away, any chance you could make the enemy engage if you get too close ? (please don't make it show up on radar tho, would make it useless on any map with tanks or choppers) 4) Perhaps make it just a little quieter, so you can't hear it till it's within 200m or so. 5) Perhaps make it possible to switch to the map view & back without going back to the 1st player view, is this possible ? 6) Make it possible to select targets/ coordinates through the camera view, command a chopper/ tank to engage while you watch from a safe distance. 7) Make a land/ engine off option. 8) Could just be my imagination but it seems to steer slightly to the right. Most of these things are trivial but would make a big difference if they are possible. Once again, Congratulations of an excellent addon, I look fowards to using it in more detailed missions. Al
  8. OK before everyone jumps down my throat I did do a search but couldn't find an answer. I need to have 1 (or more) full tank platoons (12 men per platoon) join the lead tank platoon as support. Since any 1 group is limited at 12 I basically need the 2nd platoon to support or even just follow but I haven't worked out how. I'm assuming this is possible ? Could someone please run me through how ? Thanks. Al
  9. -AL-

    Ofp: resistance- 4 months later

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Sep. 19 2002,10:15)</td></tr><tr><td id="QUOTE">Well, to be quite honest, the "weapons disappearing from your crates bug" killed it for me. I played the first 4 or 5 missions, then I couldn't progress properly/at all because I had lost my weapons cache. I am still waiting for a patch that fixes this so I can finally start playing it. Nogova is amazing, it is very well done and I really like that one. Features, such as opening doors, are very nice and add to the overall value.<span id='postcolor'> Pretty much sums it up for me. I really like this game, it is the only game I play. After being screwed around with release dates for well over a month (Ozisoft couldn't organise a root in a brothel), all the while unable to use any new addons as BIS decided everyone had to buy Resistance, effectively PAY to get the patch (how many companys charge for patches) I finally got my hands on a copy. Resistance seemed fantastic, till the weapon loss bug appeared, I resumed 3 times & eventually gave up on the campaign. Now we wait for a patch to fix a bug that severely wrecks the game, and again we wait for months with no sign of an actual release date....... Add to this the fact that there is not 1 public server in Australia so the multi player scene is not exactly huge & I can honestly say I'm not really impressed. Before Resistance I was quite happy with Bis & OFP, However now I have a bitter taste in my mouth. Al
  10. -AL-

    Piper cub j3 :)

    Looks great but I can't load your webpage. Al
  11. -AL-

    Resistance buglist

    Supply deleting bug. Couldn't agree more. I think it is absolutely disgusting that a game which pretty much revolves around ammo collection & retention has been left with this bug for so long. I'm now stuck not even 8 missions into the campaign because yet again (3rd time) I have lost all of my weapons, weapons I need to continue with any chance of success. For god sake, Patch the bug ASAP. Al
  12. I just got to the mission where I am supposed to capture the tanks, about mission 3 or 4. 1/2 asleep had a quick run, died, reverted & alas, no weapons. Never reverted until then. This is a HUGE bug in a game where the main aim is to collect weapons. No offence Suma but this is bad, it should be your number 1 priority. Al
  13. -AL-

    Release for australasia

    12th July Al
  14. -AL-

    Tired of grounded

    Never mind that question, I see loads of people are having the same problem. Al
  15. -AL-

    Grounded mission chopper keeps crashing

    I finally got past that same problem, Been driving me fkn nuts. As soon as you come out of the cutscene, hold full up & full throttle then hit autohover, It'll bounce on the ground a bit then pull up. Al
  16. -AL-

    Tired of grounded

    I found they won't move until you completely stop moving, If you land on the hill & slide a bit, they won't move. btw, After the cutscene for the repair truck bit, Did your chopper go nuts & crash a lot ? It took me 10+ goes before I could do anything other than explode immediatly after the cutscene ended. Al
  17. Icefire, extract Terror tactics.cain.pbo to your desktop. Open the folder, open the next folder, copy terror tactics.cain & paste it to your missions folder (probably c;\programfiles\codemasters\ofp\missions). Run single player & you should see it. Al
  18. Great mission, Nice work mate. The only real problem is the ending.... there is none. I've killed the target guy, called in the artillery, cleared 1 camp & taken out 3/4 of the other, tried both resistance bases but..... nothing, no ending. Other than that, pretty sweet. Al
  19. OK my turn for a bitch. Tonight I went looking for some new Single player maps to have a go at. I decided to try one called Battlefield. ""Retreat to the west & regroup at the village before reinforcing the front line"", sounds great......... So it start it up, wait for the cutscene to run, take 2 steps, another cutscene, 1 step, cutscene, 1 step, cutscene, 2 steps cutscene, cutscene, cutscene, cutscene....... FFS. FINALLY get to run for the truck.... Cutscene....... get to the truck. 1 man down, enemy everywhere, what the hell, lets throw in another cutscene. To cut it short, 3/4 of my team die, I get a couple into the truck, drive for 5 minutes & guess what... F***en CUTSCENE. Cutscenes can make a map nicer, but they can totally stuff it too, as in the case of this map. No one downloads maps to watch endless cutscenes which totally interupt the gameplay. This is not the 1st map I have deleted because the maker decided they wanted a fancy but unplayable map. PLEASE guys, Make it as fancy as you like, but not at the expence of gameplay. I'll get off my soapbox now. Al
  20. -AL-

    Ammoboxes

    1st of all, Unless I am mistaken you don't edit ammo boxes selected from the east or west side in the editor. You use ammo boxes from the "empty" team in the editor. So for a west ammo box, Use Empty/ ammo/ west ammobox1. You then need to name the ammo box, for instance, call it "ammo1". Then add this in the int field: ammo1 addmagazinecargo ["m21", 5]; ammo1 addmagazinecargo ["lawlauncher", 5]; ammo1 addweaponcargo ["lawlauncher", 2]; ammo1 addweaponcargo ["m21", 2] If it works, change or add weapons & ammo as you need, If it doesn't, you screwed something up. If you still can't work it out let me know & I'll try to explain it better when I have more time. Al
  21. -AL-

    Am I the only one

    It's not just you, the forum is buggered atm. I can only read it once every 2 or 3 days as more often than not it only loads the top banners & loads no more. Al
  22. yep, that did the trick, Thanks mate. Al
  23. I'm now working on my description.ext. I am trying to set up my respawn settings but I have done something wrong somewhere. I get this error message ""description.ext.respawndelay': 'Ë™' encountered instead of ';'"" when I add this "respawn=3 respawndelay=5" (on seperate lines) to the ext file. I'm pretty sure the ext is ok so I'm assuming I have buggered something on the marker for respawn. Any ideas as to what it could be ? Thanks. Al
  24. -AL-

    Respawn

    Read my post http://www.flashpoint1985.com/cgi-bin....;t=5340 I have the settings I used for the respawn marker (1 for Co op, 2 for DM) & what you need in the description.ext. Below is a copy of a file I found but unfortunately I can't remember where (sorry to whoever wrote it). How to implement multiplayer co-op respawn Backoff Hauser Waypoints and Respawning -------------------------------------------------------------------------------- This is for people who want co-op multiplayer re-spawn to work. I'm no teacher so it may be confusing. Ok here goes .... from a newbie to the newbies. Now there may be other ways to do this but this was the only way I could do it ... read it all first. -Must have a fresh load into editor (from windows) -Create a mission (with respawn markers .. see below) -If your mission is Complete save it but don't save as anything except 'user mission'.(very important.) -Now DON'T EXIT .. ALT/TAB (minimalize) it to taskbar. -Now explore to your install folder and find the save -Codemasters/OFP/user/your nick/missions/your mission -In that folder should be a 'yourmission.sqm' file and only that. put your 'description.ext' in here along with your breifings etc.(see dercription.ext below) -now ALT/TAB back to the editor and save - export to multiplayer. -play. To do this with an exsisting mission. -load the mission in the editor(freash load) -ALT/TAB to taskbar -Explore to find "yourmission.pbo" file and delete it. -ie Codebastards/OFP/MPmissions -Set description.ext -Go back and save- export to multi. -play RESPAWN MARKERS .... -select markers(f??) -place marker -name marker Respawn_East (put that in top and bottom long text boxes) -for Icon select Empty. -The rest don't matter. -make one for west as well (US side) RESPAWN VALUES.... I use these they need ' ' (quotations) NONE - no respawn BIRD - as seagull (default) INSTANT - at place you last died BASE - at your base (respawn markers) GROUP - into a remaining soldier of your group (WORKS ONLY FOR GROUP LEADER.) SIDE - (NOT WORKING) THESE ALSO WORK??? these don't need '' ''(quotations) 0 = no respawn 1 = seagull (the default) 2 = instant 3 = at the base 4 = group 5 = side RespawnDelay= WHATEVER should look like this ... (and named description.ext) respawn=''base'' respawndelay=10 VERY IMPORTANT NOTES .... -You cannot save over an existing .pbo -in preveiw respawn just don't work. -only playable characters can respawn. -Remember to place description.ext in your OFP\Users\You\missions\yourmission folder before exporting to a MP mission. -The trick seems to be the ALT/TABing Hope this helps ....... cya later. Tips to detect when a player respawn and execute a script when occured: Put a trigger for each players: x: 0 y: 0 Condition: !Alive aP1 Deactivation: aP1 exec ''myscript.sqs'' Other way, with script: -------------------------------- _player = _this #start @!Alive _player @Alive _player _player exec ''myscript.sqs'' Goto ''start'' -------------------------------- Save this script as ''check.sqs'' and type in the init field of players: this exec "check.sqs" ***NOTE: due to the MP bugs, sometimes the tips above doesn't work**** ---------------------------------------------------------------------
  25. Ahh HA!! Thanks mate. Al
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