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@cero

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Posts posted by @cero


  1. Gosh, I only finded about this today wow_o.gif

    A cuple of sugestions.

    Multiple choice for optics, like different models of binoculars , monoculars, spoting scopes, etc, with different magnifications and reticles, like a 10x magnification with a range finding reticle like the one below

    binoreticules2lv.gif

    I think that should be part of a tank comanders equipment.

    The same thing for night vission devices, and the possibility to have a difference between night vission devices from generation 1,2 and 3, so a generation 1 night vission googles would be mostly seen on a poorly equiped army and a generation 3 on a modern and wealthy equiped one.

    A unit operating a night vission device should be detectable by another unit using a similar device because of the infrarred iluminators that the NV uses are vissible to any infrarred device.

    Allso, if is possible to do all the above, a distress beacon that is only vissible throught NV should allso be available to signal an LZ or a target during the night only to those wearing NV devices.

    All of the other stuff I would like to see, have been mentioned allready.

    Regards.

    @CERO.

    EDIT. Of course, using all of this in an armored vehicle on "Turn Out" and in other vehicles without the need to get of the vehicle would be extremally cool.


  2. Pablo, the answer to your questions are in the readme you posted.

    Quote[/b] ]Place the file config.bin in your "operationflashpoint\res\Bin" directory. MAKE SURE TO BACKUP YOUR ORIGINAL CONFIG FIRST. The new game config will be used at all times, unless you run a mod that replaces the game's config, such as the ECP, FDF, EECP, Y2K3 mods.

    BTW, thanks for the link, I'll try that now.

    Regards.

    @CERO.


  3. I don't think is a priority or such, but you could test it.

    By cheking the explossions effects you should know if you are using the WGL configuration, besides, I don't think you'll be able to run the mod without a fully working WGL configuration anyway, so if you see the addons from WGL in the mission editor is because you are using WGL configuration.

    To check General Barrons configuration? I'm not sure, cos I don't have it, but I wouldn't mind to try that, could you post me a link Por favor?

    I know that General Barrons configuration uses some nice scripting to make the AI a bit more intelligent, so my sugestion would be to start OFP as normal, go to dessert islan in the mission editor and crate a weast squad and a east squad each squad towards each other, and let it rip. I sugest you to set the player as civilian so you only wach.

    Then close OFP and start OFP using the WGL shortcut. Do the same you just did with the two squads and see if you spot any difference on the AI behaviour. That should tell you if General Barrons is working or not.

    I'm going to look for that impruved AI configuration now.

    Later.

    Hasta la vista.

    @CERO.


  4. I wish Lobo Team let us use their units from the H&K pack to do something to complement this.

    About ammunitions and so on, you guys are arguing about ballistics and weapons, what should SWAT units use as weapons, and so on, but I also remind you lot that we talking about Operation Flashpoint, and that SWAT units are going to be very limited for armor, ammunition and AI movement in FIBUA.

    I find that the best answer for ballistics in OFP is the strait forward one, because bullets won't go through walls, objects, or vehicles, so a 5'56 and a 9mm won't have anything to do if the target is hiding behind something solid, so we should just concentrate on direct damage to the unit.

    %'56 is a light ammunition, pointed, and it can be very lethal at medium ranges due to the fact that the bullet will behave very different on a short range and on a long range.

    On a short range will probably over shot a target, meaning that it may go in and out kipping a very similar trajectory before and after the projectile penetrate human tissue.

    This is due to the small size and high velocity.

    On a medium range, 200 to 300 yards, the bullet will still have a flat trajectory and high velocity due to the light weight of the ammunition, but once the bullet enters human tissue it will change its trajectory, creating more damage than on a short distance. Some times the trajectory can vary up to 90 degrees, inflicting a lot of damage to different human organs.

    %'56 at long ranges can have very poor performance. It do have a flatter flight path than a 7'62, and it can conserve more speed at flight than a 7'62, but the 5'56 loose a lot of power at long ranges once it penetrate a human body, maybe causing a target to be injured instead of neutralized.

    9mm is another story, due to the shape of the bullet, it will have a very short trajectory compared to a pointed kind of ammunition, but the energy released into human tissue at short ranges are massive in comparison to pointed projectiles.

    9mm have a big range of materials and modifications to the projectiles; hollow point is very efficient at close ranges.

    I should also point that the reason why some forces around the world are changing some of their 9mm arms to 5'56 is because of different approaches and fighting techniques used by police and CT forces.

    About GEOS and Guardia Civil, their weaponry needed of an update for a long time, and I think this is just a way for them to update their arsenal and maintain compatibility with other Spanish forces, but I haven't seen them for a long time because I moved to the UK 10 years ago, but there and then the Guardia Civil was using CETME, Llama and Zeta, I don't know about the GEOS though, they been allways a bit in the Shadows like the British SAS.

    Regards.

    @CERO.


  5. I normally get some errors when using two mod folders with two configurations, so if I was trying to run FDF with my custom configuration on another mod folder using the same short cut, I normally get some bad results.

    If you are using WGL for multiplayer I wouldn't use General Barron's configuration, in the end of the day is a AI fix, and some games in multiplayer may don't go too smooth because ovious reasons.

    If you are using it only for single player I would merge them, or ask General Barron or the guys from War Games League to merge them for you and maybe release it for other players.

    That would be a nice thing for WGL to consider for the upcoming update of their mod.

    Regards.

    @CERO.


  6. I should remind everybody here going on about BHD in a game, that the game BHD is been on the market for quite some time now. I actually own a copy, and I never heard anybody having a go at Novalogic for it.

    BHD campaign? well, I got the game, so I can give you some mission ideas and stuff releated that I can get from the game.

    Regards.

    @CERO.


  7. http://jaguar.gotf.net/wip1.jpg

    Not exactly amazing, but the untextured parts are all the bits I still need to do.  smile_o.gif

    You are far too modest mate, but Dali never though much about his work.

    Sometimes I look at your pics and really think that we are tallking about different games here.

    If all that stuff is not JPEGs then I give up any form of texturing I got in the works so far, there is no way I'll ever show a pic of any of my textures after I seen that. crazy_o.gif lol.

    Regards.

    @CERO.


  8. LOL, yeah, the easy way do for me lol.

    I was thinking about another solution.

    While messing about with my mission projects and thins that I'm doing, I was getting anoyed with the way the units in OFP are animated in "Safe mode" when they only have a hand gun, the same way to when they have a rifle, and I'm working in a mission where there is a cuple of civilians on East side from the Mapfact editor addon, that are mixed up with the rest of a bunch of inocent civilians in the middle of a town. The player won't be able to know who is the bad guy who is going to do a hit on somebody the player is protecting.

    The problem was that it was evident who the bad guy was because of this pointless animation, so I removed all weapons, made a few triggers that would activate a script, every trigger would activate this script on different situations, just to make it more realistic.

    Once one of the triggers activate the script, a hand gun or small weapon like a UZI or MP5 with repective magazines are added to the unit an makes the unit to get out of the "Safe mode", so when it spots you or its target there will be some bangs in the air biggrin_o.gif

    If there is a way to know if the AI have runed out of amunition, then this script could be activated too, giving the AI a hund gun only when it needs one.

    What do you think?

    @CERO.


  9. Hiya all.

    I can't belive this, I haven't toched my PC for ages... just the keyboard, cos I can't stop playing with Laser's units and weapons, lol, I haven't even posted in this topic, lol.

    Right, about this AI handgun and distances, I have a great solution, just remove the handguns by using remove weapons comand on the bloody AI init field?rock.gif?rock.gif?rock.gif?? crazy_o.gif  You won't get the AI to do proper CQB anyway.

    If I only knew how to let the engine know if the AI has runned out of amunition...

    Regards.

    @CERO.


  10. Sugestions? yeah I have one.

    I downloaded the OFRP addons the other day and I'm well impressed. The rotor wash effect they use intheir choppers are the most real I have comed across and I didn't noticed any lagg with them. You could ask them to see if you could use it, it would make this Hinds much more dramatic.

    Appart for that I think everything ellse is perfect biggrin_o.gif

    Regards.

    @CERO.


  11. I tryed this weapon, not bad.

    One sugestion though, have a look at King Homers Barret configuration, because in my opinion it have the right power, and the after shok script he uses can be implemented in any unit as long as you add the info in the units init.

    Well, if I was you I contact King Homer.

    Regards.

    @CERO.


  12. I'm most impressed.

    You released a weapons pack no long ago that I will download and test, and it looks very promissing too.

    Now what really gets me with you mod is that I don't have a clue of what is really about, and don't tell me that is just a Spetsnaz based mod, cos it looks bigger than that  biggrin_o.gif

    Maybe you should open a dedicated topic for you mod and explain what is about and all that, because the site looks great, but I don't know Russian, so I can learn about your projects and stuff.

    EDIT!!!!

    LOL, I just noticed a new topic about your mod, I must be blind,lol.

    Regards.

    @CERO.


  13. UNITS

    ------

    Philcommando SAS

    UKFP DPM pack

    AIR

    ----

    Colorchanger RAF Tornado.

    Malvinas mod Euro Puma

    Falklands Linx

    Falklands Harrier

    VEHICLES & ARMOUR

    ------------------

    UKFP Land Rovers pack

    DKM UK Pack

    OTHER

    ------

    RKSL Studio UK camo net pack

    There is a SA80 pack about, that I think is imported, but is not bad and have a good bunch of variants, however, I'm stiking to UKFP ones.

    There is also an imported FN Fal pack by Kaval ( Whatever happaned to him?), one that I really like, and it have some version that could be used for a pre-SA80 British loadout, as a SLR.

    There is allso the Malvinas mod demo if you are going to use the mod on its own, because the UK is on East and the Argies on West, not bad BTW, but there is no missions included, more of a reason to download, so people can make some missions, lol.

    Regards.

    @CERO.


  14. That Hind D with dessert textures, on "Seek and destroy", chasing some Middle East revels, and me just watching from a hill, is really wiked, the way the hind engaje, its very good, and looking at that chopper fly in between them mountines, looking for more, well, its such a seen wow_o.gif

    Great job Vit.

    @CERO.

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