Aeon
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Everything posted by Aeon
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Yes. Even of the gameplay. It's too easy to know who's firing at you. firing sound should be the only signature. I really dislike this Star War aspect About machine gun, I noticed you didn't use aiDispersionCoefX and aiDispersionCoefY parameters, I think it's a good way to avoid to be sniped by AI (instead trying to modify recoil or dispersion) Also you really should use dexterity parameter for machine gun or heavy weapon (look at Kegetys RPK) --Edit Sgt. Milkman, will you dare to board a APC or even a heavy armored MBT ? Don't think so
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Would you set the exactly same color for each side ? red and green (specially the green!) are wrong, round use same pyrotechnic process BTW you could make magazines with and without tracer for assault rifles
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<span style='color:red'><span style='font-size:10pt;line-height:100%'>Congratulations Frenchman !</span></span> You found my secret plan Yes I had that idea long time ago, the project was to replace Soviet units by those made by Suchey/Earl from Digital Grenade. Then I thought "What's about Resistance unit, will they remain the same?" That's why I started to work on FIA addon Progressively I understood FIA addon doesn't deserve to be just an "accompaniment" addon for another one or a campaign. So I will release FIA addon at the same time or before or after MORPHE addon by Digital Grenade. And I will work on "Resistance 21st Century" campaign only when I'll get all the addon I need (MORPHE) But if you people tell me : "No keep your addon and release it only whith converted Resistance campaign, we'll wait", well I could if it's your wish About MP issu, I don't know. Even beta test not yet started (right now you know MP aspect is not the main objective for it)
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Well, I experiment some nice stuff for Night Officer : NVG is a too expensive item on black market for FIA, they won't have them. FIA Night Officer have tracer bullets and flare gun (credit : model and textures by Finnish Defense Force mod) Flare gun is usefull to light a large space. But if one of your squad member is lost in the dark, it shouldn't be judicious to fire and waste a flare : you could alert your enemy on your current position (MP)... Instead flare you could use a phosphorescent stick (the emergency thing you have to blending to get few hours of light), more stealth it could also be used as a visual signal or to mark your path. And if you are quite close to enemy position, you could use a Bird Call (owl). It might be used to gathered your team, or to give them a signal or as a recon signal in the dark (MP) Default officer (Day) have a whistle instead the Bird Call But the most interesting news will come from Edge's texturing work, maybe he could soon post preview screenshots (?)
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No you are wrong, it's only the helicopters from NP2 wich are target-able. DShK is a good idea, but it's a "vehicle" and there will be no vehicles in my first FIA addon, maybe later
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A stinger? Don't think so. It's a too modern and efficient weapon (like Mistral), even if Mujahideen received those high-tech gifts that doesn't mean most of rebel group have them. And FIA are not backed by US -neither by Russian- Finally a static AA system could be fine...later. Now something new I'm currently working on : The famous "runaway!" scene from Holy Grail... ...to OFP AI throw smokeshell when retreating to cover their escape. Should work fine in SP but for MP we'll need OFP 1.92
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you know...I don't have Oxygen, so I re-use existing addons without changing model Â
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A little preview of the RPD. Top of the screenshot, the RPD model and textures by SEB from SEB Nam Pack 2 Bottom of the screenshot, same model but retextured The behaviour of this machine gun is really different of BIS machine gun standards. Less recoil than a simple riffle and dexterity handicap because of its weight and deployed bipod, also dispersion were increased to balance with recoil. Finally RPD is a great weapon for suppressive fire (not for snipe at long range), and I think the machine gunner slot in MP won't remain free anymore -- I see many divergant opinions about man-portable air defense missile. Another idea would be to NOT give manpad missile to FIA... but later, if a vehicle pack is planned, to include a static ZU-23-2. Does it sound good ?
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Should FIA units have man-portable air defense missile ? I don't know what to choose : - SA-7 Strela A logical choice but original BIS's soviet already have it, and I prefere FIA have not equal or better weapons - FIM-43 Redeye The worst missile launcher, but made in US, and its proliferation is too limited to be in the hand of rebel or terrorist group (BTW, I don't have Oxygen, so I couldn't make it myself) - RPG-2 It's like an unguided rocket and each player who tried SEB Nam Pack can tell it's completely inefficient If you have idea, please tell me
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As I said, this stuff won't be accessible with default equippement. To avoid any proselytism this can not affect player gameplay : it's useless (but only for AI -> allowFleeing 0). Please no more polemic Â
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Probably not for regular and serious army, but every poor para-militarian group use drug. Most of the time it's alcohol. They don't use drug for pleasure but to gain courage. About cocaine, (child) soldiers in Sierra Leone used it, also few G.I's in Vietnam, and Croatian soldiers in Ex-Yugoslavia, and there are surely many others case. It's just reality of the war, not the asepticized one you are dreaming while watching news on TV. About the "M" rating (?), did you realize you bought a game were you KILL ? so please...
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morphine...and there is also some...hmm...a...politically incorrect bad stuff But don't be afraid, no unit will have it as default equipement, access only by mission editing. For those who think I'm making an indecent junky pack, let's remind this picture :
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Not a bad idea...I can make it for AK-47 ammunition, understand that my default AK ammo (and the base rifle) is exactly the same as JAM. I even took their hit sound. The only difference is the tracer. So ok, AK-47 will be compatible with JAM For the RPD, it's uncertain. First JAM haven't yet RPD mag, and secondly I experimented JAM RPK : aiRateOfFire and aiRateOfFireDistance was not good for me. Actually my RPD have really different behaviour (recoil,dispersion,dexterity) from BIS machine gun and other unofficial addons (I don't think JAM would follow my way) And for the RPG-7, not a chance! lol PS: few words about the tracer: the optional tracerColorR never worked! such a historic ofp bug, each shot spawn its "laser" effect. And you know what? I'm so fed up about that so FIA ammo haven't any tracer. Except for Night Officer and Machine Gunner, their tracer are yellow just like IRL and not green or red like a in a Star War movie
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Actually I've almost finished a nice feature let's me explain the idea : FIA units have old and used weapons (wich they don't clean much because FIA are not professionnals soldiers) and poor ammo quality. So, sometimes -not often- but sometimes...shit happens When a weapon got jammed, it's unable to fire. You should hide until unjamming it (you'll have to wait few seconds).
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I have a strange bug : Put a squad and choose to play the machine gunner (M60 or PK) -you have to be a member of the team- Get close to one of your team soldier (outfitted with basic assault riffle, only M16 / AK74 / AK47cz ). Then kill him, and very very very quickly pick up his weapon. You must to pick the weapon as soon as it appears in action menu (1 second later and the test will fail) Result : I have a Return to Destock, I would like to know if it's a problem only with my installation (WinXP & OFP:R 1.91) or an OFP bug
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From another thread - about RPG-7 : http://www.flashpoint1985.com/cgi-bin....;st=750
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FIA addon couldn't be compatible with JAM. JAM project is great and I will adopt many of their ballistic values, but I do not want to affect severals others parameters in the way they did
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I'm afraid I can't make a gasmask and there is no device to protect from gas effect (wich is only affect health parameter). The only way to protect from the gas is to board an armored vehicle
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I finished my new stuff : the Yperite bottle It release diffuse toxic gas (Yperite = Mustard gas). A nasty chemical weapon you would better use wisely according to the direction of the wind. ISSUE: - AI is not aware about the danger, so if you ask to one of your squad AI to drop his bottle you should ask him to fall back quickly. The enemy AI also won't try to avoid the lethal clouds - Gas also dammage non-armored vehicle, I know it's look like unrealistic but remember non-armored vehicle are not pressurised or NBC-proof so crew onboard could be killed The diffusion of the mustard gas depend of the wind, for this example on the screenshot below its trail reach approximately 70m but it could be much less or maybe more (according to the weather situation) The yellow mustard gas clouds are not dense, so you'd better watch carefully because it's hazardous and lethal if you cross or stay near them
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I'm not sure this is the good thread for JAM feedback but I don't find any other appropriate topic Something I really dislike with JAM is the RPG-7, I can say you made few very wrong choice. Let's me explain my view: class JAM_rpg7ammo : hit=450;indirectHit=280;indirectHitRange=3.100000; class JAM_rpg7AAammo : hit=125;indirectHit=75;indirectHitRange=3.100000; class JAM_rpg7APammo : hit=125;indirectHit=75;indirectHitRange=3.100000; RPG-7 AA and AP are too weak! If AA and AP ammo are the same grenade as standard AT (PG-7) so they MUST be equal to classic JAM_rpg7ammo If AP is a real anti-personnel grenade such OG-7, so it must be a real frag grenade I mean increase its radius (indirecthitrange). I suggest you to take a look at the MortarShell : hit=50;indirectHit=40;indirectHitRange=10; About slot in inventory, why RPG grenade need only one slot while AT4 ammo need two ? I read somewhere the weight of the PG-7 rocket is 9.15 kg... Rocket motor is too strong and/or firing sound too weak and high, check this video : http://www.theprofessionals.it/spetfilm/rpg7.mpg If you need sound, ask me --- Last thing I dislike is the RPK firing sound. It the same as AK (wich I don't like also, but well...not so bad after all ). I never hear a RPK but in most game whith AK and RPK, sound was a little lower (due to longer barrel), I suggest you to modifie the pitch of RPK sound with 0.9 or 0.8 value ( ....\AK47Fire.wss",db0,0.8}; ) --- Something I'm not really sure about that (I'm not expert in ballisitic, you are! ) is the grenade firing from rifle (GP-25 / M203). It is not your fault, but original BIS choice I don't understand with recoil. Is it usual you have no recoil when firing a much heavier projectile than the few milligrams of a bullet ?
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Molotov cocktail only work whith FIA infantry (require script and eventhandler in cpp). They are inefficient against armored, but usefull against non-armored vehicle and infantry. Molotov cocktail inherit from "Handgrenade" class, so AI could only throw them on infantry enemy. The fire doesn't stick to soldiers/vehicles. Fire give damage in its initial radius until fire stops burning. For the lastest new : High Detail pack 1.1 textures conversion finished. Now all weapons textures are in .PAC (+colour and luminosity modified) New optic !
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Thanks for your interest I try to answer to your questions : - I didn't know JPEG format could affect performance. So I will convert textures JPEG to PAC - About smokescreen, yes it's a scripting work : the script generate few invisible surfaces (wich block AI's view). Surfaces move permanently, it's quite hazardous, so there will not cheaty static limit. They move and following as much as possible the wind -like cloudlets- so stay behind along the direction of the cloudlets - I don't think it would be good to equip FIA with WWII weapon, nowdays even Third World armies,guerilla,or terrorist groups have decent weapons such AK-47 wich is the most widely used all around the world. They have to balancing (well..at least they try) with modern USMC/Russian weapons by Earl and Suchey - The medic function (parameter cpp : attendant=true) is only allowed for medic unit -just as BIS defined it by default- That's why morphine injection is interesting for non-medic units
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I tried, and yes it freeze exactlly as you describe I can't believe we didn't noticed that bug earlier. I'm not sure it's the cause of NP2's freeze, it could be, whatever it's definitively a nasty bug and I hope BIS could fix it in 1.92 Edit: Tested on Windows XP, OFP:R 1.91
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How are the crews different? could you post few alpha/beta-screens of your crew ? or at least tell us who is working on it ... <span style='font-size:6pt;line-height:100%'>is it something that may going on "behind the scene"?</span>
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I really love the BTR-80 (Resistance) !! I've just started to retexture the interior, so I hope AKM74 won't change the 3D model in his new version PS: interior retexturing is not finished yet