acidcrash
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Posts posted by acidcrash
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indeed, markers are very usefull in making of and planning of missions, would be nice to see
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thats because the campaign is in the campaign menu not SP missions menu
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the AI seem to have improved somewhat and nolonger CTDs at the click of a button
seems good so far
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not seen this mentioned so far, and this is something ive wanted to see in OFP for a long time!
notice, the turret seperate from the chasis. pretty spectacular seeing it fly up in the air
excelent work!
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its the same issue between Maac+Marfy MTLB Packs SA13
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hmm, since installing BMS my Falcon 4 has gone very very unstable, unstable to the point where i can press any button on the UI and I CTD
not looking very promising I must say
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you guys didnt read the readme then i see...
copied from te readme:
Quote[/b] ]QUESTION: How do I setup a mortar so that I can use it in my mission?ANSWER: The process is somewhat involved but if you follow the steps listed below you shouldn't
have any/many problems with it. Do the following...
1. First you will need a civilian AI placed somewhere out of harm's way on your mission. Put
him on an island somewhere, or just very far away.
2. Name the civilian AI... WGLMortDummy
3. In the init line of the AI put... WGLMortDummyGrp = this;
4. Make sure the civilian AI isnt playable
5. Next count how many mortars you want to be in the mission. If you have enough pieces in a
crate to make 1 M224 60-mm mortar and 2 M29 81-mm mortars that's 3 total. Another example, if
you have 3 mortar teams then those count as 3 mortars also.
6. In the mission editor you will need to create 1 manned (manned with AI gunners) mortar for
each mortar listed above. So sticking with our example, in the mission editor select the
following: West > WGL - Vehicles > M224 60mm Mortar.
7. Make sure that mortar is not playable
8. More the mortar to be within 50 meters of the civilian dummy named WGLMortDummy. The closer
the better.
9. Now repeat step 6 for each mortar you want available on your mission. Sticking with the
example above we would now need to place 2 M29 81mm Mortars onto the mission and move them
next to the civilian dummy.
10. For best results, make sure the mortars aren't grouped.
11. Copy the contents of the Description.ext file that was included with this pack. The file is
now located in your OFP folder.
12. Make sure your mission does not disable AI in the description.ext file.
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that wasnt a very usefull answer, anyway, AI i presume you mean will have a problem, would have to speak to Footmunch about sorting that...perhaps auto-raise after a certain speed?
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thats abit over-generalising don't you think? I like CTI games but it doesn't mean I prefer arcadish games, quite the contrary I hate arcadish (DM for instance) with a passion
Im not saying its realistic, but its not an arcase type game either, with the right people it can be quite interesting (all on the same side vs AI, working together)
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looks good, not tried it yet though
also, you might want to make that a link before placebo/other mods see it as its well over the 100kb rule
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we had a guy on our server yesterday that was able to and we are running 1.95, he was also able to remove himself from the #userlist meaning we couldnt kick him, so evidently someone somewhere has made one
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my own inbox hasnt received any...yet but someone else on my network has had 2, strangely enough they were posing as 2 British companies
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i still havent figured how to hit anything in the Su25 yet, as i too am a Hog driver, failing that a Crane
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Strange how some people claim to have non-stop problems while others say they have no problems what so ever
I myself have only had 2 problems worth mentioning:
Cockpit/parts of aircraft disapearing
textures/fonts not loading or something along those lines
both, rare
I must say though, since I started playing with an online squadron (AirWolves, a sister division of SWAF which im a member of in the OFP world) on a regular basis, i can verify that you do learn to fly alot better overall, especially as most squadrons dont fly with any labels etc. Its alot more fun in MP also, ive never had so much fun playing LOMAC till I had a 2v2 furball Flankers vs Eagles... a good Human vs Human flight is far better than a Human vs AI any day in my books
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yeh, the deployable weapons bug is known, but still, Im much happier with the damage values tweaked, makes the game much more enjoyable
edit: meh i cant type today, more typos than you can shake a stick at!
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we have a version of both on our server (SeaWolves Armed Forces), though I dont know if there is a newer version available.
80.78.226.45:2300
connect, select it and head into briefing (so it downloads) then copy it from your MPmissioncache into your MPmissions folder and your sorted
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erm, wrong topic? lol
shouldnt that be in the RHS topic?
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closer view of collision closer view, it does look pretty poor i agree, but that does happen, try it for yourself
what happens when you collide with a power cable
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Trees, houses and powerlines have no collision-detection.are you sure about that? powerlines
but your right about FPS increase, finally sorted it out and in general, get about 10fps extra, still has the problems of things going invisible
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wow only just watched that, excelent stuff
and yeh, the A10 one was good, but some of that flying in the Flanker was spectacular
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JAM compatible PilotsMaybe a desert camo version?
...other than that I like em the way they are.
I do like that one idea of being able to do harder landings though.
you should get the MH60 pack the, as it includes SOAR2 which has desert flight suits and uses JAM weapons
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i did...
which is why i got the CD probs:
Quote[/b] ]There appear to be some issues arising from CD detection, and it appears to only work with the US copies of the game
Bas delta/ranger update
in ADDONS & MODS: COMPLETE
Posted
Excelent work guys, good stuff
mirror: Link
one bug so far, M4/203(s) has wrong ammo, it has SD ammo when the weapon is not SD (edit: but the soldier is is meant to be carrying SD M4/203.. oops, no biggie)
nothing else so far, good job!