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Azz -GUN-

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About Azz -GUN-

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  1. Azz -GUN-

    Realism

    Sounds Good
  2. Azz -GUN-

    Realism

    You dont have, to listen to me. this just what I would probably do...for the main outer fence probably 3 men in a group patroling it backwards and fourth. and to add some thing else make when they get to the gate around when you think your player will get there, let's say 10 minutes in. i would have the patrols switch with another group and the offgoing patrol head back to barracks. just to make it more interesting. and a new group take over patrolling. The things you describe is a AT Barrier I as for the UAZ yeah, id have them drive up the road. and probably park next to a burn out house. have 1 guy stay with the UAZ and the rest check the house out then head over to the woods. but thats just 1 idea. they could send up a chopper just to snoop around. then if the chopper sees anything they send out a truck and a squad. afterall whats the point in wasting men looking for someone that "Might Be There" Sound good to me.
  3. Azz -GUN-

    Realism

    Well thats really common sence. if they suspect the guy is dropped in some woods. the UAZ/URAL would have trouble driving around in them so they would drive to the edge of the wood and then probably get out and walk ? which would be a cool cause then your BlackOp could get some transport. as dropping him right next to the base is a bad idea would mess up your alarms and such I would suppose. I would assume a blackop would be inserted at night on a mission like you describe, far away from the base So possibly thats an idea for a intro. have the night insertation and then it transferring to morning and the troops getting out of UAZ to come look for you.. ? I dont know really, im just rambiling on. ;c) True, unless there was someone noone else liked and they wanted him killed ;c) 2 - 3 would be a good i think. but im no expert this is just my oppinion. Well im going to assume here you are making the mission on West-Kolgujev there is a big fence right the way across the island with towers for gaurds. and at the gap where the road crosses a gas station. in that case i would place probably, gaurds in thoes watch towers and a MG at the gate with a couple guys then inside this perimiter your main base would be. there is a base in there with a wall around it already im not sure, but i guess you should put some form of gaurds there too.
  4. Azz -GUN-

    Realism

    This is something i also have real trouble with. designing a realistic mission and where to draw the line. War Films, Documentarys Archive Footage etc.. Band Of Brothers Miniserise is also good for this. sometimes think I try and go too far with realisum. I think like ok how would you realistically defend this town why would you put a MG Here. why would ther be people walking here. what is the point in that etc... then if I do decide on where to place people I dont have them just thrown in. I would maby have some sitting round a fire or in the back of a truck. maby chatting to one another maby walk off in to a bush for the toilet etc... Then if you get that done you must design alarms. i mean if the enemy sees a guy would he just shoot him or run back to base to tell others. then again he may shoutalaram and everyone wil rush to there tanks. etc.. This may be why i have never actually completed a mission yet.i start them but ussaly end up restarting from scratch again.
  5. Azz -GUN-

    Visitor

    Sorry I posted that topic in the wrong place, I did not mean to cause you bother. wasnt sure where to put it, but a island would be a addon to me so i figured that was a good as place as any. whoops i just nodid search beforehand but i didnt find anything. maby i didnt look hard enough
  6. Azz -GUN-

    Visitor ?

    Has this been released to the public yet if not will it ever be released and why wont it be released ? Does anyone know ? - ive been out of the loop for a while.
  7. I just Tried this and it seemed to have the effect you wish for. I put 2 East guys in the desert... in there init feilds this setBehaviour "SAFE" Then further down the desert I had a West guy (me) and 2 empty trucks a URAL and a ST Truck If you get in the URAL you can drive pretty close to the checkpoint and the ruskies dont evan blink. but they open fire when your under 100m to them (apporx) then it seemed in the ST Truck I got shot at MUCH Sooner. as in more like 500m away. See for yourself. I cant really help with the removing boxes from choppers etc... as it isnt possible.. Just make it real foggy
  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Is it possible to do a script that does so that enemy vehicles are identified as enemy vehicles, civilian as civilian and friendly as friendly? I mean in a situation where you have hijacked an enemy or civilian vehicle. And when you get, lets say 100m or closer to the enemy or friendly unit, they identify you correctly and attack you or stop attacking, depending on who's the one you are dealing with. <span id='postcolor'> What about setting the guy captive or something... say you hop in a civvilian or east car then set the player captive driver setCaptive true Then he should manage to drive right up to enemy positions without getting shot, then when he gets close. driver setCaptive false thus turning him in to an enemy ? Havent tested the theory out yet... *Edit* Well i tested it out... and it may work but i found everyone in the east tended to walk towards my guy.... and um... surround him...which you wouldnt want people leaving there posts
  9. Basically i have this chopper and i want him to start on the ground...with the engine on... or hovering at least. but the dammned thing dosent stay still... it just moves. evan without any waypoints attached.. This is my current method, and just short of making a loop to hold the dammned thing on the ground all togeather. which im reluctant to do as it probably uses a bit of CPU resources and im thinking there must be a better way. this setPos[getPos this select 0,getPos this select 1,0]; he starts on the ground shoot's up to like 100m then drops back down... then slides around the ground a bit and finaly rests... Pfft. if he could hover STILL at like 1ft that would be fine but i would prefer if he started glued down. also how do you make a Human Player Start Prone on ground looking through his scope... it works with AI but not on humans it seems.
  10. Azz -GUN-

    Strategies and tactics that work!

    Thats a prime example of what goes on Chronicals.... maby making the respawn time up to a minute or evan two but then most people you find on a public server wouldnt want to play that map.
  11. Azz -GUN-

    It's the best war simulation out there, but...

    But i just wasted...Å34.99 anyone want a copy of BF 1942...going cheap...ill knock a fiver off the price..yours to own for Å30.!
  12. Azz -GUN-

    It's the best war simulation out there, but...

    heres my $ 0.2 Well a lot of my freinds are playing Battlefeild 1942 so i decided to bite the bullet and buy it so i could play with them. well hum... I dont see why people prefer it from OFP. it's a bit easyer to learn. than OFP you can learn BF in like 10 Minutes.. and OFP Takes a lot longer. the only optics it has are on sniper rilfes it seems. and all the other aiming is done with a crosshair. not exactly rocket sience. you just appere in and out of vehciles in seconds. no actuall in and out action... uhhh i could go on moaning all day about it actually. it has some strong points however. grenades bounce....if you throw one in to a wall in BF it bounces back at you and you have time to run like hell and get away. and i was in a tank and a jap threw a potato masher at me and it bounced off and you heard it . it was kinda cool. the actuall terrain is more detailed. but i doubt it is much more detailed than OFP at full whack. i would think online it's faster paced than OFP..but hell if i had the choice what i wanted to play it would be OFP. I played it for 2 hours...got a bit sick of it and then decided to play some OFP.
  13. Azz -GUN-

    Laggggggggggggg

    I have 64k IDSN. seems to do the trick. for the best gaming experience though you need high bandwidth.
  14. Azz -GUN-

    Q's

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">~X <span id='postcolor'> X being a value in seconds </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Unit1 action ["EJECT",Chopper] ~1 _Unit2 action ["EJECT",Chopper] <span id='postcolor'> You cant addWaypoints to vehciles not placed in the editor. what you could do is place game logic untits and then use the doMove command </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">myUnit doMove getPos gameLogic1<span id='postcolor'> now you could have a trigger over this gamelogic then on west present: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">myUnit setBehaviour "Safe"<span id='postcolor'>
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