Acid-Angel
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Hey man, these are lots of fun to mess around with but they don't seem to work with addon soldiers, like vilas' police etc. I imagine the resurrection script checks the infected dead unit and then creates a damaged 'zombie version' of the corresponding unit. Would it be possible in a future version to have unknown units that recognised in the script to just resurrect as one of the four generic zombie units? Just a thought... Oh and is it possible to make the zombies invincible like in the old ofp version when they only stayed dead for 30 seconds or so when shot before rising again Oh and I'd just like to recommend using this mod in combination with CSL PopulateIsland script. Huge dynamic zombie missions over the whole island... Fun
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I recently upgraded to a 4200 AthlonX2 1gb Ram 256mb 7600GT Drivers are up to date and all the parts (motherboard/ram etc) are quality/branded. Benchmark is 6000 which is a huge improvement on the laptop i was using before. Unfortunately this high benchmark did not translate to a significant increase in performance. WHY!!!!!!!!!!!!!!!!!! When things get busy, i get a shocking fps with intermittent freezes. Playing some of the intensely detailed maps/missions I had hoped to play on this computer is barely better than the laptop and the laptop was a pretty average set up. Somebody please help me? All other games are great, just OFP seems to have an issue. I'm using lowish settings but I had really hoped to have everything on full... was this unrealistic?
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Hey. Love this mod! I was just wondering if in the dynamic rpg style mission if the bug was ever fixed with AI running out of fuel? Sometimes i get sidetracked building up an unstoppable force and an elaborate strategy, but then by the time I get to the last town... all the enemy vehicles are immobilised.
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Well they are probably too big to be handled for anything more than messing around but as far as huge space hulks etc being incorporated eventually, it is possible. The star wars mod claim that they've got flyable (to scale) star destroyers (with interiors you can walk around and fight in) but i think you have to know when to draw the line... and bringing space combat into OFP is a lot of effort for something that is probably going to suck due to the engine limitations. Plus it isn't central to WH40k, i'd prefer the time and effort go into Orcs or Necrons
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Yeah, no news in a while... Still on schedule for release this month? Early? Late?
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Have the packs been released yet? :/ If not, any idea when?
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yea, screenshot reminds me of the view from collingwood or richmond all the high density flats etc. can't wait to try it!
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what he said...
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Questions on unified zombie mod
Acid-Angel replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
cheers for that. Was that always the case? If i have vast amounts of addons in a mission am i better off reverting to an older version? *Think zombies vs. Napoleonic Wars or something crazy like that... -
Questions on unified zombie mod
Acid-Angel replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
hey i was just wondering if it is possible to have units from other mods resurrecting? I used to play with this mod ages ago and i'm sure it worked before but now any non-standard units just stay dead ... Thanks