BaronVonRed
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Everything posted by BaronVonRed
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Screw Saddam. He's an idiot, and he's a menace to his own country as well as the rest of the world. Shoot him, bomb him, nuke him, but just KILL him! He and his "soldiers" rape and torture anyone whom they please. He is a complete waste of oxygen and he, and all his children should be terminated before they breed again. Sure the U.S. gets a lot of flack, but you have to expect that when you are the most powerful nation on the planet. It's so easy to forget the victims of his little vacation in Kuwait. Sick and tired of a bunch a whining faggots who have pity on this slob. The U.S. this, and the U.S. that - whatever, like we care if you think we're not right; at least we got the nuts to back up our words with actions. Ooooh, look at me, I'm being such a typical macho male - why don't you Saddam supporters try being men for a change....
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DOWN WITH MINI-SKIRTS!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LowLevelFunctionary @ Dec. 03 2002,20:09)</td></tr><tr><td id="QUOTE">I was just thinking how nice they would look on Nogova and if BIS have added anything new such as camoflauged santas hats replacing the standard helmets...<span id='postcolor'> Sir, I'm gonna have to ask you to please step away from the computer.....
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LowLevelFunctionary @ Dec. 03 2002,20:09)</td></tr><tr><td id="QUOTE">I was just thinking how nice they would look on Nogova and if BIS have added anything new such as camoflauged santas hats replacing the standard helmets...<span id='postcolor'> Sir, I'm gonna have to ask you to please step away from the computer.....
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You mean.....wait a minute......are you saying that the purpose in life isn't to lay as many women as possible? CRAP! That means I could have let the ugly ones go!
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Wow, someone did an excellent job on that poster! Very FUNNY
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Help! those damn choppers
BaronVonRed replied to Tales_From_Topographic_Oceans's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Johan_D @ Dec. 03 2002,16:29)</td></tr><tr><td id="QUOTE">Yes, while trying to replicate the We Where Soldiers mission I found out that: 1- the takeoff must be done limited to get all choppers in the air at once, 2- proceed with a normal speed to near the LZ 3- go back to limited for the leader chopper. 4- land at an H (editorupgrade102) 5- unload the guys (unload transport) 6- chopper leaves to next waypoint. Ideal would be that one of them seeks and destroy for a while when the unloading is done, otherwise its getting hard. Maybe an empty chopper what does that. Johan<span id='postcolor'> Just be sure to put the S&D at a different altitude (flyinheight) than the other chopper or there will likely be an "incident". -
Help! those damn choppers
BaronVonRed replied to Tales_From_Topographic_Oceans's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ Dec. 03 2002,13:48)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2) make the radius of the WPs 1m<span id='postcolor'> what does this mean? You can't adjust the waypoint radius, can you? You can set a trigger radius. Maybe I missed this. I have the chopper speed at full so speed may be a problem.<span id='postcolor'> Yes it can be set on WP's - the default is 0, just leave it at that. -
How do you create your own islands?
BaronVonRed replied to cms81586's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cms81586 @ Dec. 03 2002,15:41)</td></tr><tr><td id="QUOTE">I would like to know how to create your own islands and add buildings. Also, how do you download add-ons. Are there step by step instructions somewhere I can follow?<span id='postcolor'> There's an entire forum for add-ons; I recommend you start there. -
100 reasons why ofp will survive longer than cs
BaronVonRed replied to Albert Schweitzer's topic in OFFTOPIC
Frankly, I don't think it's a fair comparison. It's like comparing IL-2 to Microsoft Flight Simulator, where the only thing they have in common is they both use planes. CS is good if you just wanna get online, find a server quick, and start killing people. Kinda like an advanced UT. OFP on the other hand, is more of a strategic simulation that is mostly played online amongst people that all either know each other offline, or know each other from previous sessions and yes, generally 30+ years of age. Bottom line: CS is closer to a simulation than UT and the like, placing heavy emphasis on tactics, whereas OFP is more oriented to higher level strategy (strategy being the factors that bring two or more forces TO a battlefield, tactical being the actual battle in progress). A more fair comparison would be CS to MP SOFII. OFP doesn't really have any direct competition at this point unless you compare it solely on the campaign mode (which I have never even played - doh), and this is NOT it's dominant strength. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KingBeast @ Dec. 02 2002,23:00)</td></tr><tr><td id="QUOTE">However having a female in full combat gear alongside you in battle is going to make no difference whatsoever unless you are some kind of perv that gets a hard on when you see anything distinguishable as not male.<span id='postcolor'> Just being in the presence of a woman doesn't necessarily mean a "hard-on", but it does have an impact on your personality. That's just part of having testosterone in your genetic structure. That's the way your God designed you, so I suggest you take it up with him (her?).... I'm still waiting for the all-pro all-woman NFL team to play against the....hell ANY existing NFL team. Won't ever happen, but if it did, the majority of the women would end up in the hospital.....and that's a GAME.
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As for women in the military, who cares? Sure, let them in. But women do not belong in combat. And civil rights, etc, takes no bearing in this. You want to present your strongest soldiers in combat, and women are physically weaker than men. Woman shouldn't serve in combat just because it is their right. Rights have nothing to do with combat, or war in general when it comes to winning or losing the battle. Sun Tzu teaches three ways to assure defeat. Number one isn't important to this context, but numbers 2 and 3 apply (below): (2) By attempting to govern an army in the same way as he administers a kingdom, being ignorant of the conditions which obtain in an army. This causes restlessness in the soldier's minds. (3) By employing the officers of his army without discrimination, through ignorance of the military principle of adaptation to circumstances. This shakes the confidence of the soldiers. But when the army is restless and distrustful, trouble is sure to come from the other feudal princes. This is simply bringing anarchy into the army, and flinging victory away.
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setmarkerpos?
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I searched the forum using "hide bodies" and came up with nothing  Here is the scenario: * I have some soldiers in an array. * I have a script where other soldiers will detect that one of the others is dead and will sound the alarm IF the player doesn't hide the body. * However, if the player DOES hide the body, it doesn't get removed from the array and this causes problems down the road with other scripts. Thus, my question is: How do I detect that the body is no longer in existence so I can remove it from the array? <ADDITIONAL DETAILS> The process that gets into trouble is where the sentry comes out and does a check by running through all the elements in the array and checking to see if they are dead. If they are, then HE sounds the alarm, but there is no body!?!? Here is that script (exerpt): </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> # #Now see if any local civs know about other civs assigned to #their zone and are dead # if((_civ1 in mycivs) and (!alive _civ1) and  ((_civ2 knowsabout theplayer > 2) or (_civ3 knowsabout theplayer > 2))) then {allflee=true; allfleetime=time} <span id='postcolor'> It works GREAT with the other soldiers because they are physically looking for the body, meaning they are not using the array: ((!alive victim) and (soldier distance victim < 10)) Any ideas? I know it is probably something stupid that I am overlooking, and I am standing with hat-in-hand Â
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Dec. 01 2002,01:26)</td></tr><tr><td id="QUOTE">If body is digged, its Z position is less then -1. condition : getPos soldier select 2 < -0.9<span id='postcolor'> Unbelievable! I was just now experimenting with that based on what Bals said earlier to see if I could do it and I noticed after I killed a guy, his position went negative, but it was VERY close to neg when he was alive (0.001083), so I thought, eh! But you have confirmed it for me - THANK YOU! Guys like you and Bals keep this forum alive and KICKIN!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kermit @ Nov. 29 2002,03:39)</td></tr><tr><td id="QUOTE">Thanks for the suggestion However, after fiddling around a bit, I have decided that it would be best to have the pilots simply disembark and stand around. Â I really wish that the editor allowed more.<span id='postcolor'> It is very simple. Assign the chopper a GETOUT waypoint. He will fly there, land, and the pilot/gunner will getout. If they don't, then your "H" is not on a level enough spot or it is locally cluttered. Also, I sometimes use a SPEED=LIMITED waypoint near the landing to slow him down before he gets there. Hope that helps.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Dec. 01 2002,00:45)</td></tr><tr><td id="QUOTE">remove the dead bodies when they are sunk into the ground this should solve it. This can be done timed. So let´s say 2 secs after body has been sunk into ground.<span id='postcolor'> I see what you mean, but how do I detect that they have been sunk?
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Hello all: I know this is an on-going issue and this thread will likely be cut off at the knees, but please just hear me out. BIS keeps saying the crackling sound in vehicles issue lies with Creative labs, and I DO NOT dispute that. I have spent hours pouring over previous posts, but cannot find a definitive solution. It seems to me that if BIS keeps saying it is not their issue, then we as a group need to contact Creative Labs and see what THEY say. Power in numbers: if we all contact Creative Labs, then maybe we will get their attention - what other choice do we have? PLEASE - if you are experiencing the crackling sounds while in vehicles problem, goto: www.creativelabs.com and follow the instructions for submitting a trouble request. I submitted mine with the following description: Support ID: 304143 Hardware: Sound Blaster Live! Platinum 5.1 Current Status: Pending Hello: You may have heard of this issue before. It is related to a game called: Operation Flashpoint. I am one of many, MANY people who have the exact same problem. I am a regular subscriber to the game's forums, and if necessary can provide countless examples, and additional info if required. The problem is that whenever the player enters a vehicle in the game, the sound becomes distorted and makes crackling noises that are very irritating. I am contacting you because all of the people that have this problem have one thing in common: SB LIVE! Other users in the forum that have different cards do not have this issue. I know that doesn't necessarily make it your problem, and it may not be, but the game's developers have posted multiple times in the forum that the problem lies with Creative Labs. Due to the number of users involved with this, and the negative PR that Creative Labs is getting because of it, I think it could be a win-win if someone in your shop would at least help me find the true source of the problem. PLEASE HELP - the problem is very annoying.
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Hello - here is my scenario: * The player is in a helicopter following a waypoint marker. After they enter a triggered zone, they are diverted to a different area. - Is there any way to make the old waypoint go away and use the new one? I tried putting triggers and syncing them in conjunction with conditions on the waypoints, but that didn't work. I also tried using nextwaypoint in this context (I may not be using it right): In the activation field of the trigger that tells them to go somewhere else: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player domove nextwaypoint {also tried} player commandmove getpos(nextwaypoint) <span id='postcolor'> None of it worked. Can anyone offer suggestions?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sh@d0w_Killer @ Nov. 26 2002,15:59)</td></tr><tr><td id="QUOTE">.... but the real fix was to go into the DirectX trouble shooting section in you system info on your pc and turn down the directX sound acceleration to off! Since doing that all the horrible sound when in vehicles went away! <span id='postcolor'> Dude - you are the man!!!! Â Â This worked beautifully!!! Â Â BIS - please post this somewhere where new users can see it or even better, get it into the README file for SoundBlaster users- it fixed all the sound crackling problems with vehicles and took less than 30 seconds! Moderators - thanks for letting this one air out! I promise to be a good boy from now on..... Â I LOVE THIS GAME ALL OVER AGAIN! On my tombstone will be inscribed: BaronVonRed...he's dead now, but Sh@d0w_Killer was his hero.
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Red hammer 1.85 compatibility patch and 1.90
BaronVonRed replied to theavonlady's topic in TROUBLESHOOTING
Wow, there's a campaign with the game...???... -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HK (HunterKiller) @ Nov. 26 2002,19:58)</td></tr><tr><td id="QUOTE">Soundblaster Audigy, the case rests....Seriously though i have 2 PC's, one with a Live 5.1 and it crackles, if you have 3rd person switched on switch to it and back again and the crackling will disappear, or get an Audigy, i have not got this problem with my Audigy card on my other machine..<span id='postcolor'> Audigy, huh? No problems, eh? Hmmmm......now that is a tempting offer. I wonder, has anyone else noticed this? Stupid question: Is Audigy made by Sound Blaster? I was going to upgrade my Gforce3 with a Gforce4(128M) for Xmas, but now starting to think maybe a sound card would be a better idea. BTW: still no reply from Creative Labs. Oh, wait, maybe they're so busy researching my problem that they don't have time to answer!
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MP Respawn - respawn with Steyr
BaronVonRed replied to Priest's topic in OFP : MISSION EDITING & SCRIPTING
Yeah, thanks toadlife, that is really awesome! -
Making certain things happen to certain players
BaronVonRed replied to blackdog~'s topic in OFP : MISSION EDITING & SCRIPTING
Yeah, something along the lines of: player1 setpos((getpos player1 select 0), (getpos player1 select 1), ((getpos player1 select 2) + 50)) This would position him 50 feet in the air no matter where he was, then drop him! -
Respawn as other unit-type?
BaronVonRed replied to -)a)('s topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Nov. 26 2002,17:23)</td></tr><tr><td id="QUOTE"> Applause to Baron..... Why do you answer a thread if you have no idea <span id='postcolor'>