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Birkoff

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Everything posted by Birkoff

  1. Ehm I'm a old assembler/delphi/basic/and more coder so plain piece of cake scripting in OFP aint usually so complex stuff to handle. But your answer there was kinda confusing hehe. Lets create a scenario, 1 trigger , 1 script, and 100 West-side soldiers, some with name, some without. Assume any, or more than one of these 100 soldiers walks into the trigger area. The trigger area should execute the script with "name of soldier" exec "scriptname.sqs" even if the soldier got no name (made by me that is). If I follow your idea it seem like you want me to have in the script/trigger 1 new responce to every soldier, which seem kinda waste. My trigger gotta be on repeatively yes. Could be we're talking over eachothers head here but
  2. In a mission I need to use a trigger that is activated by westside to tell me the name of who that activated the trigger. In the On activation field what do I use to get the UNIT name so I can use it for other purposes ? Like: On activation this addweapon "m21"; this globalsay "I'm at position got sniper rifle". Point is I don't get that to work without correct unit name
  3. As the topic says, how do I limit the use of radio to a certain unit or group ? Like only Alpha can use "radio bravo" while Bravo team leader only can use "radio alpha" ?
  4. MP; Well it's fully possible to carry more stuff with you in IRL than in OFP, like mentioned our snipers carry more than 1 gun. During service I've carried with me 3 "LAWS" or M72 as we call them (not reusable) and a AG3 and handgrenades + glock. My point is having an option to carry more than 1 weaponload and being able to choose what will be weapon 1 & 2 should be present in OFP aswell. Ok you don't wanna carry 2 carl gustav, fine take one and a m16 or m21 + carl gustav if the weight of all objects don't exceed maximum carry load for the soldier you play with. That would ensure it being bit more realistic than now.
  5. OFP has several soldier classes, snipers, special ops, grenadiers, officer etc. It seem to me that a sniper can carry less "stuff" than a regular soldier. With that it mind, is there any list or info available on "specialities" & "limits" for each class ? Like : 1) How much can each class carry of "whatever stuff" 2) Is any class limited in speed vs other classes, or how much is each class slowed down by more guns/ammo etc 3) Is all classes equaly easy to spot for the enemy or has certain classes advantages over others to stay hidden (like sniper & spec-ops) 4) Does all classes have same basic aiming skills or does it differ from class to class, if so how and how much. Any info on such matters at all ? SUMA / Bohemia and info that we can use here ?
  6. OFP is a great game, a few (far too many bugs etc, but even a great game can get better. So hopefully a few suggestions may be of interest. 1) Vehicles in OFP struggles too much uphill, especially for most of the armored vehicles which slow down far too much to be "realistic". Anyone ever been riding a tank uphill ? Atleast increase their uphill speed with about 50-70%. 2) In OFP the character "stops" while doing basic stuff like reloading the weapon, or running forward then decide to throw himself to ground the char stops up a bit prolly to finish off animations. In real life you don't have the time "to look fancy", if running over a field while being shot at you do throw yourself to the ground while-in-movement, you dont stop then throw yourself to ground. Please adjust this so player can reload a weapon or change weapons while being in movement, and also be able to throw himself to ground while in speed (although aiming etc should be infected while in movement) 3) With AI players spread arround in the battlefield they often tend to do "animations" of most "insane" sort while being shot at, this includes using the binocular to spot enemies, even if enemies is 3m away shoting at them, they tend to get the LAW even without any armored vehicle arround etc.. IRL a law soldier don't sit in middle of the battlefield with his law when he's sourrounded by pure soldiers with no armor, the lawlauncher etc should only be used IF armor is within reasonable aiming range. And only then the soldier should grab his law fast & aim then fire, then get his normal gun again. 4) Please add option to have multiple guns like HK / BIZON etc combined with a sniper rifle or M16. A Norwegian sniper would usually carry his sniperrifle + a silenced mp5 and/or pistol. This to ensure he can do quick & hasty CQB's if needed. 5) When giving a specific formation order to a group of AI players, like "line formation" .. Why on earth does some AI players always have to leave the formation and run 200m ahead on their own with no reason what so ever, except being a perfect target and get shot more or less instantly. Here "keep formation" "dont move" should be an option, to enforce a given position and dont move without specific orders. 6) A way of adding own formations would be nice to see, either with scripts or within the game using menus. 7) Some way to "get" the "where do I aim in the terrain" position so we can make our own scripts that can use the position we point at todo whatever. 8) (and last) - In general OFP lacks alot of information from BIS all the time, regarding updates, regarding "how to do this or that" or stuff is "missing" from readme.txt in patches (like info on new weapons name, ammo name, range, tech info etc). The same goes with the "bug list" which I'm sure BIS have a terrible long list of, how about BIS do the decent thing and put a bug-track list here on the site, with bugs that is fixed stated as fixed, new bugs on "todo" list, and a brief explaination of each bug with info on what is done, or not done (if so why not).. A similar list should be made for "what will be implemented next". On matter 8 I feel this is kinda urgent if BIS will avoid ppl abandoning OFP (which alot of ppl already have done sadly enough). Also a decent & correct way of "getting info out to public" -IS- a major MUST-DO if a company intend to sell more in the future. Personally as a person doing sales of computer gear & software I've until further stopped all sales of OFP due to too much bugs and lack of info from BIS regarding this and more issues. This to avoid having more frustrated customers running back to us wanting their money back. Now we may not be the ones responsible for alot of OFP sales but we usually do sell 20-50 a month, not "all that much" in the big scale but others follow our example. I'm pretty convinced that a better BIS <-> customers/clients relation is a good thing that would benefit both parts, clients would be more interested in promoting the product(s) free to their friends etc and more sales would be done. Neglecting this tends to reflect the other way "no dont buy that product it's worse bugged than your OS...". Anyways enough from me, any feedback from BIS on this or from anyone else is very much welcome! Birkoff
  7. Yepp I know it got very little todo with the forum topic, however there is no dedicated forum for such suggestions either so the choice was either to put it here, put it in all forums or email BIS directly (which I've done earlier with no sign of life). However by seeing the amount of ppl actually reading this thread it also shows that ppl got some interest in this so hopefully this msg aint deleted but instead followed upon by other ppl. after all we're the one paying for the product aswell as playing it, if we join forces and work -togheter- to get a better product it's very much more likely that we buy the next BIS product aswell. So everyone why not -togheter- get some ideas togheter and see how we as users can help out making it easier on BIS to make a even bigger efforth. In the end there's nothing to loose on it, just a win for all parts:) Birkoff
  8. Tried that but cannot get it to work
  9. Pretty much as the topic said, how do I move a trigger arround in the map ? I know I can move just about everything else but triggers won't move it seem, any solution to that ?
  10. 1) Like mentioned in-real-life you do reload while moving aslong as your in a combat situation, even if it aint as fast or functional way of reloading as it would be sitting pretty safe behind a rock and do it properly. In combat you reload fast as you can in any situation, or the chance of dying increases rapidly 2) With the "freeze" while hitting the ground etc, what I tried to say is that it takes far too long compared to real life. I've been running on a field throwing myself into the dirt while still firing the machinegun in the air, not that you can expect to hit much but you do give yourself some coverfire while waiting for the crashlanding with mother earth. In any case I sure hope that BIS do as a major ISP did in Norway, stop whatever they where doing, take some time and listen to their clients, debating bit back & forth before they continued with ideas clients had. For this ISP (UPC) it was a last chance of either loosing alot of paying clients (and future clients) or do something about all the critics, do the decent thing and listen to the clients then togheter with the clients start the slow but honorable move forward. It belongs to the same story that UPC with that type of action now hold a meeting once a year in Oslo, inviting clients and possible future clients to discuss the future, get critics, get ideas and show that they do mean serious business. After that almost completely crashlanding they managed to pick themselves up (with help of clients) and move themself into a position where all clients now say their a good and trustfull company, rather than the quite opposite earlier Birkoff
  11. Regarding any trigger, trigger-by-area, radio trigger etc. 1) Lets assume player1+2+3 drives a vehicle into an area-trigger. How do I then with the trigger pass on the vehicle or any of the players to a external script for further processing. Say I wanna area where the car will break down without hurting the people inside. Problem is, ANY car must be allowed to use so no naming of vehicles. 2) Lets assume the area trigger does ON ACTIVATION: * exec "script.sqs" How do I then pass on whatever units that moved into the trigger field to the script, not just "this" as that seem to be "first person" only ?
  12. Great thanks that solved the problem, but now that it's fixed I figured I needed a "better way" Question now : Lets assume Player1 = group leader, and the group have more Players2-3-4-5 etc.. If Player1 dies, how can I make sure that next group leader also can use that Radio trigger, not just a particular person but whoever is in charge of the group?
  13. Birkoff

    What to expect ?

    I'm using Telenor ADSL 1mbit dl with 256kbit ul, within Norway and good servers I usually land on 10-20ms to the game server. By hosting OFP games with 4-5 ppl I'm <5ms and their <50ms since everyone uses adsl or cable. ISDN client would land on 90-120ms with 6 players & game hosted by me.
  14. Birkoff

    Other buildings

    Yo Russin could you post an url to that mission with allt he buildings, so we others dont have to reinvent the wheel
  15. Birkoff

    New ships?

    I also support the idea of other objects than new heli's and vehicles for west/east side. New small boats would be neat, fastgoing boats to set small 4-6 crew "SEALs" in land would be great. Even some more civilian stuff would be ok, how about a small 4x4 pickups (dodge, ford etc). In general more "real life alike" objects that doesnt necesserily have to be "war related". BUT even more important is that we need 2-3 new islands to create missions on. First of all the islands that is there today is getting "old" and "boring" to a certain degree. With new islands it would be ok to see : 1) A hawai/tropical inspired island with palms and sand banks to take cover behind, maybe some small mountains etc. Not as much high ground as Kolgujev. 2) A "vietnam" inspired landscape with lots of high grass/bushes (fields) to walk over, small huts in smaller villages etc. Some hills etc and some rivers that splits the landscape in a way where we can use small boats to do upstream waterway attacks against few villages etc. 3) a more city alike island with several "bigger cities" with more buildings to enter, whole point would be to use the buildings as cover & tactical defence etc against the enemies. Buildings that on one side of the island was intact, but on the other side of the island was blown to pieces so just leftovers was standing. That would be usable to drive a tank into and conseal in the ruins etc. 4) Also bridges to blow up would be a ok feature that would enhance the game playability alot (i.e. 4 seal got to blow up a important bridge to slow down russian convoy to advance to other side of the island etc) Anyone else that likes these ideas and would be interesting in setting up a list of email addresses/names of ppl that would like to see this in OPF. In hope of BI understanding that this is stuff we like to see, and as a group we have bit more "pressure" ? Birkoff
  16. Ehm.. 64kbit upload aint good for a server, 1 -maybe- 2 players... Doing 4-5 players with a 256kbit link here, it works but it aint good enough
  17. Birkoff

    Tracking with searchlight?

    Well haven't tested this yet but I've done similar crazy ideas before Get the position of the enemy you wanna chase, move the chopper behind that position with say 50 or 100m. Using a moving "moveto" waypoint this should be theoreticaly possible atleast. At the moment I'm doing a "alien detector" kinda script, trigger, detect enemy, get direction + distanse of that enemy that triggered the script and tell the player Good luck, Birkoff
  18. The easiest way is to : On russian camp setup a trigger that is activated by west side, in "on activate" field of that trigger add this setdammage 4 and make the trigger repeative Now all enemies coming to close to that base will just die:)
  19. I need to know how I can find out how I can get x,y,z cords for the location I point at with my gun in the terrain, basicly the same as giving order to another person in the group to "move to" but without issuing the "move to" order. Cheers, Birkoff
  20. Birkoff

    W ?

    Ehm here in Norway we do have females in most fields of the Army, from Sergeants to F16 fighter pilots to Tank commanders, enginers, artillery support, tactical(hq), or regular soldiers. Their not many and its voluntary so far but those of them who dare, they can go real far (i.e. F16 combat fighter pilot:)
  21. Gotta be a way of doing this, prolly well hidden Intended to use it to make a artillery support script, I've done the script to drop artillery shells etc, but now I need to have it drop them where I click. But there is another method if someone can help with some math here. How do I calculate X2,Y2 from my current X,Y positions of I look in one direction. Say I face 40 degres, stand at 5000,5000 and want artillery shells to land at mypos(and facing direction) + 150m That should be possible todo by using radio commands, so far I manage to get it to picky my cordinate and add +100m to my x or y, but can't figure out how to make it add direction to get real cords.
  22. Birkoff

    soldier in house on second floor

    You can in -certain cases- make it work if you make the soldier "in cargo" and does not have him linked to other soldiers(group). What I usually do is setup 1 solder + waypoint (just on same spot as the soldier, to make him stealth/danger etc).. Then set him "in cargo" then put him into a house.
  23. Birkoff

    what key do i hit

    Like I previously said here copy, cut & paste works fine for me almost all places in OPF. I usually edit using Ultraeditor32 , marks text there and paste that into opf directly. That works just fine, also from OPF to text editor does work fine. However *1* single thing that does not work is stand in OPF editor, mark some text, copy it, clear the map or load another map and paste the text into it. At those rare times I have to paste the text to ultraeditor first, then back into the new map. And that "missing" feature does make sense to me as OFP clears mem when clearing map data / load new map, clipboard is gone at same time is understandable but not wanted While talking about all this copy & paste thing, few things that BI could do is : 1) Add larger edit areas for "on activate" etc fields, or better yet have a small text editor within OPF that gives us options to edit & save scripts from OPF rather than use external tools for that. 2) Make better "windowed" support for OPF so I can run a 1280x1024@32bit windowed OPF on the desktop (at 1600x1200@32bit) and have the "windowed" opf -centered- on screen & hold the mouse "locked" within the application(OPF). Like it is now I get two cursors, one for opf, one for desktop, both move at same time, if I have opf-cursor within op and click -while- the other cursor is outside opf I "click on the desktop" not in OPF. Irritating bug How about this Bohemia is this small request possible to add ?
  24. Birkoff

    what key do i hit

    Funny thing is that I use 1.29 and ctrl V C X does work fine for me.
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