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BoarK
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Everything posted by BoarK
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Adding and using flares in mission
BoarK replied to BoarK's topic in OFP : MISSION EDITING & SCRIPTING
Hi again, It's very strange that i can't the flare even at 6:00pm in dark and stormy weather. I changed the time to 6:30pm, when it's just a little bit darker, the flares start to shine. Very weird. Thanks for the help. -
Hi all, This is my first crack at editing missions, so please bare with me. I'm trying to add a Flare weapon and ammo into the ammo crate. I have successfully done that. I can take Flare weapon and ammo. The flare fires but it doesn't light up. I've tried with a weapon that has a grenade launcher also. Don't flares work by default or do I have to call certain scripts in order for them to light up. Thanks. nathan.
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Adding and using flares in mission
BoarK replied to BoarK's topic in OFP : MISSION EDITING & SCRIPTING
Hi, I'm only using the WGL mod with the modern aec pack. WGL doesn't have its own flare weapon so I'm trying to use the original Flare, FlareGreen, etc... In init.sqs I added the following: ammohome addWeaponcargo ["Flare",1] and ammohome addmagazinecargo ["Flare",2] I can take the flare and load the ammo for it. I can even shoot it (using a gun with a grenade launcher), but there's absolutely no light. It's at dusk and almost dark. Does it have to be completely dark for me to see the flare? If so, that's unrealistic. Nathan. -
This message is for Karrillion (hope I spelled it right), the maker of those awesome RTS maps. I find that it is difficult to get enough people together for an enjoyable RTS game. Also fast servers are hard to come by with the extent of players that are needed for a full game. I was wondering if it is possible for you to divide each side into 3 groups with their own leaders so that we could get a game of 6 people controlling a small group of AIs instead of the 24 that are needed for a full game. It is very hard to micromanage every aspect of the game with only one commanding officer. If you would kindly make these small changes, then I am sure a lot of people will be very appreciative. Thanks.
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I didn't know there was a whole thread dedicated to these RTS maps so I started a new one with a suggestion or maybe more a request. Â Here is the original thread: http://www.flashpoint1985.com/cgi-bin....t=11720
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I once killed a paratrooper with either the heli's blades or by hitting him head on. Paratroopers are in no way invulnerable. It is also possible that you can destroy the parashoot by hitting it since the one that I hit crumbled and was billowing smoke.
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No mod maker in their right mind would leak Oxygen to the public. I makes no sense. Why would they ever want to lose their 'L33T' status?
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Hi, I played this particular MP mission only once but didn't get the name of the mission before I got disconnected. It's the one with both sides trying to load ammo on as many trucks as possible and drive safely back to a drop-off point. Each delivery is worth 10 points. If you know the name of this mission or know where I can get it please let me know. BoarK
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Thanks alot. Now, are there other MP maps of similar quality and originality that you can refer? I must say, the ammo truck map renewed my interest in OFP. What an original idea. Just think of the strategical potential of that map if you get enough people on each side and the network code is seamless. Ok maybe I'm asking for a Utopia. Thanks again. BoarK.
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I don't have that map in the mp missions dir and the STA site requires a password to access the mission download areas. Does any one else know where to get it? Thanks. BoarK
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I'm just wonder what kind of engine is OFP using: polygonal or voxel or mixed?
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Another question regarding how BIS claim that it's not efficient to have an in progress join option for OFP with it large map sizes. Persistent online games namely WII Online, Everquest etc...have huge world maps, so how is it possible for those games to update their clients with all world information when new clients connect. I'm sure that WII online doesn't have as much details as OFP, ie. fallen trees, but it has much bigger maps. Is the world information cached somewhere off-server so that it could be downloaded at maximum speed when a client decides to connect? What happens in those persistent online games where the client's bandwidth is push to it's limits? Has any one experienced a moment in WII online where alot of players occupy a small area? How does a normal 56k connection handle so much information? I'm dreaming of a persistent map for OFP where it would run for days with people fighting it out 24/7. Maybe in OFP2.
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Most polygonal engines are used for indoor environments so I'm wondering how OFP can have such gigantic maps that is suitable for land, as well as, air war fare. There must be some mix in technology. Name another game with maps of similar size that runs on a polygonal engine.