Bagel
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Everything posted by Bagel
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Sorry , still getting the hang of the zip thang ! You can create a dir in your user\yourname\missions , and name it TOD.abel or tod.simabel_jungle (if you have jungle malden) or try TOD.ia_drang if you wish, I still get freezed on this map. I have updated TOD to v1.2, added new vehicle workshop where you can drive your M113 section into the park and get more M113's if you have sufficient resources. http://mysite.mweb.co.za/residents/nagelj/files/tourofdutyv1.2.zip
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I have finally come of age, I have managed to upload my files to a server! I know, I know ! but us oldies are learning. Here are the url 's Tour of duty v1.1 ------------------ http://mysite.mweb.co.za/residents/nagelj/files/tourofdutyv1.1.zip F4 Phantom ------------ http://mysite.mweb.co.za/residents/nagelj/files/f4phant.zip Mortars ------- http://mysite.mweb.co.za/residents/nagelj/files/mortar1.zip Please give me feedback Bagel
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I can't remeber where I got the F4 addon, Jon I will e-mail it to you. I have updated the Tour of Duty mission and have sent e-mails out to all who requested the first version. It is much improved and all bugs are out. I have moved it to the Maldern map (jungle maldern found at http://ofp.gamezone.cz/index.php?newlang=eng The same place I got the mortar addon. The IaDrang valley was freezing on me. The game is now very playable and I am having fun. Please let me know what you think and give possible improvements. Thanks Bagel
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In respect of the Addons, you can edit the airstrike.sqs and the airstrike_napalm.sqs. Just look for the "f4phant" createvehicle command and change it to "A10". With regards the mortars, I got it from http://ofp.gamezone.cz/index.p....24.news The F4 was also found at this site. Bagel
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Here is a copy of the readme, it will give you an idea of the game concepts, if you are interested then e-mail me and I will send the folder for you to test. nagelj@mweb.co.za Tour Of Duty ============ By Bagel Introduction ------------ TOD is an attempt to create a dynamic battelfield scenario for Operation Flashpoint, not using overly complicated scripting, but rather playability. Every game will be different and totally unique situations will arise in each new game. The setting for the game is Vietnam and essentially centres around two opposing dynamics. From the US perspective it is the number of VC that they kill, from the Vietcong perspective , it is about infiltration and capturing the hearts and minds (H&M) of the local population. This version is a beta, and I am looking for people who want to build onto this game, improve the code and to give as much feedback as possible to myself ( nagelj@mweb.co.za) Game overview ------------- You will need the Chain of Command MOD and theSEB Nampack Ver 2 to play this scenario. At this point I would like to give huge credit to the guys who developed these two addons, they simply rocks!!! The Iadrang map has been divided into five seperate regions, four of them are regions of operation, the other is across the "border" region where the VC/NVA bases are located. Each region of operation have five villages, marked as red dot markers, these are the centre focus of the game and are critical to the game concept. The Tour1.sqs is the main driving file, it re-evaluates the battle every 3 to 5 min (cycle) and based on the scores and precense of units, drives the game along a path, all based on calculated random probabilities. The firebase serves as the US HQ and you have the following order of battle to begin with: 1 X HQ Section ( your section) 3 X Aircav platoons (3xsections each) 2 X Specop teams 4 X Hueys (transport) 1 X Huey (supply) 1 X Chinook 3 X M113 3 X Open Trucks Game dynamics - Vietcong ------------------------- Each region has a H&M score, from 0 to 100. This then represents the % probability that a new VC mission is created at the next cycle i.e. if the H&M score is 56 in region 2, then on the next cycle there will be a 56% chance that a new VC mission is launched from across the border. A Vc mission entails a VC squad between 3 and 6 leaving it's base from across the border and proceeding to one of the five villages in it's region of operation. If the squad reaches its destination ,village, the H&M score for that region is increased by one point. The squad will then reassign itsself to another village in it's region of operation and continue to increase the H&M score in the area until it is destroyed by US forces. When a region of operation has a H&M score of above 65, NVA squads are then created and they proceed to move across the border to pre-defined strategic areas i.e. road junctions, hills etc. Therefore the VC are driven by sending over missions to villages, to increase there numbers, the US have to interdict them. This is the main tenemant of the game Game dynamics - US ------------------- The Us begin the game with a full order of battle and 0 resource points. For every Vc that is killed the US get one resource point (RP). RP's are used to reinforce depleted squads and acquire more hardware and artillery support.In addition and very importantly , every VC death decreases the H&M score. The "special" menu of the COC interface has been used extensively to aid the US operations and to enhance them. The first is "AIRMOBILE OPS". What this button does is to take the four transport Hueys and move them to a point on the map (onmapsingleclick) where they will all land and unload their human cargo. This just enables the US player to quickly do a platoon landing without all the COC clicking usually required. As this is a fundamental part of the game it has been simplified. The next is "Air Support", here the Us ca call either a napalm or bomb strike with a click on the map. In the mission A10's are used. In my game I use the Phantom F4, but I put A10's in for ease of testing, some might not have the F4 addon. The Next is "Specops". This enables the player to insert either of the specop teams via parachute by clicking on the map. Specop units can also be tasked to set up observation posts, when they do this they will report all enemy movement within 450 metres of themeselves. This is currently the only proactive way the US can gain intelligence of enemy movement, otherwise it can make contact by patrolling areas. Another one is "Troop Loading", this is just an easy way to get anyone of the platoons to loadup onto the heuys automatically, without all the squad by squad clicking using standard COC. The last one is "SAT View", this will give a satelite camera view of any location on the map by clicking (onmapsingleclick). The concept of reinforcement is dealt with by having to get a squad back to base and then moving them into a predesignated area, marked as barracks on the map. once the squad is in this area it will be replenished, provided sufficient resource points are available. In your own HQ squad I have included an action (AddAction) whereby you can instruct your section to setup mortars. You will see two mortar teams in your squad, they will setup their mortars in the direction you are facing when you give the commnad" place mortars". Beta issues ------------ As this is a beta, I have a hint box coming up every cycle which can tell the tester firstly how many US and VC are in each region, the current H&M scores per region, the number of VC killed since the beginning of the game and the last turn, as well as the balance of the US resources. I have not yet completed the replenishment of vehicles , I will ow do this with the new typeof command (1.91) At this time the US have unlimited artillery (105mm) and 4 mortar fire missions. This will be tied into the use of resource points. There is a generic error coming up from COC, I think I have used one of their variables, this bug needs to be squashed. I am working on the intelligence section whereby villages pass info onto US or VC depending on H&M score. At present the mission has no ending, this will be put in easily, but I want to get the gameplay and the balance right before deciding what is a victory and what is a defeat. Conclusion ----------- I have played this beta a number of times now and have had a great time dealing with the "Dynamic" flow of the game, plus everytime something new happens. What I ask is that all feedback, improvements (I am not defensive, I just want a perfect game!!!, wish lists re-coding, debugging is done and communicated to me at nagelj@mweb.co.za. I really hope you enjoy! Bagel 18-12-2002
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Sorry dude ,Chain of command is for single player only and is an intergral part of my game. Why don't you give it a bash anyway , e mail me on nagelj@mweb.co.za
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For the past seven days (24 / 7) I have been working on a dynamic mission/campaign for OFP. You will need both the Chain of Command and the SEB Nampak to play it. I have got it to a beta stage and need people who are serious to playtest it for me, help improve the scripting and give suggestions. It is a Vietnam setting, and the game is as long as you want it to be. It is fully dynamic, using probilities to initiate action, which in turn are dependent on your actions. You play a US company commander and you have to secure the entire from VC/NVA infiltrations. Although the scripting is not cutting edge, I think you will find the concept compelling and very enjoyable. If you would like to have a beta copy for testing, e-mail me on nagelj@mweb.co.za and I will send you the folder. All I ask is that you give feedback, improve the coding and give suggestions. I don't have a homepage, if someone would be prepared to host the mission I would be most gratefull. Thanks Bagel
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For the past seven days (24 / 7) I have been working on a dynamic mission/campaign for OFP. You will need both the Chain of Command and the SEB Nampak to play it. I have got it to a beta stage and need people who are serious to playtest it for me, help improve the scripting and give suggestions. It is a Vietnam setting, and the game is as long as you want it to be. It is fully dynamic, using probilities to initiate action, which in turn are dependent on your actions. You play a US company commander and you have to secure the entire from VC/NVA infiltrations. Although the scripting is not cutting edge, I think you will find the concept compelling and very enjoyable. If you would like to have a beta copy for testing, e-mail me on nagelj@mweb.co.za and I will send you the folder. All I ask is that you give feedback, improve the coding and give suggestions. Thanks Bagel
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I want to have a squad that was in combat, to be sent to a particular area (barracks) , and once there the squad will be filled up again to its original size. I can't seem to get a trigger list to identify the squads group name i.e. th one I assigned to it. The list picks up another group name , computer assigned. I used the "leader Grp" to get the object id of the leader, then used the " group obj " to get the group name, in order to use it in the ceateunit command. Can't get it. Thanks
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I managed to get it right: "sebnam_acsoldier" createunit [getpos (list triggera select 0),group (list triggera select 0)] What this does is it forces me to send a depleted squad to a oarticular area (Triggera) to get replenished. Thanks
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I am trying to get the cargo in a airplane/heli to parachute out on command. This is not involving named objs at all. This script works well (by Skull I think) and I thought if I removed the line where the heli is commanded to land, the cargo would parachute on the unassignvehicle command, but it actually causes the heli to land then disembark the cargo. I tried using the "action ["eject",heli] command , but could not get it right. pos1 = _this select 0 onMapSingleClick {} "markerammo" setMarkerType "marker" "markerammo" setMarkerPos _pos1 aMove setPos [(_pos1 select 0),(_pos1 select 1),0] heli flyinheight 80 heli doMove _pos1 @ (unitReady heli) ;heli land "get in" *************** _cargo=(crew heli) - [driver heli,gunner heli] "unassignvehicle _x" foreach _cargo ~5 heli doMove (getPos mBase) @ unitReady helammo helammo land "land" heli setdamage 0 ; heli setfuel 1 exit Many thanks
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Thanks RED , I thought 0 was the first created by the program upon creation of the unit, just didn't try it. Works like a charm, simple but incitefull!!!!
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I have tried almost every combo and can't get this puppy to work. I must be missing something. [group player,1] setwppos getmarkerpos "marker1" I then check the waypoint with getwppos [group player,1] and I get a return of [0,0,0] whereas my getmarkerpos "marker1" give me a real location [12.888,12,999,0] (for eg) What I want to do is set a waypoint for a newly created group and then make them move there, help will be appreciated. Thanks
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Creating a new group with createunit
Bagel replied to Bagel's topic in OFP : MISSION EDITING & SCRIPTING
Thanks guys , after an hour or so , the best solution I got to work was creating one soldier with Alpha = group this in the init. I then add a soldier to the group with "soldierWB" createunit [pos,alpha,"me=this"] I then remove soldier from group with: [me] join grpnull I then create the next couple of units with "soldierWB" createunit [pos,group me] I then have a new group ready to deploy. Thanks for all the help! -
I woud dearly like to get the mortar in the nampack without the sandbags. I tried to Depbo the file but could not. I want to use the mortar in the field and therefore without the sandbag fortification, can someon help ? Thanks
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Is there a way to get a heli carrying a squad to be instructed to empty / clear its cargo without using transport unload waypoints. I am using Skumball's onmapsingleclick mission and I want the heli to empty its cargo of humans when it land, without refferring to the squad group name in the script itself. Does the human cargo of a heli have an idenity that can be called upon to be "unassigned" ? I want these helis to ferry a number of squads back and forth and therefore need a generic command for the clearing/emptying of the current squad in the cargo slot of the heli. Thanks
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thanks ! Just help me a little more, if I want to instruct the array to be unassigned, would it look like this, (name of chopper is heli1) (crew heli1) - [(pilot heli1),(gunner heli1)] unassignvehicle heli1 This would in effect disembark the squad in the cargo of heli1 ? How would I check to see when they have all disembarked, using th "in" command ? Thanks again
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I think the Nampak 2 is really awsome , the levels of detail are really good. I do find however that my PC struggles a bit to digest this addon. It is not totally unplayable, but certainly not smooth like it should be. I have a P4 1.6 with 512 Ram, running with a Geforce 4 MX. I would have thought no problem. Am I missing something or does anyone have the same problem ?
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Is there a way that I can run a script that will be able to run through all my units and check if a named emeny unit "KnowsAbout" them , and then take the actual unit that it knowsabout and passes it as a variable to another part of the script. I want to simulate AI artillery by checking to see if an enemy spotter has seen a unit and which one, he will then direct artillery to the position. If I use "List" to get a list of all units detected by a trigger, how do I step through the list and check each of my units for "knowsabout" and then thereafter pass the position of the unit to another part of the script in order to direct the artillery fire to that units position. Right now the script works fine, but I have to specify each unit I want checked for "knowsabout" in the script itself, I am looking for a more genric, dynamic solution that could be applied to any mission without having to insert the names of the units in the script itself. Thanks
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I understand how to use the list command to get the data from the trigger, what I want to know is is it possible to take that list and select from it and use anyone of the objects listed in the data list. e.g. the return on list could be [unit1,unit2,unit3,unit4]. How do I take unit3 out of the list and get its position with a getpos command for instance. Balschoiw, the detect trigger might work, but what if the trigger returns two units that it detects ? I want to do something like this: _pos = getpos (list trigger select 0) trigger being West detected by East, might work?
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That what I am trying to figure out , how do you "read out" the trigger content. How do you get the content of a trigger into a usable variable format that you can selct and manipulate.
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Don't have it on me, it's at home. It looks like this: --------------------------------------------------------- ?(observer knowsabout unit1): _pos = getpos unit1 ?(observer knowsabout unit1): goto "ARTTY" ?(observer knowsabout unit2): _pos = getpos unit2 ?(observer knowsabout unit2): goto "ARTTY" ?(observer knowsabout unit3): _pos = getpos unit3 ?(observer knowsabout unit3): goto "ARTTY" ?(observer knowsabout unit4): _pos = getpos unit4 ?(observer knowsabout unit4): goto "ARTTY" ~30 #ARTTY this is where I start the loop for 10 rounds , created by camcreate at the location _pos+(random 200 + random -200) exit ----------------------------------------------------------- What I am trying to do is not have to manually insert every unit name (unit1, unit2 etc) as first it is a pain and secondly if the soldier called "Unit1" is killed his group will no longer attract fire. I want to be able to run through all the units of a given side, check to see if the enemy "knowsabout" it and then if it does , get the position of the detected squad and pass it to the artillery piece of the script.
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Just another thought folloiwng the first post, when you create friendly units are they allocated a sequential object ID, starting at a given number. This would allow stepping through all object ID's of own forces to get the pos of the unit that the enemy spotter "Knowsabout"
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I have two quick qiestions in respect of problems I am having getting started with Oxygen. 1) I am unable to load textures, it keeps telling me texture not loaded. I have followed the tutorials, even the simplest i.e. texturing the crate. I select texture mode "A" and right click to bring up menu, choose load texture and select the PAA or PAC file. I then double click on the LOD and proceed to drag the area where I want to texture. When I press "B" I get the message "Texture not loaded" , Help please! 2) when I go to external viewer I get a message that it is unable to activate or find "Glide.dll" or something to that effect, Help again !! Thanks
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I have two quick qiestions in respect of problems I am having getting started with Oxygen. 1) I am unable to load textures, it keeps telling me texture not loaded. I have followed the tutorials, even the simplest i.e. texturing the crate. I select texture mode "A" and right click to bring up menu, choose load texture and select the PAA or PAC file. I then double click on the LOD and proceed to drag the area where I want to texture. When I press "B" I get the message "Texture not loaded" , Help please! 2) when I go to external viewer I get a message that it is unable to activate or find "Glide.dll" or something to that effect, Help again !! Thanks