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Bagel

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Everything posted by Bagel

  1. Bagel

    Dynamic vietnam missions

    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 area 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 ********************************************** Latest version download: http://mysite.mweb.co.za/residents/nagelj/files/tourofduty1_75.zip Latest manual download: http://mysite.mweb.co.za/residents/nagelj/files/readme.zip **********************************************
  2. Is there a way that I can have an Apache in a holding pattern a few kilo's behind me. Then designate targets at the front line and have the Apache fire mavericks from a stand-off position. I want to be able to do this dynamically i.e. not having named targets that I point it to and instruct to fire at. Thanks
  3. Bagel

    Dynamic vietnam missions

    Koolkid, you either need to run TOD from the mission editor directories, or PBO it and then run it from the single missions. The missing radio message is there because I could not get the syntax rightin the new init file with COC new version. I still need to get Spinor to help on this, have taken a break from OFP for a while, playing generals, american conquest and road to rome. Such little time !!!1 I had created pilot radio commands verifying the airstrike, I still want to use voice as much as possible in the confirmation and comms stakes, much more immersion. In respect of firebases, at the moment you have to deploy a FB before it can lay down arty fire, you have to "move" it and then direct it to another location if you want to relocate. Once in position again you need to deploy it again. I really want to get v 1.80 out asap, but juggling time is becoming an art, I created TOD in a weeks leave I had, now time is a valuable commodity!!!! Bagel
  4. Bagel

    Dynamic vietnam missions

    How do I edit my first post , I agree it is a good suggestion ?? I have strated collating all the requests in prep for Ver 1.80, starting to program tonite. Bagel
  5. Bagel

    Dynamic vietnam missions

    Really great feedback, I will get my butt into gear and finalise TOD. I think I will need two weeks to be safe, as time right now is a bit tight. Thanks again for the feedback, it is what makes it worthwhile. Bagel
  6. Bagel

    Dynamic vietnam missions

    Thanks Kroky, Yip, know about the problem with the rebuild of no infantry squads, Iw ill do final relase 1.80. To include: Porgress reports towards and including an end, this is really missing. Fix a couple of small bugs, the one you mentioned included. If there is anything else anyone would like as a real enhancer, not nice to have, plase post and I will put in. Regards Johan
  7. Bagel

    Dynamic vietnam missions

    I have not released anything later to ver 1.75, it would seem this mission has run it's course, the only oustanding requests were rather minor. I have started a new mechanised assault dynamic mission. Unless I get a fair amount of requests I would consider TOD to be complete. Regards Bagel
  8. Bagel

    Dynamic vietnam missions

    Good point sinister, glad to hear you having fun with TOD, new version due out any day now with all bug fixes etc Bagel
  9. I was informed that in single player missions dead bodies are not removed from play, but remain on the battlefield and as a result add to a possible lag problem should the mission be an extended one. Is this true ? If it is so, could someone please point me to a script that would remove dead bodies from play. Bagel
  10. Bagel

    Dead bodies and lag

    Could someone please confirm this for me . Thanks Bagel
  11. Bagel

    Dynamic vietnam missions

    thanks for the feedback, I have had this mission posted for a while without any, so much appreciated. To answer some questions: The reinforcement of troops and M113's happens every cycle, plus minus 3 to 5 min If a Vc cadre is not totally wiped out , it will continue with it's mission, you don't need a full section to affect the H&M of the locals, one angry VC survivor should be able to cope The issue of saving the game was dealt with earlier in this thread, checkit out. I can't say I have tried it out yet. In respect of the pink team, I had it in game in the new CE structure, but took it out as I felt that too much was now given to the the US side. I have elected to have a pilot management system as opposed to a helicopter management system. You can assign your pilots as you see fit. What I want to do is have a special menu option wherein you can elect to have aircrew4 and 5 enter into a pink team arrangement, provided you have a cobra and a Oh6. I dont want to increase the US airpower more than the status quo. I am open to suggestion, but want to keep some balanceof forces ingame. Although the pink team and supply option appear under support, neither of them work! , sorry I will either enhance them or remove them. For now ignore them. In respect of the order confirmation, I could not agree more. I am working on it and will get the markers to change colour as confirmation of order. Thanks for pointing out the extract issue Axek, I will have a look. There has been a call for a more structured goal achievement system throughout the game and an end summary, this will be in the next version. Thanks again for the interest, should have version 1_80 out by Saturday. Bagel
  12. Bagel

    Dynamic vietnam missions

    Calhoun, because this is still a beta of sorts, we are all playing it in the editor>preview. If you like you can export it to single player missions and it will be transformed into a *.pbo file like any other OFP mission. The mission is close to completion, but not quite, should be totally finished in a week or two. Bagel
  13. Bagel

    Dynamic vietnam missions

    I decided against having a Pink team as then the US would have too many choppers, good idea maybe making an option to assign Aircrew4 and 5 to a Pink Team. I will have a look. Bagel
  14. Bagel

    Dynamic vietnam missions

    Thanks Evis, I have taken all addons outside of Nampack 2 out, I just need to edit the mission.sqm. I used to have the F4 and a Mortar addon in earlier versions.
  15. Bagel

    Dynamic vietnam missions

    You will need the SEB Nam Pack 2 , be on version 1.91 (preferably) of OFP , and the latest version of chain of command which you can get here: http://www.thechainofcommand.com/graphic/news.htm Give me some feedabck if you will, hope you enjoy. Bagel
  16. Bagel

    Dynamic vietnam missions

    Busy wrapping up this project and have completed a manual for the gameplay. It is a Word document. http://mysite.mweb.co.za/residents/nagelj/files/readme.zip Link for latest version: 1_75 http://mysite.mweb.co.za/residents/nagelj/files/tourofduty1_75.zip Bagel
  17. Bagel

    Dynamic vietnam missions

    What version of OFP are you using, you should be on ver 1.91, then there will be no problem. I don't think your current version recognises the typeof command which was only introduced in 1.90 or 1.91 I think. Go grab it at the official site. run again and let me know if the errors still occur, as right now on 1.91 I am running fine. Bagel
  18. Bagel

    Dynamic vietnam missions

    Here is version 1.75 http://mysite.mweb.co.za/residents/nagelj/files/tourofduty1_75.zip New: Operations (heli) have been moved into the firebase, closer to the assembly area and barracks, this just takes out the uneccessary transit between base and airfield. Airmobile Ops has been revamped, the LZ for a platoon is still there , but now I have added LZ and extract command for crews 1 through to 3. These are the workhorse crews. With the LZ command you can now command a single chopper drop off, great for putting a fresh squad back to his platoon location. Same with the extract command, you select which crew is to select, click on the map on a section marker and the chopper does the rest, brings the section hope, kinda like a dustoff or just a simple extraction. There is a field hospital at the assembly area. The chopper picks up the section, flys them home and disembarks them inot the assembly area. I have added two firebases (ALPHA , BRAVO)) represented by a Ammo,Feul and ambulance truck. You move them like any other unit, under HQ group. If you want to deploy,you select AIR/BASE SUPPORT from the special menu and click on the relevant FB listed. From then the arty will be moved to the location and thus give you more coverage. Both the FB's are mortar support. I will be upgrading the FB deployment to look like a FB, right now it is just three vehicles. If you lose them they are not replaced, so look after them. I have now added an NVA offensive section where if the H&M in a region reaches a high level i.e 80% a NVA platoon is created and they attack either one of the mobile FB's or the Main FB, depending on what region the high score is in. Now when arty is used it eats into your resources, just to prevent indiscriminate use. Thats it for now, this campaign is now nearing completion, I will wrap it up with a full intro,outro,briefing etc and take it from there. As usual, all feedback is welcome. Bagel
  19. Bagel

    Dynamic vietnam missions

    Hi Walker , Good stuff, I am busy working with the code Spinor sent me on the medevac process as we speak!! Coming right, and yes, using it for pow will be cool, in fact this process by selecting the action first and then the squad opens many doors , extractions etc. cya
  20. Bagel

    Dynamic vietnam missions

    Thanks guys , Captian , your method was what I had in the early release of TOD, a dustoff would go to a onmapsingleclick and disembark two medics, stay there and then when finished you would manually call it back. The preoblem with this was it was such a pain that I ended up just letting the squad die, so as to get a new respawn at base, also not very realistic as you said. Walker, once again I like what you say,the CE2 does know when there is a medevac needed, and this is a good prompt, what I am really after is the ability to select a squad and send a dustoff to them, pick up etc, or even better select medevac form the special menu and then somehow select the squad from the map for the chopper to go and fetch etc. I will fiddle on the weekend, I have completed the firebase issue , busy with auto reinforcement, will reintroduce ammo/fuel drops and have 1.80 out on the weekend. Thanks again Bagel
  21. Bagel

    Dynamic vietnam missions

    Thanks Walker, good idea by joining the injured to the heli squad and I will use it . The main question in my mind is how or what activates the injured unit joining the medevac, how do I call the medevac and point it to the injured at hand ?? I really the the joining group idea as the ai heli does a great and easy job of picking up members of it,s group
  22. Bagel

    Dynamic vietnam missions

    Great feedback Salt, I used to have an ammo drop and a medevac option, maybe it's time to bring back. For ammo I had a designated supply chopper, that would drop ammo at a spot with a click on the map, I will bring it back as you have a valid point. The medevac, I used to have a dustoff chopper that would go to a map click , drop off two medics and wait for the squad to arrive. I will get this back and try script an medevac, if anyone has idea on these two issues please post. Maybe the answer is using the supply train function in the new CE 1.22 , but supply by land will be cumbersome , especially with ai control, dunno give me your thoughts. I am working on firebase creation, this will include a supply depot and hospital in the base, including a helipad. Point taken on the reinforcement of squads , automation thereof is now on the to do list. I am not so sure on the auto embarking, as the pilot might be doing cobra duty at the time, but a message is good.
  23. Bagel

    Dynamic vietnam missions

    Hello Spinor, Yep I know about the Pink team an the supply train. I have not made up my mind if I need the pink team as with the pilot management system, more helicopters would tip the scales. I am going to use the Supply train to emulate the setting up of fire bases, where arty can be moved to get move coverage. Will do with the F4 thing, thanks for that. Bagel
  24. Bagel

    Dynamic vietnam missions

    Here is version 1.70 New: New intel model, you now access intel off the special menu, you can get vc data which will give you an indication of numbers of vc in each region, this is randomly inflated so it is not totally accurate. You can also access an informant for each region. depending on the H&M score they might be uncooperative, if they do cooperate they will display the location of three vc cadres in the region. There is a cost to each time you try. I have given the US 100 resource points in order that this may be tested, in future the points will need to be earned and intel will be a major consideration as opposed to reinforcement and hardware purchase. There are now two VC bases across the border, if a specop crosses the border and get close to a base a marker is placed on the base. You can then cross the border and raid the base. Be warned as the base is fairly well protected(Mortar,HMG) and the US is penalised for each turn it has units across the broder. The more units the more the penalty which is added onto the H&M scores, specops units dont get penalised, nor does your squad. Choppers are penalised more heavly than infantry so go in quick and hard, then get out. If you destroy a base the H$M scores are adjusted downwards and the base will be out of action for the next 10 turns, it will then recreate itself in a random location and business as usual. I have implemented a new squad management system , you won't see the diff but it was a bug that caused crashing when the max number of squads was reached. Aircraft can't do raids over the border, you get a no fly zone message, this would make the base raid too easy. Artillery is situated in the main firebase and I will enable fire base creation in the next release. I have removed the mortar and F4 addon requirement, making the game more genric, an A10 is used, will replace when SEB do aircraft. This version has totally integrated with CE 1.22, what a good job it is !! I hope you enjoy and please give feedback!! Bagel http://mysite.mweb.co.za/residents/nagelj/files/tourofduty1_70.zip
  25. Bagel

    Dynamic vietnam missions

    Thanks Spinor, I will post the mission 1.70 tonite when I get home. Great job on the CE btw!!!! Bagel
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