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Baphomet

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Everything posted by Baphomet

  1. Baphomet

    mapfact.net releases XCam Console

    What option to what item? These players aren't in my group... Perhaps I'm misunderstanding what you mean. I'm pretty sure somewhere in the initialization of xcam, although I'm not a knowledgable scripter, I'm pretty sure it just enables the console for anything that's a human player, it doesn't discriminate amongst groups, etc. So as I said before, if anyone -was- familiar with it, could they provide some kind of workaround, to add xcam access through the action menu to only one specifically named unit.
  2. Baphomet

    mapfact.net releases XCam Console

    I've got another question. I've been using Xcam successfully now as a mission management suite for administrating multiplayer missions. Certain things don't work on the client, but I can however create attack waves and maneuver groups, etc. The only problem is, when you run xcam in MP, everyone gets the option to run the console. Would there be any way to specify in the script that a unit with a certain name, like aP, or something could only run it in that game? I know my friends won't cheat using it, but still. If someone is using a unit that depends somewhat on action menu items and xcam is there, not being used. It makes things cumbersome for them. Any suggestions?
  3. Baphomet

    wind and other environmental things affecting play

    Kentucky windage my friend. Aim, respot, compensate. It draws out firefights to a more realistic level, and I'm absolutely sick of cracking off ridiculously accurate shots at long distances, both doing them and having them done to me. I want gunfights, and simply increasing the dispersion is a really sad sad substitute. Me too! Especially because of the multiplayer aspect. ... I must say I'm at complete concurrence with the former quote and totally at-odds with the sentiment of the latter. There are plenty of games out there that cater to those needs. OFP is supposed to be a slightly more erudite simulation. I agree again, wholeheartedly. It's tiresome to see everyone equally proficient at everything, being the law master, sniper-gods that you typically see in multiplayer games. Although I would rephrase your last sentence to state: "Applications of weaponry and vehicles of an advanced nature should entail greater difficulty." People forget that feats of marksmanship can be performed with any firearm (not just sniper rifulz. Omg.), it's just more apparently difficult hits should be just that, more difficult and require more adeptitude to perform. Imagine an ofp game where everyone brings something unique to the table. Drivers, pilots, snipers, etc. All honing individual abilities that create believeable roles in a combat situation.
  4. I was wondering if anyone knows how to make, or if anyone -has- made a dynamic music script for missions. I was thinking something based around the proximity of enemies, one track would play when enemies weren't around, and when they came within a certain distance, a different track would play. I'm making a multiplayer mission using Ocean island and General Barron's vampire pack, which suprisingly works well without any serious problems (mostly local script effects aren't viewed globally so players can't see the other's effects from holy strike, etc). So far the mission has a decidely resident evil outbreak kind of feel to it, what with being swamped with undead types in an urban setting.
  5. Baphomet

    Dynamic music?

    I'll have to give this all a look. Thanks for the replies guys.
  6. I love technical improvements like these, nothing renews the game's appeal more than innovations like these.
  7. Baphomet

    wind and other environmental things affecting play

    Wind in Game 2 = For the win. Honestly I can't wait to have more realistic limitations on accuracy both in terms of simulating human error and environmental influences. I truly hope it happens in some capacity.
  8. Baphomet

    Mercenaries 1

    Â Â Â Â Â Â No walking around on vehicles? Wtf? There's got to at least be shooting from cargo positions? What kind of game are they making? Â Not if it doesn't have any significant gameplay improvements over ofp!!!! Â
  9. Baphomet

    Itweas Ninjas

    I have no problems with asking someone, however if it stagnates the further development of something the community has an interest in because the creator has taken a hiatus... for whatever reason. It's an absolute load of bollocks to suspend any kind of improvements because it's possible you may make someone cry. Regardless of whether they're ok with it, you're telling them you're doing it. If they want to froth at the mouth because the majority of people may like the modified version more, they can keep a box of tissues nearby just in case it's too painful to endure. That's all I'm saying, In the end, nobody's trying to steal anything. Someone may just have a different idea on how the addon should work, information wants to be free. Itweas doesn't seem to mind much, so it's not a big problem at all. I dislike that somewhat childish mentality though. They're OFP addons. They're meant for enjoyment. Does that mean I have to download a shitload of addons? I don't want to wait around, and it sounds like the next release will probably be higher poly than this one, or just different, and I like how this one looks just fine. EDIT: Ok. So, if it's going to be a tremendous pain in the ass just to get the Karillion's modified version, I'm just going to ask one of you guys if you know how to make the high jump have more forward velocity. That at least would be a bit more useful, so far my attempts to modify the _sp variable in #starthighjump are unsuccessful. I'm assuming that's what I need to modify to make him move forward more. I'm just not sure how to do it.
  10. Baphomet

    Itweas Ninjas

    That sounds like a lot of whiny B.S. If someone's going to get that upset over making improvements to an existing creation without essentially stealing credit for the addon, they need to re-evaulate their personal priorities. I doubt the author will mind, if of course he has a life beyond the game. I think it'd be wicked if BIS enforced some kind of open source policy for all end user content made for use with their game. A clever circumvention of that would simply to be to post code and instructions on how to integrate it into the unmodified addon. You can't make a good omlette without breaking a few eggs, same goes for OFP addons and egos I would assume.
  11. Baphomet

    Itweas Ninjas

    Karillion. Post your modified version! I really want that climbing ability! Hell. Post all your modifications. Those sound too good to keep to yourself! Also can anyone post a d/l link for that other city?
  12. Baphomet

    BD Grenade Pack v1.6

    Don't know if I'm beating a dead horse here or not, however I noticed the stun and flashbang grenades persist after discharging. Which is kind of weird. As far as the whole effects of bouncing/stun etc. I'd say just ask the ECP team if you can port theirs out for specific use with your addon. Because really, their effects are the best. It'd be like grenade/bounce suppression lite, or something. I dunno. That's my two cents.
  13. Baphomet

    Sinews of War - The New Resistance Campaign

    Keep with it. Hopefully BIS was paying attention to what the community is doing mission/script wise and hopefully they'll make things easier for you to realize those goals with ArmA and Game2.
  14. Baphomet

    Bio Hazard - Apocalypse!

    X-com Apoc was my favorite. This looks like some fun. You should make an actual X-com style mission for OFP that works in MP.
  15. Baphomet

    Itweas Ninjas

    I haven't tried it on tonal, however I -have- been playing with this on ocean island. Lots of places to climb and wall jump, alleys to dive into. It's especially wicked repeatedly walljumping until you hit the top of an apartment building while you have a bunch of jmg cops or what have you shooting at you. This addon really broke new ground, this makes me wonder what kind of other things you could do on the similar concept. A predator? Maybe? For whatever reason? Personally, for the single player aspect, it'd be kind of cool to have a scripted function to make your guy leap at the nearest target facing you, and perform some kind of execution or melee attack animation, and then just run a script to do damage to him or something. The multiplayer problems are a pity, what with OFP not liking playmove used in MP and it not working 100% Does the addon still generally work sans animations? I think I'll still try it. I've set a bunch of challenges for myself with the editor and ocean island. One of which will be to use an FDF stickybomb and leap onto a tank of some type, and attach a bomb and leap off and detonate it... only problem with that is it's so much work to just jump really far. I'd kinda like to change that myself I think. If I can manage. Anyhow. This addon, totally awesome. I haven't had this much fun with any addon in a very long time. EDIT: I just had a thought whilst playing with the ninja with that thrown weapons pack. (throwing knives, yay!) The throw animation for the ninja is different. Is it possible to shorten or speed-up the animation so that throwing is a bit more useful? That way he could whip knives at guys with relative speed so you don't run the risk of being gunned down in mid throw?
  16. Baphomet

    Itweas Ninjas

    Holy shit. This makes OFP fun again. I'm also totally impressed that the unit design isn't some million poly monster that's supposed to somehow compete with OFP2 quality screenshots. *cough cough* It's FUNCTIONAL. It works just fine on my 1.8 ghz machine while playing a reasonably decent sized mission. That's goddamned awesome. My only gripe is the fact that he can't use pistols, the perform action command is cumbersome as a menu selection. (perhaps as a keypress it'd be easier?)... And of course it'd be neat if he had some kind of melee weapon, but you can't have everything. As it stands the unit itself is just awesome. Cheers. NOOOOOOOO! Dammit. He looks fine the way he is. Don't you dare make any changes to him gameplay wise whilst alienating people who don't want fifty million poly models!!!! Â He looks close to stock quality, that's fine for me.
  17. Baphomet

    crBF

    No addons. Wicked. I'm going to try it ASAP.
  18. Baphomet

    Sinews of War - The New Resistance Campaign

    Yes. This should be paid attention to by other mission makers. Forcing many/varied addons = suck. I've always had an interest in SOW, Looks like I have a pretty good excuse to try it out on a LAN sometime soon if I can. I have always thought the SOW technology had potential for many different genres of missions. Especially the more unconventional types. I'd like to see a truly dynamic and almost never ending campaign in which random encounters were spawned and there was an overall objective that could be triggered by doing a thread of missions, but wasn't totally necessary. I think SOW would greatly complement something like that.
  19. Baphomet

    ECP 1.085 Released!

    Persistent brass... essential. Flashbang. Nonessential. Go figure. Â I think if the explosion suppression script will work for anything with an inherited grenade class. It shouldn't be too hard. If not. Then I have some digging around to do. I wasn't interested in making one that's effective on AI, more or less just something fun for deathmatch. I'm not looking for anything fancy. Anyhow. Thanks for clarifying that init.sqf issue. EDIT: Ok. I have another issue about this whole AI join/release business. It seems you can't just recruit guys off the street if you don't already have at least one guy in your squad. Unless I'm doing something wrong. This kinda sucks. Since I was going to try making a mission with that specific feature. I also can't seem to recruit guys from other squads even though I specifically disabled that feature that restricts that.
  20. Baphomet

    ECP 1.085 Released!

    I'm not even going to get into that. I don't know why I mentioned it. Anyhow. Now that I understand what you mean, I agree wholeheartedly. I'm planning on scaling back a lot of nonessential features, however the in-game menu seems to do absolutely nothing. The init.sqf file seems to be almost entirely commented out. This isn't as straightforward as it was in earlier versions... How does this work? Do I undo the comment marks like this? Which portion is necessary? Is the top portion script as well? // Chopper Dust Effects // ==================== ECP_h_dust_enable: Â // true / false, default is true ECP_local set [33, false ]; After playing around with the mod for a bit. I've noticed one rather nice aesthetic feature. The explosive suppression effect. I'm surprised you guys didn't code in a grenade that was relatively nonlethal to serve as a flashbang. I think I'll do that myself once I get this whole business of disabling features figured out.
  21. Baphomet

    ECP 1.085 Released!

    I disagree. An addon should never force an individual with a base OFP machine on with reasonable detail settings 800x600 900m drawdistance to scale down. That's ridiculous. That's what's wrong with the addon community these days. OFP is still a battle simulator.
  22. Baphomet

    OFPReplacer

    Hopefully it doesn't require .net framework? As it's the refried bean burrito skidmark on the underpants of satan himself... EDIT... NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO Â Goddamned Dot-fucking-Net. I want to stab Bill Gates in the eye with a pencil. Virtual machine sucks the life out of your pc. Couldn't this have been written in VB? I mean really!?!!?
  23. Baphomet

    Dynamic Campaigns

    Most significant planned features from my opinion: -Modular design system -Sanctuary's addon-free template I for one am perfectly happy using certain addons but not others. Sometimes because of performance issues, other times because of convenience. This is by far the most influencial feature.
  24. Baphomet

    ECP 1.085 Released!

    I haven't used ECP in ages. After seeing that the focus went from useful/interesting features to making semi permanent brass ejecting from weapons. I was a little put off. Can you still specify what features you want or not? Especially the IMO more trivial/lag-inducing ones? After looking at the post above, I think my concerns about the modification bogging the game down were well founded. I didn't even have a chance to read about all the features yet. I liked a few of them. However honestly a lot of that stuff just doesn't work if you really want to put OFP to serious use.
  25. Baphomet

    Weapon Sighting

    Every gun I've ever fired has never been perfectly sighted. Scoped or with open sights. That's more or less the challenge of shooting. I don't think I've ever fired a gun that was "center of crosshair on target, fire, hit".
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