Baphomet
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Everything posted by Baphomet
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I could have sworn I did this long ago. I have forgotten now. I've posted this query at OFPEC as well however not much of a response was generated. I'll post it here just in case someone who frequents here might know. The gist of my problem is simply this. I want to make a recoil that kicks back and up and then does not reposition itself. I believe I did this once already with another rifle I modified as it was a semi auto sniper rifle and I wanted to add some additional difficulty to it's use. I tried just making a recoil that goes : rifle1[]={0.050000,0.020000,0.040000}; However that clearly isn't what is needed. I'm wondering if I had just imagined doing it. I could have sworn I did though. I just can't find the addon I modified those long months ago.
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One thing I've noticed about the tailrotor failure script which seems to suffer from the same fault as my own attempt at incorporating it into an addon is the fact that it only seems to acknowledge a hit of any kind if it's explosive. For some reason the tailrotor thing won't execute from simple small arms fire. Which is really disappointing, since with anything bigger than that you run at least a 70% chance of getting shot to death before you can actually pile out of the crashlanded chopper. Is that just a thing that can't be modified or what?
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I've had a chance to fiddle around with ECP some and it's really not as bad as I thought. My ECP folder is a total of 0.98 mb and I only added the grenades and the effects and disabled the other stuff I didn't want via the sqs settings files. That in itself was a great idea. I especially liked the fact that you could tweak the finer aspects of the effects. The only thing I can hope for this is perhaps support for BAS vehicle scripts such as the ones on MH-47 and the like. If only because it'd make using them in multiplayer a one-click affair. Which although isn't necessary it's very convenient. Can't say I'm terribly keen on merging this with the explosion mod. I think the reverse should happen. Goldmember should be given permission to build his explosion mod off the ECP for those fans of his work.
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Well maybe since it's open source I can make my own abridgement of the whole thing and take out what I don't want and use only what I like. At least that's what it said in the readme, so I'll hold them to that. I'm just wondering though, how do the effects hold out in multiplayer? I know the dynamic range pack used to have a habit of causing ungodly lag if the person was hosting a listen server.
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Yes. But you've got to implement them in the unit editor. It's -not- the same. I have tried and halfway successfully imported vektorboson's into an addon I made however It was only if hit by something substantially explosive... (like a LAW) which defeats the purpose.. I couldn't quite manage to get it to execute under the criteria I wanted it to.
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There's only one thing in there that remotely interests me and that's the damn tail rotor failure script. All the rest of that stuff I could care less about. Can someone rip the stuff done in that or just make a similar thing with just the tail rotor failure? Or maybe just a.. scaled down one that has only cpp and script modifications? -insert standard Baphomet complaint about ridiculously large file size- It's 17 megabytes zipped. Dammit.
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I don't get much about it, however. Could it be possible to use this as a workaround for addons with eventhandlers only executing for the host in an MP game?
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I'd like to know how you'd get the custom scripts so they can execute for all players. The most direct method is of course not possible since you have to enter usually something into the specific unit's initstring you can't necessarily do that if you haven't built the unit yet. That's something I'm not entirely clear on how to do. However I do know building an ags17 (portable) or putting the bas MH47 (replete with all effects save dust) into CTI would add a bit of dimension to the game since I've been playing it a lot lately and I'm looking for something new to add to it.
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The aim is worse after running if you notice. The cursor bobs up and down just as if you were wounded in some cases. However yeah. That diagonal running thing works well when going up steep inclines too.
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I'm assuming this has been addressed previously, quite possibly even in this thread. However I apologise for not reading a 115 reply thread in it's entirety, I've got about half an hour before I go to work. I did however want to speak about something that has really been bothering me as of late. I'm not sure why it is now but it's the one true gripe I have about ofp. In ofp2 above all other small little tweaks or aesthetic improvements. I want to -not- get shot through a bush that -I- can't see through by an enemy that can. It's so horribly fucking annoying to dash by a dense group of bushes and have bullets fly out of them as if the the bush somehow picked up a gun and started shooting at me. I've had the same thing happen to me with tanks too. It's just retarded. I really hope this is something that's looked into during the development of the game.
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How many quads/atv-type addons are there for ofp?
Baphomet posted a topic in ADDONS & MODS: DISCUSSION
I know about christophs, and the reskinned desert one. However I was wondering if there were any other atv or quad type vehicles for ofp out there. I could have sworn I saw some different ones at ofpbase one time... -
True enough Oswald but the thing is it's not so much an issue of unit independence... UA -stops working- if that happens it seems.
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I just encountered a minor... issue with UA, I'm not sure if you guys are aware of it. It's kind of annoying. I think I know what caused it. I tested out the m109 on the desert island template and put some targets out by the big hill in the middle of desert isle and the m109 on the other end of the island where the obelisk is situated, I think when the m109 actually "saw" the targets itself  and started shooting at them something fucked up. Because it said that I didn't have an obelisk in the map and It most certainly did. @Oswald: Dinger responded to a similar post about grouped units and troubles with UA Artillery in your squad: the problems are numerous. The two big ones are: A. control system has to be local to the artillery units.  Disembarking/Embarking is going to switch it around.  Heck, server-side createvehicling with player-controlled units will be trouble. B. UA needs control over the units combatmode and behaviour. You can, however, create artillery units in a mission, using createvehicle, createunit and moveindriver/moveingunner/moveincommander; so it could work in an RTS or CTI-style mission, just with a different tech tree and some AI groups dedicated to them ... apparently there's problems of some sort with using UA and groups...
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I remember seeing something long ago about Kegetys making an m2 machinegun or something that could be disassembled and then the soldier could walk about with it, I recall Kegetys saying something about why he never released it. Was that issue ever addressed? I've lost the topic but I think it was on this bulletin board. Was it ever released?
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That sounds pretty cool but holy snapping assholes. The mod's 194 megabytes.
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If it's bigger in size and detail than footmunch's a-1, then I still like his better, for functionality reasons. Still.. nice work.
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I agree with mrzig, although I wouldn't expect something like that anytime soon. It already looks like a ton of work's been put into it already. Still it really would be nice. However so would probably a thousand other features. So I guess it's all about priority.
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Is there any plans to include some templates that are more of a "copy/paste" nature? The editor template was just some markers and that obelisk. -edit- Bah, nevermind. There's like two lousy steps you've got to take after opening up the template for it to work. Personally I'm amazed that integration of that simplicity is even possible with ofp. Good job guys.
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I want to get my hands on that pack and I can't seem to find out a place to download it from. Does anyone know? I will note that I'm not at all interested in their mod so to speak and I just want that addon. Any leads on where I can download it would be appreciated.
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I'll be damned. I thought I had totally searched ofp.cz for quakergamer's hummers. Sure glad to have them again though. I lost them with my last pc reformat. Thanks much.
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Yeah. However I do believe that it was INQ himself who caused the problem when he made changes for his weaponpack. Since I'm not a big fan of lowered performance in favor of looks, despite the fact that yes. I'll give it to him he certainly gave ofp quite the facelift. I really don't see his pack being superior more, an alternative for someone with contrasting priorities to that of my own and those like-minded. The explosion sounds and effects are really nice. Too bad the .bin is unusable for me.
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Think I found a bug though... In the demonstration level I switched a resistance soldier to a LAW soldier and for some reason I couldn't reload his ak47 after firing all the bullets. Even though I had magazines... Was that intentional or perhaps a bad .bin decompile that did it? @edc: That's debatable as to whether you have a super fast computer or you want to actually have a decent amount of units in your missions. Or you just settle for choppy frames if you choose the latter... which I refuse to accept.
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This makes playing ofp substantially more ambient. Nice job. I'm left scratching my head about one thing though, where the heck did you get your decoded bin files? I've been trying to get one so I can customize the ofp campaigns.
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One question... did it work? Personally I'd like to see a stripped down version of this thing (eventually). I'm kind of wary of even trying it again.
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Ok. Weird. I just played it again and I was west. The west made m60 tanks and such but still sometimes the ai commanders would run alllll the way to far off towns. Some ai routine for making raiding convoys that stop short of towns to dismount and attack would be cool; still a lot of work that would be I'd imagine. Even better would be ai that would salvage an empty vehicle if they found one and use that if they were waylaid and their vehicle damaged in the process. I still don't know if the ai opposition really makes full use of their vehicle making capabilities. Does the variable opposition control on the mission setup screen (low,average,...etc whatever) determine not only resistance but how much and what types of units the opponent will make? If so I think those should be kinda separate. I did one time hear off in the distance the sound of tanks fighting... or a tank shooting at something... multiple times... so I dunno. Can anyone confirm yes or no? Still, lots of fun to be had here. A lot of random events happened during the course of my play. Some of them a little crazy, like this BRDM that would harass my little platoon and take towns after I liberated them. Having my m2a2 chase it across the battlefield was rather comical to watch. Addendum: I don't know what it is, but I tried playing on the west with the game set to coop: east and the west sure was building lots of stuff... they also had access to more stuff right off the bat than when playing west with coop:west set on. The coop:east game the west built an airfield, a heavy vehicles factory... inversely the other game the west did very little. I'm beginning to wonder if you don't earn a substantial amount of money within the time the ai commander (on your team) starts building he will just sort of give up the ghost and stop building altogether. Hmm... it seems there -is- a thing for ai transporting themselves but it seems like the commander has to babysit them... same with paradropping and defend town orders and stuff... now I think a good idea would be to allow human team leaders to become something like assistant commanders or something, basically allowing players who don't want to command everything to do a few things to assist while the ai commander for their team does the bitch work