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Baron Hurlothrumbo IIX
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Posts posted by Baron Hurlothrumbo IIX
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OFP has more realistic bullet physics than any of the games you mentioned. The only thing is that you don't sway enough when standing. You do have to adjust your aim in OFP at ranges, although it could be tweaked a little.
I REALLY do not want luck to be a factor in determining hits, like it is in counter-quake.
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it does work with people, try it on yourself. Check the code you put in.
If you're putting ai on top of buildings, they usually fall off/ side off.
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Thats all there is really.
Civs have weapon strokegun + mags for it. Code is something like
this addmagazines [strokegun,1]; this addweapon strokegun
- somethign like that, I dont have OFP on right now - but it is correct, because it works fine in editor. As in, they have the strokegun weapon and can hit people with it.
I exported to Mg games and ran a lan to test - they do not have the weapon any more. All they can do is salute.
I know how to add weapons and stuff, I've done it before, but strokegun is creating problems.
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Hi, I've made a mission using strokegun as a weapon to kill soldiers and enable you to take their weapons. (you start with only strokegun)
Works fine in editor, doesn't work when exported to MP. Any ideas?
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Quote[/b] ]Also, normal soldiers should put all their gear in a plastic bag and use it for a float for their gear.Because you know how many soldiers keep zip-locks in their ammo bag
Yes. Army standard issue bivi-bags are easily convertible to a watertight bag to put all your kit in when crossing rivers/ lochs. Done it loads of times.
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Quote[/b] ]It would make the game so difficult.GOOD!
I dont like easy games! They have no challenge! There is no reward in completing them.
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It would be nice to have a mount weapon feature like in Day of Defeat (great half life mod - semi- realistic wwII weapons)
in that you can use windowsills, sandbags, broken walls etc to support your bipod (bar, machine guns, bren gun etc) which lowers your recoil and makes you more accurate.
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Actually frankie, the game doesn't get any faster with a faster PC, it just is more likely to run at the speed its supposed to. If you tweak it right you can get a 500mhz to run OFP at the same speed as a 2.4 (will look absolute donkey ba's tho)
How can you have unrealistic reaction times if the whole game is speeded up? The ai would react faster too.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SlickPilot @ 21 May 2003,07:29)</td></tr><tr><td id="QUOTE">I guess we would have to have a refuel/defuel option when next to a fuel truck-maybe every time we push enter it would give or take something like 10 percent of our fuel. Â It could also be an interesting way to airlift fuel to a forward position unless fuel trucks have an inexhaustable supply of fuel like they did in OFP.<span id='postcolor'>
Fuel trucks don't have unl;imited fuel in OFP1
Theres a setfuelcargo command
And on the map 'Last Dance' on Lol server if you refuel a lot of stuff with the same truck it eventually wont refuel any more.
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Seems to be a bit of confusion between IR and UV - most night vision is UV. IR usually needs liquid oxygen canisters to supercool the detector plate in order to pick up the changes in heat. NV works off a battery. Of course there are really high tech versions of IR that dont need cooling like that but I reckon the ones in game are UV.
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put playergroup = group this into every players init
then no matter how many people are playing/ not there wil lalways be a group.
Also use
(units playergroup select 0) instead of leader because apparently the leader one is only the leader at start (IE if he dies hes still leader)
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Just be sure and make the AI not able to see through foliage! Just played some nice hard coop maps but usually died because of AI shooting through bushes at me (us) when we cant see them - and I dont mean after they've seen me.
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one of the small islands on any map + editor upgrade = small highly detailed varied island
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thats all just mission design stuff, its already doable in OFP
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IMO its too late to talk about this now since they are already in development and the BIS coders will not want to change (I assume they like the way they are doing coding atm)
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As long as there is an option to get the DL manually (I dont like auto updaters because
a) You can usually find a faster mirror yourself
b) someone you know / on your lan might have the update already
c) you might not want to update (your regular server might not have update yet)
d) they take up more system resources than a simple dl
)
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If the script is activated via a trigger it doesnt need to be sent to server, correct?
If it does, could you explain as if to a child how to do it
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sir! thou art my saviour!
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Great
but how do you make it work with addaction?
I want anyone in a small radius to be able to do the action 'steal radio'
I have trigger set up as above,
I tried putting
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"beacon = _x addaction ["steal beacon","stolen.sqs"]" foreach thislist<span id='postcolor'>
and </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x addaction ["steal beacon","stolen.sqs"]" foreach thislist<span id='postcolor'>
in its activation but it gives me an error 'unknown operator steal'
EVEN THOUGH steal is in quote marks.
stupid thing.
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Not all the vehicles in OFP which have this have radar so its a bit wrong.
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Problem is that most people don't download addons that arent popular/ well linked to (see how many people here didnt even know about the trains)
Which is a HUGE problem with MP games, so it would help to have some features which are currently addons integrated into ofp2.
Although as for these particular ones, I dont see much use.
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No there isnt.
Not without an addon.
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I dunno like, some rifles really are more reliable than others.
The AK47 is incredibly reliable because its made with such low tolerances theres still enough room for the bolt to move in the body of the rifle if theres some mud in it -but this means that its not very accurate.
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I like all those ideas except this one:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">
65¬:Realistic Ammo.
-Instead of having magazines unique to each weapon, how about making ammunition that is standardized between NATO and the WP? For example, instead of M16 magazines and XM-177E magazines, you have standard NATO 30 round 5.56mm magazines. That way, a squad with M16s, M-4s, XM-177Es, G36s and other 5.56mm weapons can pick up and use any 5.56mm ammo from the dead and wounded.
<span id='postcolor'>
Although in theory all 5.56 ammunition is the same, there is a real difference between 5.56 american and 5.56 European. Using one type in a rifle not designed for it will work... but not very well - lots of jams and possibly misfires. So you might get problems if you stuck an m16 mag into a G36, and vice versa. Although I suppose they could say the european weapons had been optimised for yank ammo since they were fighting together or something.
Do we need another scripting language?
in ARMA 2 & OA - SUGGESTIONS
Posted
*sings 'not gonna happen, not gonna happen, not gonna happen *