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Chomps

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Posts posted by Chomps


  1. Oh man, every time I play with this pack I find something else cool to do. smile_o.gif

    One suggestion, since you have all these mobile weapons systems, maybe you could add some kind of towing script for the AAA guns. I don't know, but it would be pretty cool. biggrin_o.gif

    Anyway, how exactly do I use the mortar? I can see already that its engagement range is a lot farther than the player can see (which is realistic, I assume). Why is it so hard to move the barrel upward, it kind of swings back and forth a lot. Can the AI use this correctly? How do I use the markings to aim? biggrin_o.gifbiggrin_o.gifbiggrin_o.gif


  2. eh, it's neither one of the two. :] just wait and see

    Well, I won't bother trying to get any info out of you out about that, because I don't think you'll give any. wink_o.gif I'll just trust you on that.

    Anyway, the Hummer pack looks beautiful, and I'll be sure to get the next version if you get the major bugs sorted out. It is great a small team has gotten together on this project. biggrin_o.gif


  3. Okay, I did a simple test, just the bare weapons and choppers, no scripts or anything on multiplayer.

    Both the BAS and BIS man-portable laser designators work.

    Both the BAS and BIS Kiowa helicopter laser designators do not work.

    There may have been some kind of error factor I am overlooking, but like I said, it was a simple test.


  4. I just have one minor problem with the new menu system. When I make missions I tend to preview a whole lot. In preview mode, I just hit escape, and arrow key, and then enter twice, and that gets me back into editing. Now, I have to move my hand to my mouse and click on continue every time. Small thing I know, but if you could fix that it would save me seconds of valuable time. biggrin_o.gif

    By the way, excellent mod, so few bugs for so many features. smile_o.gif


  5. I recently tried a little mulitplayer mission with some friends with BAS's Kiowa Warrior and an A-10 armed with laser guided bombs.

    I got into the air with the Kiowa Warrior with another player as the gunner. Meanwhile, another guy was waiting on the runway nearby in the A-10. My gunner paints a nearby building with the designator, however for me as the pilot, the dot does not become a diamond, and the pilot of the A-10 reports he does not pick up the laser target on his radar. I told him to make sure it was on by hitting fire, so I don't think that was a problem.

    What went wrong?

    Is it because BAS's Kiowa Warrior specifically doesn't work?

    Is something additional required in the mission scripting?

    Do the laser designators work at all in multiplayer?


  6. Simple idea for an addon... more sandbag structures. As far as I know, they are still widely used in the military for fortification. Think about how often the standard BIS ones are used in missions.

    What would be nice would be a pack of them, so they are consistant and look like they were made with the same sandbags. Some nicer quality textures, but maybe lower poly-count would be great. Ultra-low poly LOD models at far distance are key.

    Also, does anyone know what the problem AI has with sandbag walls? It is kind of silly that the AI soldiers cannot use sandbag walls well because even if they are forced to stand up by the mission creator, they do not want to fire over the sandbags until the target is half a meter in front of their nose.

    I tried messing around with the ones from the demo once to see if I could fix this little bug, but was not able to. I am sure there is a work-around, because other structures like the large sandbag fortress allow prone AI to fire from it at normal distances.

    Well, it is just a suggestion. There are a couple individual sandbag addons included with a machine-gun pit or something, but a large pack of uniform sandbags would be great.

    smile_o.gif


  7. PS: Don´t bother making wrecks, who really cares about

    them? The BIS wrecks are just fine.

    Hey, I like the wrecks, too. Try using the crashed Chinook model and setPos'ing a "glow and smoke" object inside some part of the chopper with "this inFlame TRUE" in the init line. It looks excellent.

    It is really a matter of opinion on if the BIS crumple effect looks decent enough for a mission, but I am sure many people do prefer the custom crash model mainly for appearances.

    smile_o.gif


  8. Yeah, I figure that is the main problem, aside from specialoperations.com, and the info page on your site (which I am guessing got a lot of information from specialoperations.com) I cannot find any other mention of it with a simple google search. I'll do a little hunting but chances are I won't come up with anything. crazy_o.gif


  9. Would it be feasible in the future to make a Littlebird version outfitted with a motorcycle rack? Perhaps you could use a method similar to the Chinook cargo system for the jeeps?

    I actually know nothing about this other than what was mentioned in the information page for the Littlebird on the BAS site, and I cannot seem to find any pictures of it online, I suppose it is not very commonly used.

    I suggest this because:

    a) You have a Littlebird model.

    b) You have a motorbike model.

    c) Even if it is not used commonly in real life, there are a million possible uses in the world of OFP.

    d) It would be insanely cool.

    e) My attempts at scripting it just look funny...

    2bikecarry.jpg

    It was cool to build up a lot of speed low to the ground, then release one and hope the driver didn't hit anything.

    biggrin_o.gif


  10. BTW, u dont need to have tracks, but u would need to use the rotating axle as wheels, then change the necessary selection names to that of the M113. It can be done and has been done. Would be interesting to see what other vehicles can pop out of the woodwork of an active brain. smile_o.gif

    I believe the problem there is that even with the rotating axles as wheels, it will still behave like a treaded vehicle. The front wheels cannot change their alignment like with wheeled vehicles when making a turn. Instead, the vehicle would turn by having the wheels on one side rotate backwards, and the wheels ion the other rotate forwards.


  11. I love that idea, maybe add that remove helmet option that the international infantry has. It would be good for cutscenes and would give plenty of effect for some missions were you are in the camp alot. If it's not to much work please incorporate this feature for the rangers, it would make one of the best soldier packs in the community even better.

    WE are considering adding a lot of features like that, things like openable doors, bits that are removeable, and so on.

    But, rather than clogging up the action menu with eye candy items - such as open/close doors - they will be defined in the cpp, but left to be operated in the mission, via triggers and waypoints. This way we can include lots of these eye candy features for cut scenes, and not clog up the action menu with them too.

    Excellent, that would is probably the best method. If the mission editor did, in fact, want the player to be able to manually operate those features, he could use the addAction command.

    Another, unrelated question...

    Do you plan on making additional versions of the SAW and M24 with the bipod up? It has always been a personal preference of mine to have weapons with the bipod folded up because the soldier looks better when he moves around with it, but I could understand many if not most people prefer it the other way. So any chance of an additional version? wink_o.gif


  12. Are you making any more variations of the Ranger or Delta units with different gear, like with no helmet or with special packs on them?  Or do I have to just wait and see?

    Always wear helmet children, you might fall and hurt your head! smile_o.gif Diffrent gear? as in ? different weapons, maybe different assault vests?  rock.gif anyway.. kick arse.. biggrin_o.gif

    I meant variations on the actual model of the soldiers to reflect some kind of change in their gear, not the actual weapons. smile_o.gif

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