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Chomps

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Posts posted by Chomps


  1. If you want an example of where a larger group would be useful, take a convoy transporting troops.

    If all the drivers, and all the troops are in the same group, they will:

    - Be able to respond to an ambush better, as if any driver sees a hostile, all the troops know about him too.

    - Automatically take control of any truck whose driver has been killed.

    - Redistribute troops amongst transport vehicles if any become inoperable.

    - Allow for whatever length of convoy is wanted (More than one group in the same line has a lot of problems moving smoothly.)


  2. If you want an example of where a larger group would be useful, take a convoy transporting troops.

    If all the drivers, and all the troops are in the same group, they will:

    - Be able to respond to an ambush better, as if any driver sees a hostile, all the troops know about him too.

    - Automatically take control of any truck whose driver has been killed.

    - Redistribute troops amongst transport vehicles if any become inoperable.

    - Allow for whatever length of convoy is wanted (More than one group in the same line has a lot of problems moving smoothly.)


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ July 28 2002,03:29)</td></tr><tr><td id="QUOTE">It can be done, but would it be worth it?<span id='postcolor'>

    Well, this is not exactly the original point of the thread, but to defend his idea, just because there is this capability does not mean you must have eleven groups of twelve. You can easily have three groups of six, attacking a target from three sides. Secondly, your commands would be more general, like "move to this town" and so can easily be done with the map. The specific instructions of the squad will be handled by the AI in charge.


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Harnu @ July 28 2002,03:29)</td></tr><tr><td id="QUOTE">It can be done, but would it be worth it?<span id='postcolor'>

    Well, this is not exactly the original point of the thread, but to defend his idea, just because there is this capability does not mean you must have eleven groups of twelve. You can easily have three groups of six, attacking a target from three sides. Secondly, your commands would be more general, like "move to this town" and so can easily be done with the map. The specific instructions of the squad will be handled by the AI in charge.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HellToupee @ July 28 2002,03:05)</td></tr><tr><td id="QUOTE">i would like it if u could command officers who have there own squads where u could give an aicsquad normal orders and the officer will control the seperate troops.<span id='postcolor'>

    I think you can do something similar with enough scripting. Check over at OFPEC, they may have something you are looking for.


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (HellToupee @ July 28 2002,03:05)</td></tr><tr><td id="QUOTE">i would like it if u could command officers who have there own squads where u could give an aicsquad normal orders and the officer will control the seperate troops.<span id='postcolor'>

    I think you can do something similar with enough scripting. Check over at OFPEC, they may have something you are looking for.


  7. I am guessing that groups were capped off at twelve units so in the case that the player leads the group, there is enough space for all the icons on the bottom, and so that each member matches with one of the 'F' keys. Also, so there are only twelve recorded pieces for units saying the number of the unit.

    What I am asking is if there is a chance in the future that there will be a patch for OFP that will allow support for unlimited, or an expanded limit for units in completely AI-controlled groups.

    There could be safeguards like not allowing a player or playable unit to exist in a group with more than twelve units in the editor. If a player join to a over-twelve unit group with a script or waypoint, well I do not know.

    Are there group limits throughout the code that would make this impossible to do without a complete reworking of everything, or would it be possible?


  8. I am guessing that groups were capped off at twelve units so in the case that the player leads the group, there is enough space for all the icons on the bottom, and so that each member matches with one of the 'F' keys. Also, so there are only twelve recorded pieces for units saying the number of the unit.

    What I am asking is if there is a chance in the future that there will be a patch for OFP that will allow support for unlimited, or an expanded limit for units in completely AI-controlled groups.

    There could be safeguards like not allowing a player or playable unit to exist in a group with more than twelve units in the editor. If a player join to a over-twelve unit group with a script or waypoint, well I do not know.

    Are there group limits throughout the code that would make this impossible to do without a complete reworking of everything, or would it be possible?


  9. The equipment pictures for the FAL and the G3 are reversed, displaying the G3 when you really have the FAL and vice versa.

    When looking through car windows from the outside, objects sometimes disappear. (This problem has been there forever, although in 1.75 looking through glass on buildings is fine).

    Tracers cannot be disabled for handguns.

    Trying to disembark from a boat while underneath the bridge will place you right on top of the bridge. (Not a big problem, but worth mentioning because you cannot make a black ops mission where you sail over to the bridge and place satchels by the supports.)

    The campaign is too difficult for me, this must be fixed immediately. biggrin.gif


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ July 19 2002,17:54)</td></tr><tr><td id="QUOTE">In resistance when you drop a single pistol clip it shows a model of a 'pack' of some sort.  However, when you try to drop a magazine using the method described above it will simply drop an empty(no ammo) instance of the actual gun model. Is there a way to get the packs to show up using the method above or  another?<span id='postcolor'>

    Just use addMagazineCargo ["M16",5] on the Weapon holder, it works for me, I see the pouch.


  11. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ July 19 2002,17:06)</td></tr><tr><td id="QUOTE">yes....or you could specify co-ordinates there as well.  However, it seems that so far the dropped weapon model is not an exact location in relation to the co-ordinates...this is to say that it will not appear in the exact location that you place the 'weaponholder'.   Perhaps Im doing something wrong, but it always seems to appear to the left or to the right of the spot which the holder is placed.<span id='postcolor'>

    Are you trying to place the weapon on top of another object, like on a building or wall?


  12. Two questions:

    First, what command would I need to make a unit drop a weapon on the ground?

    The second one may be more complex. Is it possible to place a single weapon somewhere in the map (meaning not on a person or in a vehicle or crate)? I guess a script involving spawning a person with the weapon, having him drop it, and then removing the person would work, but is there a simpler way?


  13. Is there a command line argument or something that will let me completely disable sound? It is not that I do not want to hear it, but rather a problem with my sound card is causing the game to crash, and until it is fixed, I will bear to go without sound. Will lowering the volume to zero disable the sound, or will it just still process it but make it inaudible?


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ June 09 2002,22:31)</td></tr><tr><td id="QUOTE">Yea... and i cant believe the soldiers arent coughing on the battlefield.. EVER?!

    Especially when using smoke grenades, it should cause them to cough.... A very important thing i might add.

    tounge.gif<span id='postcolor'>

    I guess you are implying that I am nit-picking on a minor detail, but the thing is that it would not have been harder for the launcher to be mounted lower on the soldier's back, I just want to know why they are so high up. It just looks wierd... like LAW soldiers all have exhaust pipes as if they were trucks.

    *cough*


  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ June 08 2002,03:15)</td></tr><tr><td id="QUOTE">WOuld be kinda kewl to have an animation for the soldier pulling open the LAW launcher to full size...but its not too bad the way it is now.<span id='postcolor'>

    Indeed.... but I'd settle for better-positioned weapons on the soldier's back so it does not look so "goofy".

    BTW, did you use to run Suchey's Skins?


  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FetishFool @ June 08 2002,03:03)</td></tr><tr><td id="QUOTE">In real life, LAWs are carried with slings.<span id='postcolor'>

    Well, it would be best for simplicity that they remain on a sling as they are in the game... but unless these slings are tight rubber bands, or are strapped to the center of the launcher, would they be held up with the top so high above the shoulders?


  17. Please correct me if this is the way soldiers actually carry around such weapons, which I honestly cannot see being so.

    Why are the LAW/RPG launchers so high when they are on the soldier's back. They stick up past the soldier's head while if they were lowered to just below his waist, they would attach beautifully. I am actually reluctant to use too many in a mission because I find them to be just plain ugly.

    I suppose the creators just wanted to be able to reuse the animations for all shoulder-fired weapons, so the height of the weapon is probably reliant on what part of it the hands should be holding when the soldier uses it. However, even the AA and heavier AT weapons are higher than they could be.

    So, three things I ask:

    Can anyone tell us how weapons like these are carried around, just for my information?

    Is there anyway that this can be adjusted with a user addon or something?

    Is this worth bothering to be changed in a patch?


  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Antichrist @ Mar. 20 2002,13:52)</td></tr><tr><td id="QUOTE">More likely like

    JA2:UB was to Jagged Alliance 2<span id='postcolor'>

    *Shudders* Please never mention JA2:UB anymore...

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