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Chomps

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Posts posted by Chomps


  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Armourdave @ Feb. 20 2002,21:33)</td></tr><tr><td id="QUOTE">I'll delete the other smile.gif<span id='postcolor'>

    NO!! Please don't delete the other smiley!!!


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (4ntifa @ Jan. 29 2002,08:53)</td></tr><tr><td id="QUOTE">Uh, this is a difficult one. Making the chopper land and then turning off the engines at a sufficiently low height would do, but it wouldn't look enough like a crashlanding. The flyInHeight command could work, but the comref says it has to be over 50. Using dozens of setPos commands each moving the chopper a bit lower would be a really cumbersome solution. Awgh. This is difficult stuff!<span id='postcolor'>

    I tested it, the comref is wrong. I set a trigger to set the flyinheight to 0. As soon as it was activated the chopper descended rather quickly and eventually scraped the ground with its tail and exploded. This gave an excellent look of the pilot knowing the chopper was hurt and trying to bring it down for a crash landing.

    I also set a trigger that kills the pilot when it's very close to the ground, and that helped a lot with the look -- as it neared the ground, escaping enemy fire, something went wrong and it lost control.

    I configured these a bunch of different ways, but either the helicopter survives the crash entirely because it's more of a hard landing and really didn't look like it was crashing or the chopper touches down fairly gently and it still explodes.


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ Jan. 28 2002,17:56)</td></tr><tr><td id="QUOTE">I would like a new scenario once Visitor and Oxygen/Objectiv  is released, an Industrial Complex or a small city with multi story buildings and large interiors for CQB and MOUT, nothing else on the map,  thats the one thing i´m really missing in OFP. If there would be such thing, then there is no need to play SWAT 3, Ghost Recon & Co. It´s something different.<span id='postcolor'>

    Alas, the OFP engine is absolutely horrible in enclosed areas especially in terms of AI reactions, movement, and that whole thing about things falling through walls.

    Eventually, and it's bound to happen, a game will be released that will combine OFP with all those other CQB-type games and make everything better, but until then...


  4. What would I like to see:

    A helicopter or plane or any other type of air unit that has anti-air capabilities, even it's just an existing vehicle, like the AH1 with a different loadout.

    A mobile SAM launcher vehicle of some sort, there's plenty to choose from, I'd guess.

    This is a rather simple one... one of those really big tents with ten or twelve poles holding it up inside, and the sides all open. If anyone knows the name of a tent like that, please tell me.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Jan. 26 2002,10:49)</td></tr><tr><td id="QUOTE">The 1.42 patch says it stops them doing it so much.<span id='postcolor'>

    Yeah, they also said the AI Cessna pilot wouldn't bob the plane up and down so much, but that didn't quite work.


  6. Why don't you open up the eject script with NotePad and figure out how it really works?

    I got an eject script that would make the squad eject, but then the chopper would automatically land and all the people would run to it and board back in. In that case it just made the people straight out eject without unassigning them from the vehicle, so I added a line to it and it worked.


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ Jan. 29 2002,02:41)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Oh, and by the way, I'm not naming the mission "Black Hawk Down" so don't worry.<span id='postcolor'>

    "Hack Dawk Blown" instead? wink.gif<span id='postcolor'>

    Well, I was thinking more along the lines of "Black Hawk Dawn" and then set the mission at dawn, but then people would think it was a typo.


  8. I'm making a mission where the chopper that transports the player goes down (in enemy territory, naturally) and the first thing I have to figure out is how to make the chopper go down without the player and a select few of the AI teammates not getting killed. I also don't want to use parachutes.

    Basically, how do I create a controlled helicopter crash that doesn't automatically kill all of the occupants?

    I don't need step by step instructions, just any hint would be helpful, thanks. Oh, and by the way, I'm not naming the mission "Black Hawk Down" so don't worry.


  9. Yeah, I almost forgot. Certain entities like houses or troops or roads can't be seen if you look through the windshield of a vehicle while outside the vehicle. It's usually not too obvious, but in places like that large guard post in some bases surrounded by windows, it's really wierd.


  10. - AI support for the kneeling position.

    - Vehicles should bounce slightly less.

    - Ground vehicles should take damage from driving off cliffs.

    - Any extra editing tools would be great. smile.gif

    Edit: It seems I have completely ignored the instructions...

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