Chomps
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Posts posted by Chomps
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</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
<span id='postcolor'>NO!! Please don't delete the other smiley!!!
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"S-U-C-C-E-S-S That is how you spell success!"
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They'll wait and wait, and just when we're about to pass out, they'll let us breathe.
Get it? Oxygen, breathe..... oh, well screw you too!
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How about a Leer Jet, the official personal jet of choice for rich drug lord types.
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</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.
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It's been my experience that the default flying height is high enough to parachute from... but if it's not, well, if you want something done right, do it yourself (not a helpful answer at all).
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</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...
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Okay, clarify, what icon do you want and what icon do you have now? What do you want it to do when you double click and what does it do now?
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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.
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Oh, whew, I thought this was attitude in choppers... like that time my co-pilot started giving me wierd looks so I made him eject over the ocean.
What?
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</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.
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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.
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</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?
<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.
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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.
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I took out a chopper with an RPG in that Shilka-destroying black-ops mission on Kolgujev. It screwed me up though, it turns out the guards noticed the chopper exploding and falling out of the sky.
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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.
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I don't know about jet fighters, but I would like to see a helicopter or Harrier jet or something with anti-aircraft weapons.
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- 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.

Edit: It seems I have completely ignored the instructions...
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Either way, thanks for the help, guys.
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Thanks, for the info, Nocturnal... but I'm confused by this... CompuExpert is selling it already, apparently... maybe they got a special shipment or something...
Well, I'll try ordering it from them and hope they send me the right thing.
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It contains:
- Operation Flashpoint full game, upgraded to V1.3
- Red Hammer: The Soviet Campaign (20 new plot linked missions)
- 64-page Prima Strategy Guide focussing on the original game
I got that from Blue's News. It also gives the European release date, which, as you can imagine doesn't help me much.
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So the only thing the gold edition has over the regular edition is the single player campaign expansion and strategy guide?
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Yeah, the European releases of this game come before the US and Canada releases. I'm wondering if I should wait or will it be like another half year or whatever.
For those who have the 3D Glasses
in GENERAL
Posted
Yeah, those red and blue cardboard dealies just don't work, hard as I try.