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Everything posted by crassus
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Handsignals Command System Released!
crassus replied to General Barron's topic in ADDONS & MODS: COMPLETE
Wow! Great stuff, G.B. I like how the squad will maintain its position relative to you, but not so strictly as the "old" way. I can back step and shift/strafe left or right and they'll remain in place; they move only when I move forward. Some things I've found, a few you're probably already well aware of and some suggestions mixed in: 1) No sound for "Move out" 2) Is it the Team Leader that's highlighted with Target box? If so, it seems he's highlighted yet the first one to react to hand signals is the closest man to the player, not always the team leader? 3) RTO rushes with the squad. Shouldn't he be stuck like glue to the player, staying as near to the player as he does when marching? 4) "Adding some of the default OFP squad commands that were not yet included". Will that include setting the squad to "safe", use the tactical/alert carry? (I use Sanc's and Locke's anims...) 5) At least for the RTO, what if clicking "RTO" automatically ordered him to move to the player? Then would another order be issued. 6) Player hasn't moved check? If the player hasn't moved in 20-30 seconds, squad halts in place automatically. 7) "Get-In" from "Rally": I did a head count right before ordering them on the helo. When I did issue the order, they crawled to the helo. How about they stand automatically after receiving "get-in" order? 8) Tutorial: a. The first time we landed near arty range, two fire teams ran off to the north. I think they were chasing the helo, as I think I gave too many "get-in" orders. b. Not sure as to when the radio/arty portion of the Tute was complete. I used up all my fire missions, but no indication my period of instruction was completed. 9) HS_Template.Intro: Nothing major, but the init was called from the "hs" directory, but you'd left it in the mission's main directory. I don't know what it is, but I'm not as cavalier with this "new" squad as I am with one using the default system. I guess you could say I "care" about them a bit more. It is a tougher fight with your system. Maybe it's my attack (I'm moving west to east, trying to clear out the outposts, then moving to Houdan. I hammer the second, inner outpost with arty as I hit the western one) but I've died every time, usually losing all but one to two of my Marines. (See what seven years in the Wing did to me!!!!) -
A4- Skyhawk re-release Public Beta
crassus replied to colonel_klink's topic in ADDONS & MODS: COMPLETE
Great work, Col. I love the tailhook scripting. I'm not sure if you'd call this a bug, or just a necessary or unavoidable part of the script, but with engines off and no forward velocity, lowering the tailhook "drags" you back a couple of feet. Perhaps a check could be made to make sure both forward movement exists as well as the plane being on deck before the scripting is called. 1) Repeating the request for pilot-controlled canopy. 2) Any chance you will increase the field of view, esp upward, when in first-person view? -
I see Sanc's and Locke's anims are present in this mod, but apparently Locke's Lean/Roll are active only in the 3 Demo missions. Anybody else experiencing this? @4in1 What must I have in place to get the support functions to work, at least the airstrike, since that's what you got to work?
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Maybe aligning the sun with the highlighted rock will unlock more features in OFP. Or maybe, it will unleash the Dark One upon us.
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Everyone, say it with me. All, Hail, BD!
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Thanks for fixing that M61 Bug. Will you check my coding here please?<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this removeMagazines "handgrenade"; this removeWeapon "handgrenade"; this addMagazine "BD_M61"; this addWeapon "BD_M61"; [this, 1] exec "\BD_grenadePack\AddNewUnit.sqs"; Your handgrenades--almost everything works, just that there's an "empty" frag left in my inventory, waiting to be "reloaded".
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OFP Mod Selector - Release
crassus replied to Operator of dissidence's topic in ADDONS & MODS: COMPLETE
I'm sorry. That's what I get for procrastinating. I've a feature request: And sincere apologies if it's been suggested (glanced at other replies, looking for similar suggestion): Check box to enable Window mode, rather than have to add it as a parameter. -
Mapfact's Dynamic AI Creator: Preview
crassus replied to raedor's topic in OFP : MISSION EDITING & SCRIPTING
About these random waypoints: Just glancing at the screenshots, I'm still left wondering if the AI will follow/stay on the roads. I'm guessing they will if their combat mode is safe, etc. -
Oh, why is it Pack Version 1.6? Shouldn't it be 2.2?
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Thanks in advance. Will check 'em out tonight. Sad to see your grenades not part of BMI operators...
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Not to continue off-topic and turn this into a "Why Sci-Fi" Thread....I just watch for Amanda Tapping.....
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Major Fubar:
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Shouldn't we be able to travel back to the point of departure while the gate is still active? Meaning, when I leave Earth for Abydos (sp?), while the gate is still active, shouldn't I be able to return to Earth?
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Wow, with a capital "W"!!! Great work guys.
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Details right down to the chaff and flare dispensers.
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That was it, Sanc. Thanks very much.
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Thanks to Brsseb and his Now, I've dePBO'd others' civilian Helicopters, but I cannot determine what removes the weapons completly from their birds. I went as far as altering the config, reducing the inheritance to just the helo class: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All{}; class AllVehicles:All{}; class Air: AllVehicles{}; class Helicopter: Air{}; class FirstHeli: Helicopter { side=3; scope=public; displayName="My first heli"; model="\firstheli\firstheli"; nameSound="chopper"; hasGunner=0; crew="mtybellfloatCrew"; //crewman from Martin's Bell helocopter maxSpeed=130; armor=60; transportSoldier=1; accuracy=0.08; simulation=helicopter; typicalCargo[]={Man}; driverAction = ManActUH60Pilot; enableSweep=true; driverIsCommander=true; }; }; Doing this, I was able to remove the rockets from the helo, apparently inherited from the UH60 Class, but why does the machinegun and TOW show up in the inventory? (And yes, I know I misspelled Helicopter )
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I'm continually amazed at the level of dedication within our OFP ranks. We've a guy working on just grass....and here's UNN working on airfield related stuff. When do you sleep, UNN? Hope you're not spreading yourself too thin, between this stuff and your debarking helos scripting. Keep up the good work.
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Hey, guys, can we expect custom firing, etc. sounds for the shilka?
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Good work on the ARC. I don't know if this is a concern, but I tried ordering an AI pilot in my group to land using the actions in the Menu, but ordering "[AUTO LAND]" apparently has him Activate his S-Foils and zoom off.
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Shinobi Yeah, he jumps he swims..... But when is the question
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Hey, Trixta, I'm having a similar situation to deal with in a cut-scene I've done, but am trying to fix: two different "rpgGuys" will not consistently target and fire on the targets I put practically right in front of them. It dawned on me a possible solution: I already have them hidden behind a clump of trees; when the scene calls for them, they're setPos'd to the appropriate spot. My solution, which I've yet to even test, is to use Blanco's Scripts with the ICPanims. These scripts will "lock" the rpg gunner into the kneeling anim. I'm guessing we'll have to remove the rifle just to make sure he doesn't revert to it when we don't want him to. I'm thinking, we "lock" them in the "READY" pos, behind those trees, rpg ready, setPos them by script, and set them "setCombatMode Red" and "doFire". As I said, I've yet to try this combination of ICP_Anims, Blanco's scripting, and a baseball bat across the skull to get them to fire.
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Here's a blast from the past. Anyone got this on their to-do list?
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RHS releases: Naval Infantry/Spetsnaz Pack v1.00
crassus replied to Shadow NX's topic in ADDONS & MODS: COMPLETE
Thanks, RHS. They look great as usual. -
Locke, I'm sure you're enjoying the release of ECP 1.85, and I'm guessing you've tried using yours and Sanc's anims along with it. You may have found that we can run Sanc's anims, but yours just don't work in-game. (I can only guess it's a conflict "of the .bins".) I'm hoping we can look to a time when we can run both your anims and ECP.