Casey_Ryback
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core_pfieldgroups_3
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poodle faking
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Im ah, just going to be a little bit picky here about, well a couple of things...only because im 7 years as an australian army infantryman. Mostly just aesthtetic things that get me 1st off you got diggers wearing BOTH chest rigs/m42 battle bras as well as belt kit. its either one or the other.. 2nd you've got in the menu selection... 2 RAR Para's...which isnt true because 3 RAR is the parachute regiment. someone said something about oakleys...yeah well at least make them black frames...is against the standing orders of dress if anything other than black frames and reflective lenses...bit of trivia these are just off the top of my head but finally...beanies....they aren't really part of the uniform...its either bonnie hat or kevlar...but you have the right to artistic licence  thats all i'll say apart from great job...bout time there was some kick ass ADF troops stomping over everon. keep up the good work and dare i say it the authenticity Â
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DXDLL 1.0 (not Geforce MX compatible)
Casey_Ryback replied to kegetys's topic in ADDONS & MODS: COMPLETE
Awesome! Ive got a 3.2Ghz Intel and an Nvidia GeForce 6800 Ultra 256MB Vid card and she's running at about 40-70 FPS. Larger scenes obviously drops to about 30-40. but about 70-80. Water reflections wont work if you have LLauma sea and sky packs etc so turn those off. Possibly where some people are falling down. in closing...sweeeeeeeeeet -
I got the marine assault pack also but i dont have the problem that you do so that explanation i gave you before is about the only one i gots for ya wadman is right that yes they are under the armoured category but it shouldnt stop infantry being able to shoot them *shrugs* i had a shot, got no idea man
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its probably because you haven't got your resistance alliance settings still on west. that's their default double click on where the weather panel and it'll be under there. change it to either east or nobody and your units will be only to happy to get rid of that pesky machine gun for you saavy?
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i see said the blind man
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They look very much alot like suchey's force recon marines from his Marine Assault Pack mod dont you think? Digitalgrenade.com
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Its one of the BAS addon blackhawks......but the same scenario worked on the alpha version of this mission when i utilised their chinook. same same yes had the setcaptive in the east officers init field, removed his weapons...hmnmn actually that just twigged an epiphanie....i did notice that my men were always "watching" him and had their weapons pointed at him but werent firing...ahh fget it i got it working so jimmy crack corn ...and I DONT CARE!
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thanks for the assist but i had already done that to begin with ...and im aware of all that guff anyway ...and it still was not working...for some reason as soon as the russian officer got onboard it wouldnt allow me on as well...all fine and dandy if i get on board BEFORE the captured russian officer does.......just a freak of nature type thing?? but i did what any frustrated editor would do...made it another squad's problem...and it worked so i'll leave it at that. i've spent 3 full days on this ONE mission trying to get it to work perfectly....and i am almost there.... ...hopefully
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Every day something new about the editor and the strange behaviour of OFP astounds me...... I have a BAS Blackhawk...doesnt matter if its a K or L model bird.....have 2 squads of 4 plus one prisoner getting on board so that's only 9 people...IF i wait until everyone is onboard...I CANT GET ON the damn chopper ie that action is completely unavailable to me!!! However if i be very untactical about it and get on at my leisure its all fine....what on earth is going wrong...anyone else experienced this one? and yees anyone got a script...that WORKS.....for a trigger to remain fixed on a unit regardless of where it may be moving or stationary? cheers big ears
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ok sports fans it's official i HATE this editing gig like...totally!!! ah my problem.....well i did have a mission that worked rather well that was until i had this bright idea to make it better...big mistake...now i had it start out so that there would be a nice helo insertion as we all like to put in and that worked fine...except for some reason as soon as i (as group leader) get off the stupid thing gets up and flys around rather stupidly until i give a command for the rest of the group to disembark.....however not in the previous 200 hundered times ive played the mission has it done this...it has always waited patiently until all the men have gotten off before proceeding on.....ive tried everything "I" can think of to keep the bastard thing on the ground where i want it.....SO Problem No 1 How does one keep those damn helo's on the ground until all units are off? Next...the same mission....which is a Delta/Ranger raid on a convoy to nab a russian officer. I can get it to work fine if the officer is in one place but is far more realistic if he can be "captured" at any point. He's already set as "captive" from the get go Problem No 2 How to get a target unit to join a group without a set location? if anyone has anything that resembles a solution let me know before they lock me up at the funny farm peace out
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ok a possible solution....has worked for me in the past...dont hold me to that but fget about the rest of what you want the chopper to do ill concentrate on getting the mother to land if it works what will happen is it will land and shut down...crew will remain in side the vehicle...hope this is what you want ok its almost so simple its scary........create an invisible pad at the location you want it to land....next create a trigger which covers the waypoint (just use MOVE) large enuff so the helo will activate itand GROUP the trigger to the helicopter and set it so only the helo it self will activate it and in the activation field put in the -: { heloname land "land" } command line the helo will land....and i just tested it to make sure just then and it did it hope that helps you...now i'm gonna get back to my own problems ... lol
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Ballistic addon studios - blackhawk
Casey_Ryback posted a topic in OFP : MISSION EDITING & SCRIPTING
Something i've picked up with the Ballistic Addon studios Blackhawks addon.....superb ones by the way.....except for the fact that if you follow the instructions for the fast roping script it doesnt work......or it may work except errors and such are popping up...anyhoo after fiddling around with it i've come up with the solution that does precisely what you want it to do...well not TOTALLY to have an AI piloted craft drop of your AI squad by fastrope simply create the helo and the squad you want with all their associated waypoints....synch the drop off waypoints with the squad and chopper. now create a trigger and group it with the helicopter and set it so it detects the chopper in the trigger...in it's activation field put in the same line as stated in the readme file for the BAS_Blackhawks and viola....your squad should fast rope at "roughly" the desired location. You may well have to fiddle about with such things as the heicopters speed (tends to overshoot it if you are not careful) and the location of the trigger...best to place it just before the spot you want the insetion to take place.... anyhoo i thought i would share that and maybe it will help someone...if not then at least it gave me something to do for 5 mins...hah ha. This has been a potentially useless bit of trivia brought to you by the Coca Cola and wizz fizz. "If it sounds stupid but it works..it isnt stupid"