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Everything posted by CameronMcDonald
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You guys are all drunk. ICP anims are a set of moving animations to be used in game with ORCs/ICP addons, eg, RF MI, Crew, etc. They are similar in context to Sanctuary's replacement moves. To use them, however, it is necessary to change the config of a unit, by adding a cfgmoves line (or changing it if it is already present - I haven't got it on me atm, but it's fairly easy to do). There are moves for the following units: Soldier RPG Soldier Snipers RTOs Grenadiers Machine Gunners Be aware that these moves are optimised for ICP units ONLY, and can be used (properly) with ICP weapons ONLY (unless you've modified them, like me, to use RHS AND ICP units - FacePlant rules! Static animations my ass. Â
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Turning OFP into your favourite game!
CameronMcDonald replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
Shashman, Archy - check your respective emails. -
EricJ - in your second pic (of the Mcterrorist) it looks like he has just noticed a Monty Python-like foot about to squish him - what an expression!
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My heart goes out to you lads. I can run a tank battle on TCS Plage's Nogova with 4 M1A2s, 2 T90s and 2 T80s (all ORCs, naturally). That with a platoon of infantry (DLEM + RHS) on each side, and ECP as well. 17fps.
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As a hardcore OFPian, I demand the feature be erased from all code instantly. - EDIT - Not a swipe at you, ONIX, just my opinion.
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Jeez, I can't believe so many people don't know how to do this. Screw editing the .sqm, do what mandoble says - group them to a high-ranking unit on the side you desire, and make his probability of existance 0.
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US DSAI Extension v1.1
CameronMcDonald replied to CameronMcDonald's topic in ADDONS & MODS: COMPLETE
Hahaha - I'm not that callous! Thanks for the kind words. Glad I can do my part. -
Flashpoint Photography 4 - No images over 100kb.
CameronMcDonald replied to Placebo's topic in GENERAL
Armour My best pic ever, probaby! Armour 2 The Russians get a not-so-good one, sadly. Militia Cornered militia return fire against a NATO patrol that has them pinned in a burnt-out building. RFMI Russian Federation motorised infantry get a quick lesson on searching a train, while the RTO and crew of the supporting T80 take a breather (note Pvt. Klerk in the background, keeping an eye on the train with his RPG29). SOBR Russian SOBR, equipped with an inflatable and VSK silenced rifles, infiltrate the launch bay of the terrorist-held USS Ashland. USMI A nod to an excellent Estonian friend of mine, and his wonderful... USMI 2 ...ACU-equipped US infantry, seen here running into resistance while clearing houses in the Don Steppe area of operations. USMI 3 <sniff> I love these units so much! Here, Staff Sergeant Harold Kaplan is complaining about the local's lack of English, while Lieutenant Joe Ramirez, bored out of his mind, keeps his eyes open. A: DLEM ACU, FacePlant, OTK, LIBMOD, ICP, RHS, SJB, Voron357, INQ, CBT... that's about it, methinks. -
Mate, you're drunk if you dont. And stoned.
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US DSAI Extension v1.1
CameronMcDonald replied to CameronMcDonald's topic in ADDONS & MODS: COMPLETE
Many thanks, maestro. -
Great ACU Wilco, check your PM (if you haven't already?)
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US DSAI Extension v1.1
CameronMcDonald replied to CameronMcDonald's topic in ADDONS & MODS: COMPLETE
Thanks guys. Bugs as of yet? -
Looking forward to transfer my addons over to AA! Noice!
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Thanks. Took all of 10 seconds to do!
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Flashpoint Photography 4 - No images over 100kb.
CameronMcDonald replied to Placebo's topic in GENERAL
A: SJB, HYK, LSR, BMI, Llauma, FFUR, DeZoom, ECP, RHS, FacePlant. Nothing Suss A very interesting (?) picture I took while doing a bit of mock fighting on good ole desert island. SOBR Nightkiller got there first, and my pics are much more boring, but just to show that I have finished the SOBR units... SpecOps Hope you like them, NSX. US Forces Another boring shot showing the US Forces. Sorry about the hyperlink-ed-ness, guys. Next time I'll add some smaller pics! -
Heh, yeah, since when do insurgents have armoured formations? Maybe a coupla buggered T55s/BMPs at most, but T72s? I haven't seen any of those taking on the US in Iraq after the start of the war, and that's insurgentville.
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The side of that monster looks like a camo caravan -
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Hmmm, yeah, it would turn into an Operation Find-The-Enemy for the US soon enough, and an Operation Plant-The-Bomb-And-Run-Away soon enough. I can't imagine any insurgent armies meandering around... just not realistic. Plus, like Mixmaster Shash-thousand said, no vehicles = no fun.
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Amen.
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GS faces for Llauma head model
CameronMcDonald replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
Ag_Smith, please let me know when you recieve all of the faces - as you might have noticed, I've got quite a bit of work hinging on this little project. Thanks! -
Incoming! <Ducks> 30/3/06 - 2300hrs. CAMERONMCDONALD BETA TEST INC. *EDF INVASION* BY XCESS SYSTEM TESTED ON: 3.94GHz P4 - 6410 OFP Benchmark. 2048MB DDR2 RAM. 256MB ASUS GeForce 6800GTO (overclocked to God-Knows-What), ZGO 84.25 (Forceware) Drivers Soundblaster Audigy Z2 w. 5.1 speaker setup. OFP SETTINGS: DXDLL (Set for best picture quality, reflections on, etc etc.) ECP 1.085e CAM DSAI Extension V1.1 (coming soon! ) Material Properties Addon WGL Texture Replacement Pack WGL Nature Replacement Pack Berghoff Nordic INGAME SETTINGS: Veteran Mode - All options disabled except crosshair and Super AI. 2070m Visual Distance Visual quality to full Frame rate to full. 1280 x 1024 x 32 Resolution. .005 LODS on objects + shadows BETA TEST BEGINS -- SPOILERS BELOW -- - Overview: That's a bloody nice picture, XCess. I will be pestering you to make some for my FacePlant campaign, once I get around to it. As others have mentioned, a border would make it perfect, but no gripes from me, it's certainly excellent. - Intro: A decent effort, not too bad. I like the first flying-over-the-island-bit, but keep the camera off the ground so it's not a sliding-over-the-island-with-a-small-bit-of-the-camera-underground-bit - that can detract from the mission's professionalism. It might take a bit more effort on your part, but I'm sure it won't hurt the mission at all. Music is suitable (another nod to Didart), but the intro itself is a bit plain - wouldn't the Russian invasion force be bigger than one BMP (though I thought I saw a T72 somewhere - how about some choppers, trucks, tents, troops and more tanks when we first see that BMP)? The fighting was a little bit bland, as well, with the entire conflict ending after one shot (PG9 from the BMP into the EDF truck) - how about a little bit more gunfire from both sides? Otherwise it looks like one of those funny medieval warfare battle reenactments - a whole lot of people running around. May I once again underline the importance of custom voices - titletext just doesn't do it for anyone (well, not for me ). There are also two sentences you should change in the big titletext narration at the end of the intro: 1. These men, with limited weapons and equipment, and no contact with the outside world, have made landfall on a small island south of Everon and plan their attack. -> Poor wording, change it to this: These men, with limited weapons and equipment, and no contact with the outside world, have made landfall on a small island south of Everon. Here, they are planning a counterattack. 2. About 60 men of the EDF made it off of the island alive. -> You don't get "off of" something - NEVER! Try this: About 60 men of the EDF made it off the island alive. - Briefing: Ah, good to see you've added one. The objectives portion was good, BIS-like and straight to the point. Kudos. However, there is no "evac" objective - I was quite surprised to find that marker on the map, without an objective underpinning its existence. Another point, radio equipment should not have capitals (unless it's a person or town - "Everon, with its capital city Radio Equipment, is a large island...") <- Just playing around. My main (and not very big) complaint here is in the notes. Spotted one small grammatical error - "he get's killed" should be "he gets killed." One or two spacing errors as well. The main point I wish to put on the table is that when people are writing in a diary (to themselves), they don't write like they are speaking. If I were to read the notes out loud to someone else, it'd sound fine. However, people usually do not add "..." (and it's three fullstops, not two) to written text, unless of course they are quoting someone else. I'm a bit of a perfectionist as far as briefings go (I believe they should be something every (English-speaking) mission maker can do well), so I think your notes should read like this: I can't believe these last few days. Brian was sent to Morton to check out reports coming from residents in Morton about helicopters flying around at night - something we don't usually have in Everon. Then, he gets killed. We got a radio transmission from him saying they were under heavy fire by two squads and some armor. We never heard from him again. An hour later the Russians had control of most of the island - we had to evacuate. Four squads managed to get away to an island to the south. Well, I guess I've got to go. We think they have radio equipment in Morton, which we need to destroy. Damn, I hope I survive this. I apologise again for my anal-retentiveness, it's just they way I am (and I am beta-testing this, so there - some bonafide beta-testing! ) Let's get onto the mission... - Mission: As before, nice RSC at the start of the mission. Intro script runs well, but I'm still suffering from a teeny stutter during the blackout phase of the cutscene, but examining your script, I'm not sure what it is - doesn't detract from my enjoyment, though. Nice lil' conversation at the beginning, however, the officer would probably say "So much for getting in undetected," he wouldn't groupchat it, seeing as his troops are <2m away. Not a major problem, again. Boat drops us off nice and easily, good inclusion of a savegame at this point (though I might ask you to put it when the player has left the boat, for the sake of continuity). The combination of a nasty BMP's PKT and some good ole mortars rips my squad (and me) to shreds about 5 times, before those LAW soldiers get their acts together and hit the APC once, spalling the BMP's gunner into oblivion. 3 of us left, a machinegunner, a rifleman and me. I hide behind some corpses and pick off the mechanised squad looking to catch us in enfilade from the east and north. All 3 of us survive - phew! I decide it's a good time for a savegame. After whacking an erstwhile Russian wandering around on the ridge, I grab an RPG from a long dead Ruskie and KO the disabled BMP (easy kills - woot! ). The three of us head up towards the forest rendezvous, only to be pinned (again) by a Russian squad set up in the valley to the northeast. My leader (the rifleman) takes a bullet to the chest (KIA), I cop one in the arm, and I gain command - Operation Turnaround begins! After a quick RPG snapshot through the trees, wasting the enemy squad's machinegunner and RPG grenadier, I take cover near the edge of the forest. True to my style, I plant the machinegunner prone and stationary near a small knoll with excellent fields of fire, with orders to smear anyone coming into the forest. I cover his right (eastern) flank with my M16A1. I tell you, sometimes the AI are my best friend - this lone machinegunner wasted that entire Russian squad (I got one :S ), so surely he deserves the EDF Not-So-Congressional Medal of Honour, or whatever medal they have. And here, I must comment again on the wonderful ECP effects, especially DSAI ([hijack] in my DSAI update, v1.1, the Russians WHISPER a lot when they are in combat - it's so bloody scary hearing these Reds whispering as they crawl through the forest after us! [\hijack]). Lying shoulder to shoulder, I binoc the area so we can be sure of safe progress to the rendezvous. From here on in, things become insanely easy. Being lazy (I could see the waypoint on my map - yippee! ) I send my machinegunner to the waypoint, where Bravo shows up in one 'o them rad Kias. Nice scripting there, but I'd advise you NOT to deletevehicle the Kia, seeing as I was standing 2m away, and it was quite funny to see it vanish into thin air. Just lock it, or remove its fuel, if you must. A truck of motorised infantry started meandering out of Morton up the road near us - thinking quickly, I shoulder my RPG and launch a PG7 into the cab from 300 metres - ah, the ECP explosion was sweet, another 10 or so kills to me. One soldier escapes the carnage but is bowled over by my 2 PK gunners. At this time, I get pissed off at that Mi17 flying around. After firing and missing with my RPG, I grab a PK, head to the nearest hill and shot it down (it actually had a tail rotor failure, but both the pilot and gunner died). After clearing the wreckage, I found another 4 PG7s and headed back to my squad, overwatching Morton to the west. From the forest, I told my team to stay prone, and set them up around the shed just west of Morton (slightly south of the road). The Russian infantry squads in the town had a couple of potshots, but noone died (mostly because 2 PK gunners on my team removed their Soviet heads from their shoulders). Rather than risking my pretty EDF skin getting the explosives from the ammo trucks, I RPG'd the all to bits from 150 metres - mission accomplished. - Outro: The outro was "in" the mission, as a direct continuation. I thought it odd that all the Russians in the town I had left alive were suddenly gone, but I have a (crappy) idea for how you can fix this - instead of using the Kia (though I hate to see it go), put Bravo in a P3S (so everyone can fit in at the end), and lock it when they disembark (somewhere out of the line of fire, of course). Then, you can make the cutscene revolve around the EDF group running WEST away from Morton, back to the truck, and then outta there, because it doesn't make sense that the whole town should be clear if the trucks are blown up - you didn't make a "clear the town" objective, and shouldn't heavy armored reinforcements be showing up any second on a Russian held island? Also, make the Spetsnaz place the bomb using sp1 fire [''Put'', ''Pipebomb''] (this method will also prevent you from having to camcreate a satchel charge on the road) - switchmove looks crappy. Either that or use playmove. A solid ending, I reckon - but please, next time, make the mission end! I had to abort, in the end, and didn't get to see how high my score was (somewhere in the uber-thousands, I reckon ). You want the command "endgame." COMMENTS: An entertaining effort, XCess, certainly an improvement over your previous beta (no beach crawling this time - though I was tempted). I compliment the inclusion of HD weapons - so so SO much more realistic than "holyshitIcanhitsomeonefrom500mwithanironsightedrifle" crap. This said, the mission still needs a touch of polishing. Be warned, if you release this mission without custom voices, I will personally come over to wherever your folks live and say an expletive, then claim you told me to do it (bet you're trembling in your boots now! On a more serious note, it's a lot more playable than last time, and I look forward to any more missions you release (not that you should suddenly stop work on this one! ) ADVICE: - Fix briefing errors. - Spice up intro a little (get a bit of gunsmoke into ya! ) - McCustom voices (or else...) - Smaller Russian groups (3 - 5 troops each). Smaller groups = more spontaneity, more possible positioning, more fun for player, yadayadayada. Split that large group in the valley up, and give one of the smaller groups static waypoints near cover, while the others can be patrolling the road, or something like that. - Modify end cutscene to not have EDF dudes running through Morton like they own the place. - IMPORTANT: I think you should incorporate a time-related factor to this mission. Being on hostile territory, surely the EDF troops can expect heavy armor to come and whoop their asses if they don't fade out by, say, 10 minutes? Have a T80 and/or a T72 waiting in Figari, and when the player's time is up? Ah shit, an MBT heads to Morton, and mission failed (don't fail the mission until the tank(s) have reached Morton, and if the trucks aren't blown up by that time). I'm fairly sure this would give a nice sense of desperation to the mission. Until next time, happy editing! BETA TEST ENDS
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Turning OFP into your favourite game!
CameronMcDonald replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
Got it. Expect mail soon (2 days or so). I used Jasc PSP 9, works beautifully. -
Hey Vixer, nice work. My .2 AUD, don't forget to add a Combat!-esque KFOR/NFOR/whateverFOR marking on it!
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Turning OFP into your favourite game!
CameronMcDonald replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
Ah mate, you've corrupted the p3d. Get a copy (you did save a copy, didn't you?) and try again, remember to NOT use compression. -
Turning OFP into your favourite game!
CameronMcDonald replied to gandalf the white's topic in ADDONS & MODS: DISCUSSION
Interesting, did you use Paint or Paintshop, or what? I find Paint = crap. If you so desire, I can send you the file, PM your addy to me, and I'll send it out (once I've gotten around to hashmanS).

