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Everything posted by D.murphy man
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Nice man! I fo one always like to see OFP addons out of the ordinary makes a nice change from the 'Spec ops' and 'tanks,guns,and other uber realistic' addons. keep it up! Any one ever thought of doing a 'Jeff waynes war of the worlds' addon? i wanna fight giant bug eyed heat ray firing machines of death!
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TwighLight island - post apocalyptic fun!
D.murphy man replied to D.murphy man's topic in ADDONS & MODS: COMPLETE
tada! second version of twighlight can be found at http://rapidshare.de/files/1702227/TwighLight_2nd_version_.zip.html This one has lots of foilage filling in the barren wastes (althou not too much so it dosent ruin the 'barren feel') and sevral towns,out posts, and forts! Including a fort surrounded by a moat. enjoy! -
TwighLight island - post apocalyptic fun!
D.murphy man replied to D.murphy man's topic in ADDONS & MODS: COMPLETE
Yes, it is me! and thanks yet again wakyiraqi! Ill deffintally check out your hosting offer also thanks for the comments every one else! Expect an update soon, maybe even today! At the moment i have added a new out post in the middle of the mountain pass as well as a load of foilage and other little bits of secenary. And yes hawkings, ill have some new pics soon of the latest version. Edit: Hmm well i have no idea, or experience of making a site lol apart from that free webs thing which is well..you dont actully make it, just sighn up,click a few options, and it makes the site and hosts it for you.Ah well Edit2: New shots of the next version with a fort and petrol station as well as some forests that can been seen in the back ground of a few shots. same link as the first post ^ -
TwighLight island - post apocalyptic fun!
D.murphy man replied to D.murphy man's topic in ADDONS & MODS: COMPLETE
Any suggestions? i might put it up on my freewebs site, but free webs is poo as well. any way before i get to uploading it any where else ill most propely have an updated version soon, ive done quiet a lot to it in the last few hours. Some foilage added to the wastes as well as a few extra towns and forts -
Hey guys! new version avalible http://rapidshare.de/files....ip.html This one has a Pause time feature that can only be used in the base - Its actully not strictly a pause. But it stops the time cycle, research, and town attacks. Once its activated it locks all vehicles in your base and if you try to leave the base on foot it will teleport you back into the base. This features handy for when you need to rearm your men with out having to rush incase of a town being attacked. Ive also added a save option and AutoSaves every time a town is attacked. The mission, i feel plays much better now with these features so i decided to release it. Also added a readme genral edit: hmm i can never get thoughs URL link things to work whiles using a rapidshare link.
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Hey man thanks for the feedback. First off, the zombies do not get smarter - thats somthing to do with zombie mod, and out my control really. Also at the moment the zombies attacks do not get more intense but i have got that planed for later versions. But as i have been play testing it i notice that the ammount of zombies that spawn now do get quiet hard later on when you start gettin straped for cash and low on ammo. on your second suggestion - yes im planning to add a save also i am planning to add a 'speed up,slow down/pause time' option. That would speed time up so the hours pass faster - for the long waits when your waiting for research and got no requiping to do of your squad,and little zombie activite. And a pause time that would stop research and zombie attacks happening. But whiles pause you cannot buy equipment and enter vehicles - this will be used for only to requip your squad. Im not sure i get what your asking for here, as when you buy stuff, it appears and is stored in the ammo box infront of you? sorry if i misunderstood And the last few suggestions: *I was trying to avoid vehicles, as they be too over powerd. Imagine onetank could take on countless zombies intill it runs out of ammo, especially with infantry back up. *I was planning to add a wider area of operations, as the mission stands though it gets a bit hetic with just 3 towns to defend. But i can always exspand the ammount of random time between attacks. To give you a chance to prepare. but then i run the risk of long boring waits. Inless i get the speed up time feature in mentioned above. *Yea i was going to replace the Z-com units with farmland NPC soldiers. But i decided against useing non essential addons for this beta, so i can get a wider range of people playing and bug finding. In the final release ill add a few easy to get/popular cosmetic addons,maybe. Cheers Murph Edit- Also just thought of another feature i might add. The ability to take up special missions (save V.I.B,protect convoy,evactuate town,liberate town,retrieve artifact,etc..) also a randomised 'special events' such as, increased zombie activites (more agressive attacks),unusal weather conditions (heavy fog), and some others i have yet to think of (suggestions?). Whiles taking up a special mission all attacks on towns and research will hault. Failier will result in a budget cut for the following day only/or a fine. And suceeding a mission will result in a one day only bonus in funding, or special equipment rewarded/more soldiers/current research completeed.
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Thanks And yes stuphor i did release a version of this before, then i sort of went back out of OFP for a while. But now im back and i thought id finish off 2 of my missions and rerelease them! (this one and gureallu tatics). This one is much more improved compared to last one i released. It has a breifing and now you can loose and win the mission. Also most the research options are in there now. All i need now is your guys suggestions and bug reports and i can release a final. Still havnt got a intro or outro though,ive never really do intros and stuff in my missions i never got the hang of camrea scripting.
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I agree with you completely!
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Well im not sure on how you can do this, but i know of a nice little script that could be a start, called 'Chain' which you can use to make a line of sand bags, fences, and any other objects. So this could be a start for a random blockade script. Just needs some creative scripting and editing. Maybe a few game logics? Its called 'Chain' 10th one down.
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He he looks like you guys didnt read the breifing then. Also the penelty for dieing is the loss of equipment on your prevoius body inless of course you can find your old body and retrive the equipment.
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Hey guys! been a while since ive been back in the OFP comunity, but lately ive found my self having sudden urgeses to make OFP missions and play online so heres my latest offering! The latest version of Guerilla Tatics! A pretty dynamic 'Behind enemy lines' resistance coop mission. For thoughs of you that missed out on the last version (it was a long while ago) heres a quote from the mission breif. Well i hope you all enjoy! Heres link Guerilla tatics yes yes i know its freewebs, sorry Edit: Mirror 1 : clicky! Mirror 2 (thanks burns!) : clicky! Comments and suggestions welcomed. edit: Last minute notes - its 8 player coop, but can be played single player with AI, i adivse starting a room in LAN if you plan on playing it single player as respawn will work.
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Also if any one manages to complete this mission please tell me lol, i havent managed to yet Keep chrashin my chopper by accident, or my men shoot me back of my head when a charge into the hordes of zombies attacking civies
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Thanks! So more action then? What like more troops and enemies in town? And yea once you run out of RPGs after a failed attack its time to hunt down some convoys . I might add some more convoys and maybe more oppertunitys to collect RPG's (Ammo dumps ect..) Also thinking of making the start place randomised.
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Hey looks good, nice work. Any one ever thought of making a Zulu mod Now that be a cool MP mission just like the movie! If any one actully considerd this a good way to get round the zulus useing close combat could be to get in touch with zombie mod! Any way great stuff!
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Questions on unified zombie mod
D.murphy man replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Hey guys With my sudden return back on the OFP scene and mission making i encounterd an unsuall proplem! In one my missions im a useing a simple trigger to detect when all east units in the trigger are gone it activates. But it seems the zombies (on east side) do not activate triggers set on Activation 'East' not present. or any other form of trigger activation that involves East (present,not present,etc..). I did some testing and it seems the only time a trigger is activated by the zombies is when the Activation is set on 'Anybody'. Which is not very useful for my trigger as i have civillians in the trigger radius that need to not activate the trigger, just the zombies. I presume this is somthing related to the addon its self. Most properly in the way that the config for the zombies is written. Then again im not very experienced at addon making. Any way i hope this can be fixed in next release, or maybe some clever mission scripting might solve proplem. Also if you was woundering these zombies are Spawned. so grouping them to the trigger in the editor is out the question. -
I've always thought about getting into making a game with an egine my self many a time, closes ive gotten is OFP with limitless amounts of addons and the extreamly dynamic and easy to learn/use script egine we can practicle make intire new games. Ive also flirted with a program called 'Game Maker' which had an easy scripting language (never got to grips with it though) and also i handy drop and drag interface for making simple 2d games and also exteamly complex 3d ones but i doubt this would be useful for a project of this scope. Its more for people with little or no programming skills who just want to make simple games.
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This sounds like very intresting idea! kinda like a community open source OFP Maybe with some nifty network codeing and low CPU demanding models we could have some MMO War sims going on, now that would be amazing. Any way hope it takes off, Murphy
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On that note id like to see some sort of restriction on moving your weapon round in tight places like buildings and many other urban enviroments. What i mean is if i have a long rifle, and im walking through a tight corridoor and for some reason or another i turn round or face the wall. my weapon would lower (instead of clipping through the wall like alot of games) meaning i will loose valible seconds as the weapon rises back up from a quik turn around in a tight space increasesing the chances of the enemy shooting me. This would mean that shorter weapons like Mp5's and other submachine guns and pistols would be more usefull in close quaters. Unlike many games (Cs:S) where most SMGs are never used in favour of rifles. The same goes for OFP, why bother changing weapon from your m16 to your pistol when inside of a building if your m16 can still be used perfectly and is more powerfull then the pistol.
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is the barracks an editor object from the enemy side? EDIT: played with it for a while on my own, fun mission.. Yea already thought of that, but they are under empty - Support. And plus they only do it in MP, Online..not in Lan or single player. So im pretty baffeld as to why there doing it. Also cheers for the feedback
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Hmm ok ive play tested it in MP and ive found that only on MP (online not lan) the spawned soldiers seem to attack the barracks they come from? which makes the whole barrack spawning thing pointless, the thing is i cant think why they do this?? let alone how to fix it! any one got a idea?
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cheers! Mirror 1:Clickly!"]http://rapidshare.de/files....RL][/url] Couldnt get the youshareit.com to work, never mind.
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Nope sorry, inless some one wishes to put a mirror up for me
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Nope completely addon free
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Cheers! Get back to me with feed back if you can Ill go a bit deeper into the changes now since i didnt have time late last night whilese starting this topic. Any way this version has a added Respawn Truck, This truck is the vital part of the mission. it acts as a mobile spawn point but also is very vaunreble to Choppers and Tanks, making you have to think where your going to park it before attacking the enemy. If this is destroyed you will loose the mission. I have also added areas to the map to help the players see if a certain area is occupied by the enemy or not, this should help with the tricky 'one last russian soldier on the island' type situation that you may experience towards the end of the mission. Other smaller changes include one or two added med tents in a few towns and the addition of a playble medic to the players squad. Also one last note i have is that this mission was designed with clans in mind, id imagine it being a very helpful training mission for clans in team building and organisation. Due to the fact that it requiers the scavanging of weapons and equipment from the enemy(organised convoy attacks), destracting tatics to allow a team member to take out the barracks whiles the AI soldiers are being engaged by other team members, and also retreating and hit'n'run tatics (tanks from surrounding areas are often called to rienforce the troops and convys you engage leading to your squad being swamped and truck destroyed) I have yet to test this mission online with people so id much like it if some one could get back to me on how it plays in MP with a few people (and maybe invite me to come long and play! please! i have no friends ) Few extra tips ive learnt whiles playing single player LAN (solo no AI squad mates)are: *at the begining in the forest hide out try to unload all of your mines,satchels, and RPG rockets in the ammo crates into your truck, this will save you a return trip back to base if you run out of any of the above as you have them all with you. dont worry about AK ammo theres already plenty on the truck and dead enemy troops. *placing satchel charges next to the barracks is a great way to save RPGs for thoughs pesky tanks. *If you see choppers or convoys moving along the roads in safe mode and are not engaged mark them on your map, it will come in handy as the choppers and convoys are on a set patroll route around the island.(Ambushes) *Every time you die and respawn FIND YOUR EX BODY again, no need to waste precious ammo espesically if you was carrying rare and vaulble RPG ammo! cheers! murphy
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Yea like i said its an updated one, slightly more polished got respawn, few other minor changes.