Gaswell
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Everything posted by Gaswell
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">You know, the one from Monty Python's Holy Grail.<span id='postcolor'> Then we'd need Holy Hand Grenades to dispose of it. Maybe a new soldier type too - the Holy Heavy Grenadier.
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Debugging scripts would be a major chore if OFP didn't have such solid alt+tabbing.
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"Battlefields" was a nice change of pace, but not quite to my liking. It's a shooting gallery, nothing more. As long as I can make more realistic and interesting large-scale missions myself I'm not complaining, though.
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"Battlefields" was a nice change of pace, but not quite to my liking. It's a shooting gallery, nothing more. As long as I can make more realistic and interesting large-scale missions myself I'm not complaining, though.
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People looked like shit back in 1985. I don't miss that.
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Yep, I get that sometimes too, especially when commanding from a vehicle, but it usually stops after a while. The repeating radio doesn't actually bother me as much as having certain radio sounds just disappear; for example, the radio text could be "2, 4 GO TO 11 05", but the radio voice could be nothing, or "2,4... 11 05", or "2 ... GO TO 11 05", or "2, 4, 4 GO TO...", or any weird combination. That means I have to keep looking at the radio text to know what's going on, and that ain't right.
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Doesn't sound like a memory leak to me. Sounds more like the .exe doesn't terminate properly. Haven't seen this myself, but I'll be sure to check for it.
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Doesn't sound like a memory leak to me. Sounds more like the .exe doesn't terminate properly. Haven't seen this myself, but I'll be sure to check for it.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">And why is so much missing from mission editing?....when you are the leader and you highlight your guys the green circle does not show over the troop....well at least 80% of the time it doesn't.....allot of other stuff is like that to....just doesn't appear....<span id='postcolor'> That's because OFP starts in Veteran mode, where the enhanced HUD info isn't available. To get yourself into Cadet mode, just start a single or campaign mission, leave, and enter the mission editor again.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">...since a waypoint was over the chopper I couldn't put another for team 2....so no way to have more than one group board the damn chopper....maybe there is a code to make them start out in it but I don't know it.......maybe you can select them all at once and have one waypoint but I was working it by the leader.........<span id='postcolor'> If you want to access an object that has a waypoint directly on it, hold down shift. This will bypass the waypoint, letting you add another waypoint directly on the object or modify the object's properties. I'm not sure exactly what you're trying to do, but I think there's a way to do it without putting waypoints on the chopper itself. For example, IIRC you can get away with putting the GET IN waypoint close to the chopper, not directly on it. I try to avoid waypoints on objects myself; multiple stacked waypoints make later editing quite messy. But I'm getting off topic...
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How do you speed up save game
Gaswell replied to Icabola's topic in OFP : MISSION EDITING & SCRIPTING
You're probably gonna have to reduce the number of groups and/or units. -
I think it's a nice touch to modify the campaign mission slighly. At the very least it gives me an excuse to go through the campaign again...
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I like how OFP makes me reflect on how ugly and wasteful war is.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Was that the one where there were three campaigns, one in Afghanistan, Kazakstan, and Korea?<span id='postcolor'> Yep, that's the one. Flawless presentation, incredibly challenging flight model, good selection of weaponry, varied and interesting missions. The Hind is very versatile; I remember hot extraction/insertion missions, free-fall bombing, minelaying "terrorist" villages. Quite disturbing that last one, actually. And infantry. Loads and loads of infantry. Fighting the mujaheddin in Afghanistan was quite a change from killing tanks in Korea. Can't remember any other early flight sims where infantry played such a large part.
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I think Suma or some other interactive Bohemian studioman said that this was the effect of ricochets being modelled in OFP. Not sure, though, and I'm apparently too lazy to search threads. I do know that very near misses will make you wince/scream in OFP, and sometimes also cause damage. This is probably the same thing.
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I've seen different reports on AI and smoke; some say it hampers AI vision, some say it don't. Don't know myself. However, smoke is a really cool atmospheric effect on yer average OFP battlefield, and it'd be nice to see both infantry and vehicles use it more. Guess it would kill my framerate, though.
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The LAW in OFP seems more like a Carl Gustav, using anti-personell munitions. It's even reloadable, just like a real CG. IM(very)HO, it should perhaps be changed to use a different explosion effect; maybe more like the BMP-2 AP round. That'll stop the LAW from being "abused" as an anti-personell weapon, especially online. The current frag effect might be fun, and it might provide good gameplay (I don't think so myself), but if you're gonna kill infantry you really oughta use a different tool. Also, it hampers the AI somewhat, since it won't "abuse" this effect. Just my two euro cents.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">- ALL russian made tanks have AAMG's, mounted in commander's cupola in T-72 and T-80 tanks and in T-55 loader's cupola. One minus on this is that if you wish to fire AAMG, you have to be turned out (in game terms)!!<span id='postcolor'> AFAIK, the OFP game engine doesn't allow for more than one gunner on each vehicle.
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I guess I'll be giving the Audigy a miss, then. I'm no die-hard audiophile; I just wanted EAX in OFP. But apparently that ain't gonna happen with Creative's products. Someone once mentioned that the Hercules Gamesurround Fortissimo II worked like a charm in OFP; maybe I'll check it out.
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To move a group into cargo w/o a script, try this in the init line of the group leader (or any of the group's units, actually): "_x moveincargo Wtruck1" foreach units this where Wtruck1 is the vehicle. If you want everyone in cargo, but the group leader as the driver, try this in the init line of the group leader (or whoever is gonna be the driver): this moveindriver Wtruck1; "_x moveincargo Wtruck1" foreach (units this)-[this]
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Too bad the AI won't throw smoke by default, for example when fleeing or when taking casualties. Nothing that can't be done by scripting, though.
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Any Audigy owners with Win98SE know if the latest drivers solve the EAX problem? Any difference between Audigy models that I should know of, but Creative won't tell me? I'm very interested in getting the best possible sound in OFP, but I already have a sound card with poor EAX (SB Live! Value) and don't really need another.
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My first serious sim was the old classic "Hind", and I must say this is one wicked helo. The Apache may be deadlier IRL, but it lacks the versatility and brutal good looks of the Hind. IMHO, the Hind and the Hip are the two scariest helos in OFP.
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Ignore him. He's AI, and the AI always knows where its leader is. What he really should be saying is, "dear leader, please wait a bit so I can catch up with you". No need to reply.
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That was one of the best missions in Red Hammer, but disturbingly Rambo-esque. Once those tanks wandered into the village I was shooting fish in a barrel.