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General Barron

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Everything posted by General Barron

  1. General Barron

    Ordering unit to take weapon

    Just as good scripting practice though, you should throw in a way for the script to end if the guy whom is supposed to pick up the law dies. Otherwise, the script will run forever: ;;exec with [soldier,lawsoldier] exec "script.sqs" ;;basicly name 1 guy that doesn't have a law, soldier, and one that does, lawsoldier. _man = _this select 0 _manwith = _this select 1 #loop ~1 ?!alive _manwith : goto "continue" ? alive _man : goto "loop" exit #continue _man domove getpos _manwith @_man distance _manwith <3 || !(alive _man) ? !(alive _man) : exit _man RemoveMagazines "Handgrenade" _man action ["Take Weapon", _manwith, 0,0, "LAWLauncher"] exit
  2. General Barron

    Determinate you go prone

    Doesn't work for me. I put myself on desert island, with the trigger, and the trigger fires off as soon as the missions starts, with me standing. I remember trying to find a relationship between a unit's z coordinate and his stance before, but there doesn't appear to be any. I suppose the best measure would be the units speed, though it obviously has its problems too....
  3. General Barron

    U.s army strykers

    @Sigma-6 You're right; there is something very fishy about the way the stryker project was approached. That is what I'm pissed about. Very obviously there is something wrong here. It looks to me like outright corruption or incompetence on behalf of the Generals and on behalf of the defense contractors involved. The stryker MGS (the stryker with a 105mm cannon) is being pushed with just as much corruption or incompetence. First off, it does seem outright stupid to try to make an LAV take the place of a tank. Secondly, there are already tanks out there, like the M8 or the Thunderbolt, that can do the job much better than the stryker MGS ever could, even if the project ever produces a working model. Obviously our taxpayer's money is being used not for our country's best interest, but for the personal interests of those in charge of this project. The defense contractors obviously benefit from this directly in terms of the money they are paid (even when their products don't work). And guess where the generals are likely to end up after retirement? On the boards of the very same defense contractors. Nice little scam they got going on there. But yeah... getting back to the topic, I would like to see more LAVs in OFP. I know knothing about addon making, but I have heard many times before that you can't make a turret on a wheeled vehicle, or something like that. I don't understand that though, because I've seen some LAVs in the JSDF mod that have turrets, and there are machine gun jeeps and BRDMs with guns.... but like I said, I don't really know what I"m talking about there.
  4. General Barron

    U.s army strykers

    I've never heard of the 'LAVDANGER' website you're talking about, so I can't speak to that. My main question is this: Was it worth spending the billions of dollars to develop the Stryker? Is it worth the $3 million dollars per vehicle to build? Or are there other vehicles out there currently that can already do the job the Stryker is supposed to accomplish? If the answer to the last question is 'yes', then I think the enormous amount of money spent on the stryker would have been much better spent on the Army 'Legacy Forces' that are currently under-equipped. With the exception of the landmine resistance, I don't see how the Stryker has any advantages over existing vehicles. Obviously it is nowhere near as off-road capable as tracked vehicles like the MTVL. You can only distribute so much weight on a limited area (the base of the tires) before things start sinking into the mud. An MTVL has a lower profile than a Stryker, yet has the same amount of internal space under armor. It can be armored against RPGs without having bulky slat armor. It can have a hybrid engine, and be fitted with band-tracks for increased efficiency. It can carry a stabalized 25mm cannon. And it can do all this for FAR less cost than the Stryker. I'm not 'anti LAV', mind you. An even better question to ask would be: "Is the Stryker any better than the LAV III from which it was derived?" Is it $15 BILLION dollars better? Or could the army have just used the existing LAV III for all their LAV needs? I'm just glad the Marines don't have these BS problems that the army does...
  5. General Barron

    U.s army strykers

    calm_terror got it right when he said the Stryker is a piece of shit. That project is a disgusting piece of $12 BILLION dollar pork. It is/was A COMPLETE WASTE OF MONEY. How come the Army can waste 12 billion dollars on a vehicle that is NO better than anything already available, when there are soldiers in Iraq right now who don't have a >$1000 ceramic insert in their body armor to stop a bullet from killing them?!?!? That is completely and utterly disgraceful. Every American here should be OUTRAGED, because we taxpayers got pickpocketed by Generals and defense contractors, and what did we get in return? A POS that is no better than other equipment already developed. Does the stryker meet the stated goals of the army? *A Stryker Brigade to be deployable anywhere in the world in 96 hours? No. *C-130 deployability? No. *Optimized for urban combat? No. *Key direct fire support weapon, the MGS, works? No. *All weather off road performance similar to that of a tracked vehicle? No. *Inexpensive to operate? No. *Adequate defensive armor? No. *Faster than the M113? No. *Swim capability? No. *Brought in on time and within budget? No. The only way the stryker is of any worth to the army is if it stays away from serious combat and if nobody shoots at it. In that case, why did we need to waste 12 billion dollars on it? For some good reading, check this report out: http://www.combatreform.com/ppd43.pdf
  6. General Barron

    What are some actions

    The only actions that you can use with the 'action' command are the same as the actions that appear in your action menu during the game. So with that command you can only use actions like "take weapon", "auto hover", "light on", "use nvgs" etc. You won't find any of those radio commands like 'take cover', 'advance', etc. There is no way to use those commands via scripts (but I don't even use them during play anyway :P )
  7. You know, there is a good tutorial by snYpir on using the laser designator at OFPEC. Unfortunately, the site is down now... and I'm afraid I personally don't know the answer.
  8. General Barron

    Switching the notepad pages

    Nope. Sorry
  9. General Barron

    Ai boarding choppers

    I'm not sure if this will work, but I suppose its worth a shot. Here is the basic idea: 1) Make each guy in the squad move next to the helo 2) When they are close enough to the helo, play the "getting in helo" animation 3) After the animation plays, teleport the guy into the chopper via scripting commands It may work via running this script on everybody you want to move into the helo, using this line for each guy: [man, helo] exec "getin.sqs" getin.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_man = _this select 0 _helo = _this select 1 #Loop _man domove getpos _helo ?_man distance _helo < 5 : goto "board" ~2 ?alive _man && alive _helo : goto "Loop" exit #board _man playmove "Cargo" ;//Not sure which animation to use here ~1.5 ;//change this delay to fit with the animation _man moveInCargo _helo exit
  10. General Barron

    Group members being killed

    Put this in the machine gunner's init field: this addEventHandler ["Killed", {player sidechat "INSERT MESSAGE HERE"}] That is basically what Red gave you, but his line of code applied that to everybody in the group, but you just want it on the one guy.
  11. General Barron

    Ecp released!

    The ECP is not compatable with FDF or CSLA.
  12. General Barron

    Ecp released!

    It has been considered. The best way to do it involves removing a unit's magazine, then giving it back. This empties his weapon and requires him to reload. However, the down side to this method is that you always get a full mag back, even if your weapon jams with 1 round left in the mag. I think I'll include that in the next dev version I do, and see how people like it.
  13. 3/17/04 - NEW VERSION UPLOADED! ******Many, many changes and improvements in this version. At this point, I am considering this a 'finished mission' and I am going to begin working on other missions in the campaign. Any ideas on what sites to submit this to? Anyway, if you haven't played this mission yet, try it out. If you already have, look at the list of changes in the new version below, and check it out again. I would still love to get any suggestions, and I will try to work them into the campaign. If you downloaded this mission before, you need to use the new version of the hand signals addon provided in this download. There is also a new addon required (a chicken). --------------(Part of original post below)-------------- ******In this mission you are a squad leader, only you don't control your men the 'standard' OFP way. You have to control them the REAL way: with hand signals or verbal shouts. No more cheating with birds-eye view. The most realistic OFP experience EVER! A big claim, I know, but in terms of controlling your squad, it's true. THE NOTES SECTION OF THE BRIEFING GIVES FULL INSTRUCTIONS ON HOW TO CONTROL YOUR SQUAD. BE SURE TO READ THE NOTES SECTION BEFORE PLAYING. FEATURES Realistic squad control Keep track of your men and heal them with the "rally" command Realistic radio support (you must be near your RTO to use the radio) Usefull support options: ammo drops, artillery, air support Enemy has mortar support Enemy will surrender; prisoners can be taken Custom voices Custom music New hand signal animations (addon made by myself; see 'addons' below) DOWNLOAD THE MISSION HERE ADDONS REQUIRED ******You will likely have most of these, if you play 'nam missions. The hand signals are animations made by myself; the addon will be improved in the future (maybe released on its own or in the ECP), but for now it is just for playing this mission. I also HIGHLY recommend that you use the ECP when playing this mission (if your comp can handle it). It GREATLY adds to the 'nam atmosphere. My USMC Hand signals (19.6 k) (Included in the mission download) SEB NamPack 2 (47.08 mb) http://www.ofpec.com/addons/addon_detail.php?ID=389 CoC Mines (comes with SEB NamPack, but if you don't have them....) http://www.website.thechainofcommand.net/CoC%20Mines.htm CoC Unified Artillery (13.39 mb) http://www.ofpec.com/addons/addon_detail.php?ID=440 Editor Upgrade (64.9 k) http://www.ofpec.com/editors/resource_view.php?id=356 NEW ADDITIONS TO V2 ------------------------------------------ Added options menu at beginning of mission Added in chickens! ******Chicken addon now required. Added point/scoring system ******Improved end cutscene Expanded and improved sounds: ******New voices repeat commands ******Added shouts when squad members die ******Added jungle ambience Sped up squad formations: ****** Squad will keep formation if you walk at no more than 2x acctime ****** Squad will keep formation somewhat if you run at 1x acctime ****** Still need to let squad reform after direction changes Improvements to POWs: ******Captives run if no marines are near them (within 75 meters) ******Added a brig to put POWs in at the base. You can still only have 12 captives total, including the ones in the brig Improvements to ammo drops: ****** Ammo parachutes down quicker and closer to target ****** Red smoke is deployed when the crates touch down Expanded the briefing (player's guide): ****** Added tips on accurately marking targets on the map ****** Included diagrams of the formations and description of your squad ****** Notes about new features, such as options menu and scoring Reduced VC strength: ****** Less units at the village, and one less mortar Improved village's look: ******Added chickens (new addon needed, see addons section) ******Added more huts, fences, etc. Fixed trigger conditions for objectives: ****** Obj1 will now tick off if the VC flee the area ****** Obj2 will now tick off even if you have POWs in the area Many other bugfixes/improvements
  14. General Barron

    The most realistic ofp experience ever!!!

    NEW VERSION UPLOADED! There is a NEW ADDON required. Also, you will need to update your version of the handsignals addon. Check the first post for more details. This mission is now considered "finished", so I'm going to start working on the campaign now. Any comments are still welcome. I'll be on vacation for the next week and a half though, so I won't be able to get back to you until then.
  15. General Barron

    Ecp released!

    www.flashpoint1985.com
  16. General Barron

    Ecp released!

    Hmm... thats weird. I can run the flashpointbeta.exe without any CD in the drive just fine, although I still have to have the CD for the regular flashpoint.exe. Maybe I got a different patch than you Did you register your game when you bought it? If so, that should be enough for them to send you a new one. If not, maybe you should register next time! ;)
  17. General Barron

    Ecp released!

    Download the latest game patch (version 1.96 beta). You should be able to run that version without the CD, but you didn't hear me say that. But I would really suggest contacting Codemaster's customer service and seeing about getting a replacement CD.
  18. General Barron

    Ecp released!

    I will try to contact Zayford about the bullet whiz scripts, and see about increasing their frequency (or giving the option to do so). I know personally I've been pretty busy IRL, so I haven't had a chance to update my ECP scripts, or make any new ones. Any free OFP time I've had has been going to my mission, which you can link to in my signature. I'm not sure about the rest of the team, but I know snYpir has absolutely NO free time at the moment, and I would assume that everyone else is also low on time. But rest assured that there are more great things to come from the ECP. Zayford is currently working on a little surprise that should GREATLY enhance the atmosphere of the game. I'm experimenting with a script that blows aircraft into little bits when they crash. I've also got more ideas that are just in the queue at the moment, until I get more time.
  19. Grab it here: http://www.ofpec.com/editors/resource_view.php?id=612 The Problem  As you may know, when Kegetys updated Gunslinger's editor upgrade for resistance, he hid a number of objects that he considered "useless", such as a head, a soccer ball, a trashcan, some furniture, and many others. The objects could still be made either through changing the mission.sqm, or by camcreate. The Solution  I don't think I'm alone when I say "I wish he hadn't done that". So I have gone and unhidden all those objects, with a couple of exceptions. I left hidden a few objects that are already available, such as sandbags, and I left hidden many objects that were duplicates (the same object only with "EAST" at the end of its name)--with the exception of MASH objects: there is one for each side, so units of that side will heal at them on their own.  I also have changed the vehicle class of all the units, so that they fall under different catagories than "objects", "support", etc. The catagories are:  EU - Buildings Residential houses and buildings of all sizes; churches; burned Kolgujev houses. Also castle walls and ruins.  EU - Military Bldgs Military buildings and structures, such as the yellowish houses in bases on the CWC islands, viewtowers, camo netting, etc.  EU - Roads/Fences Road sections, road signs, fences and walls of all sorts, telephone poles, etc.  EU - Bush/Trees Bushes, grasses and single trees.  EU - Furnishings Furniture such as sofas, tables, sinks and toilets, paintings, etc. Also small objects that would most likely be placed indoors, such as computers, radios, notebooks, bottles, etc.  EU - Units Units and vehicles, such as M1A1/T80s with 1 AI, civillian militia with AT weapon slots, Guba and Angelina. Also in this catagory are the "civillian dummy" objects.  EU - Misc All remaining objects that wouldn't fit in other catagories, such as shrapnel, blood splotch, footprints, white flares, ladders, etc.  Most of the objects can be found under the "empty" side; the main exception being the "EU - Units" catagory, which has units under each side. Also, many objects can be placed under the "civillian" side; however, I HIGHLY recommend you just place them under the "empty" side instead. To Use  Replace your old editor upgrade with the new one (duh). For multiplayer games, however, you should put the old editor upgrade back. Alternatively, you could set up two different mod folders, and load up the Kegety's one for MP, and this one for editing. -----------------------------------------------------------  Try it out, and let me know what you think. Sorry Kegetys, but I got tired of your upgrade . I hope many people download this and start using all those nifty little objects that they may have forgotten about. I like missions with lots of scenery Â
  20. General Barron

    New editor upgrade - works with kegety's

    How do I submit it to ofp.info? I swear I looked all over the site, but only saw a place to submit missions......
  21. General Barron

    New editor upgrade - works with kegety's

    BTW, anybody got some tips on what sites to upload this to? (hmm... kinda a lame excuse to bump this topic up, I guess )
  22. General Barron

    The most realistic ofp experience ever!!!

    Well, he should be following you... assuming you are ordering your whole squad to follow you, or are telling them to form a line or column. Also, remember that your guys tend to follow pretty slowly, so maybe your rto just lagged behind. Or are you saying you used his radio, and then moved on without ordering him back into formation? That would be your problem, if it is the case. When you use the radio, your RTO halts and stops following you (that way he don't run off with the radio). So maybe that is the problem. If you are sure none of that is the case, then it could be a bug of some sort, in which case I would need some specifics in order to work it out. Actually, that is part of a squad, and a patrol team. The recon&RTO are a patrol; the other six I assume are from the squad you are supposed to destroy. But there still are six more. I've never had a problem with them fleeing, but you're right, that is a possiblity, and I'll fix it so if they flee the area then the objective is completed. Can you give me some more specifics on this please? Like where exactly where you, what did he do, where did he come from, etc. As far as I know there are only 2 officers in the mission, you and the Lt in the bunker, so I'm wondering what's up with this
  23. General Barron

    The most realistic ofp experience ever!!!

    @Drow,  The island sounds incredible, but I'm afraid I want to finish this campaign as soon as I can, so I can't wait around X months for your island to be completed . I will release a 'template' mission when I'm done, so others can easily make missions using this system if they wish, so it should be easy for you (or maybe me) to make a mission like this on your island. @Dinger  Actually, no units are spawned in this mission. The condition for Obj. 1 is that all the units in the squad you are supposed to kill are dead. If some surrender, the objective will not complete until you take them captive. They start out pretty well hidden, so you're just not looking hard enough ;). However, the condition for obj 2 IS a 'not present' trigger, and so if you have POWs in the area, it WILL mess up the trigger until you get them to leave. I will fix this.  I'm assuming the marine in the beginning was one of your squadmates, telling you that your squad has encountered the enemy. Couldn't be an officer though (since the player is the only one). I'll make your squad go into "aware" mode when you order them to hold fire, so that will fix the little fiasco you had with the enemy mortars. I'm also looking into ways to make the squad move faster as a whole.  I suppose I could make a dialoge in addition to the radio menu (not in place of, since personally I think it would be way too annoying to use a dialog). But I still don't know how to make them yet, so I wouldn't hold your breath....  Roger on the artillery. I was planning on improving the enemy arty, and telling you when your howis are out of rounds. I'm sure I'll be back on the CoC forums asking for help soon . I'll look into the rest of your suggestions as well.  BTW, it seems like most people just call artillery on the village and the forest, without regard for the civillians that are there . Hey, thats cool I guess... collateral damage, right? @Baphomet  I know, this system ain't for everybody. Actually, I'm surprised it's recieved as warm a reception so far as it has. I expected most people to hate it . I think my biggest problem with leading a squad normally in OFP is that goddamn "birds-eye view" thing. It gives you SUCH a huge, unrealistic advantage (the AI sure can't look around and find enemys with it), and it isn't very hard to control a squad without it (like on MP servers with it disabled). @Hellfish Whoops, forgot to respond to you last post . Anyway, Any orders you give under the 'squad' menu will be given to all 3 fireteams, AND your RTO. I'm not going to let the player personally carry the radio. One of the themes I want to stress in these missions is relying on your squad as a whole to complete objectives, and trying to keep them alive in the same way you try to keep yourself alive. On that note, giving the radio to an AI gives you a big incentive to keep that AI alive. When I make a scoring system, you will also have an incentive there to keep your guys alive (unless you don't care about getting good points). -------- Thanks for the comments everybody. Keep em coming!
  24. General Barron

    Ecp released!

    Is the light kinda like an M2 MG? If so, you could put a game logic in as the driver, and that should work. Â You may also have to use the "turn light on" action.
  25. General Barron

    The most realistic ofp experience ever!!!

    Yeah, that is a bug that I'm going to fix. See, turns out those guys who surrender mess up the trigger that is supposed to complete the objective. Just start bringing your POWs home, and when they get a few hundred meters from the village, the objective should complete. Or just kill 'em now if you can't wait   Oh, and by the way, nice job on killing all the civillians, jerk!   Lol, let me know your stats when you finish. When I work out a scoring system, I don't want people like you to get a good grade ;) @Drow Yeah, I have lots of issues with Ia Drang too, but I don't know of any better, completed islands (Ilo Ilo is too small). I remember seeing screens of your island, and it looked awesome! Is it finished? If so, I could move this mission over to it. Otherwise, I guess I'll stick with Ia Drang... Now for some more blatant advertising: If you are tired of the lame OFP formations, may I suggest an easier way than fiddling with waypoints? I made a custom formation script, which works pretty well, if I do say so myself. Grab it at ofpec here: http://www.ofpec.com/editors/resource_view.php?id=433
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