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Grim_Fandango

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Everything posted by Grim_Fandango

  1. Grim_Fandango

    OFP Addon request thread

    Thanks a lot! :)
  2. Grim_Fandango

    OFP Addon request thread

    I've seen that around, but I don't think it includes 1979. It's their retro mod that features the sino-vietnamese conflict.
  3. Grim_Fandango

    OFP Addon request thread

    Here we go again: Anyone got a copy of VME's PLA 1979 mod? I see it's posted in the history of this thread, but the links are dead. I don't see it on any of the databases that are still alive, and Google-translating my way through the VME forums didn't make me much wiser.
  4. Grim_Fandango

    OFP Addon request thread

    It's times like these I could kiss this community. Thanks a million.
  5. Grim_Fandango

    OFP Addon request thread

    I've tried searching high and low, but I'm at a total loss as to where I might come across a copy of the DDAM (Danbat Danish Army Mod) 4.1 for OFP. Most of the teams old sites are down, and the most recent one that I know of doesn't carry the addon. Does anyone have it laying around? OFPR.info has 4.03, but that's missing a few goodies compared to 4.1 Of course I've thrown RavenDK a message, but given how busy the average modder is, I figured I might get lucky here, sooner.
  6. Grim_Fandango

    Official DDAM Wip Thread

    Awesome work, as we've come to expect from you guys. Hopefully ArmA 2 will run long enough to see a lot of iterations. It seems the Swedish Forces Project are also doing some 80's soldiers in keeping with the OFP tradition - Is that anything you might indulge in at any point? I know we'd get nuked within an hour or two of a war, but we can dream right? I laugh at stories from soldier friends about dragging around rifles that were molded from thrown away toilets (referring to the ceramics in the G3's, which were apparently pretty heavy).
  7. Hey Sirex, what went wrong? Not that I stand a chance in hell of fixing it :P AllowGetIn False makes my guys stay outside, but then they have the silly standard formations. I wish I was script-smart enough to mess around with it. Would you mind sharing that script? Using that I should be able to make a loop to make guys stay with the vehicle in a custom formation, while using AllowGetIn, which should bring me a lot closer to some dismounted infantry support :)
  8. I remember using a script that created custom formations based on your own design in one of the games. I don't know whether that's still possible, but it was really simple to use back then. It was before ArmA II though.
  9. Both of those give me smoke (Which I've been looking all over the internet for - Thanks for that) but what if you want some really big dramatic world-ending pillars of smoke? Like first Gulf War, or Michael Bay-movie smoke? I'm trying to simulate a battle after a retreat, with the resulting fires from shelling in the distance. I'm thinking of smoke that might be seen from a few miles away. I've tried both of those, but I can't seem to make Kylanias smoke bigger, and there's an obvious cap on the BIS_Effects_Burn pillars.
  10. That would be awesome. I managed to find that myself in the reference after the fact, but your script seems infinitely more clever, not least with the fact to define it for all groups on the map. Thanks for the effort.
  11. So is there a way to make the infantry start outside the vehicle and stay outside the vehicle? For me that only works occasionally if I change them from "In Cargo" to "None" in the editor, and set a very short waypoint, which isn't really working for me. How do I skip to locking them out, without letting them get back in? The idea is to get the infantry supporting the vehicle, close to contact, and bring the firepower of both to bear at the same time. I think it would be awesome with a custom formation that has the infantry flanking the vehicle on either side, perhaps with some at the rear. I imagine it would be a bitch to make, but any scripts to refine the vehicle behaviour (especially with infantry) is very welcome!
  12. Grim_Fandango

    Lcwf mod (rok) - wip

    I'd say the ROK are as BLUFOR as you can get. They've been heavily involved in anti-communist operations throughout Asia, and are obviously strongly supported by the US. I think that's more than a proper argument for making them BLUFOR as standard, even if it is restrictive to the imaginations of some. They were also known as some of the most tough, professional and effective soldiers to partake in Vietnam, achieving far greater results than any other coalition force. I don't know where the ROK is militarily today compared to then, but I'd love to see a proper mod covering the conflict/region.
  13. Hey guys, Is there a way to define/improve the vision of a unit at night, ie to make a unit completely ignore that it's night? At the moment my AI are getting to within 20 metres of an enemy formation before actually spotting them, when I can see them at five to ten times that range. I've tried using setViewDistance, but it does absolutely nothing. Since most western special forces raids are carried out at night, it would be a real shame to change the whole thing into daytime, simply because the units aren't working properly. I've looked through the forums, but I haven't found anything touching on it.
  14. Grim_Fandango

    Real Night Vision

    Thanks for the replies guys, but it wasn't really what I was looking for. I've resorted to simply using knowsAbout, it's kinda clunky but it seems like there's no other option available for the moment. You have to wonder about things like that though. I don't see what purpose it serves to make units, even ones with nightvision, into Mr Magoos.
  15. Grim_Fandango

    Real Night Vision

    I'll be sure to check out Zeus AI, but what is it those mods do? I'd much rather tool around with it myself.
  16. Grim_Fandango

    Danish Army V1.0

    We really really don't!
  17. Grim_Fandango

    Danish Army V1.0

    I don't mean to nag (Actually I do a little bit) but when are those last 10 percent going to be finished?.
  18. Grim_Fandango

    Campania de Malvinas MOD

    Can't believe I've missed this 'til now. Fantastic idea, and fantastic effort. Keep it up guys :)
  19. Grim_Fandango

    Spearhead

    Fantastic work Faulkner, it's looking fantastic - Keep it up! Any chance for a couple of Gurkhas thrown in there perhaps? I know it might be an exotic request, but I always thought them at least equal to a para or marine on the scale of british military kickass, based on everything I've read about those guys.
  20. I've searched every forum I could find for a solution to this, but I can't find a word about it. The thing I want to do is have a couple of vehicles carrying troops, basically a QRF responding to a convoy coming under fire, driving into an ambush themselves on the way, becoming surrounded, having to find cover and fighting from a fixed position, until another QRF arrives. I've added HD to all the weapons used, so the movement involved is relatively "safe" for the men while under fire, but the AI just won't do it. Both squads just stay put and wait for death. I can try to force the trucks off the road, but they take so long figuring out a path, they'll never make it before they're shot to bits (this using a whole 2 second fire intervals on the opfor rifles, to simulate aiming). Basically what I'm trying to do is: Make two vehicles under fire move to a relatively safe position fast before dismounting their troops, or Make two half-squads dismount and move to cover, fast, completely ignoring the incoming fire, until they reach their destination. Careless/Never Fire on the troops themselves (for any other purpose than making them stay inside the trucks) is certain death, way too slow to move effectively. So, is there any way to force them to do this, or am I just asking too much of ArmA, yet again? On a whiny note: Is it really possible to have a self-proclaimed infantry simulator that can't provide fire and maneuver on the most basic level? Because if so, BI should really get rid of that boast immediately.
  21. Grim_Fandango

    Maneuver Under Fire?

    Thanks a lot for the advice, that script is pretty damn cool. I've tried pretty much every command I can think of, forwards and backwards, and it seems like there's just no way to make those troops save themselves. Also tried DisableAI target/autotarget, and that did make them haul a bit faster, but they're still so confused they just get hammered either way. The fact that ArmA is so broken makes it all the more satisfying when you do beat it, but when it screws up a good idea, and a pretty simple one at that, it just hits you how restricting it really is. 6 years of waiting from OFP and all you end up with is basically a somewhat prettier version of it. I know they're promising a redone AI for ArmA II, but with a 2 year production time, I just can't get excited about it. They know we're so addicted we'll buy it anyway, but I doubt we'll get our money's worth this time. I have to say that my biggest hope is that OFP II will offer something far better. The ideal for an editor in any game should be that of the old Incredible Machine games - If you can think it, you can do it. With ArmA you can think of so much stuff that you'll never be able to pull off, no matter how awesome this whole support community is. Anyhoo, it's back to the drawing board I guess PS. How does the AI in VBS2 work? Surely a military wouldn't be able to take guys who didn't move when exposed and under fire seriously.
  22. Grim_Fandango

    Vilas' addons

    Again, I'm not gonna buy into every forum members pedantic psychosis over every word I type. Polymer, rubber, cheese, I don't really care. The point is how it looks. Not what it's made of. Secondly, I'm not out to "get" anyone here. The thing is, I posted those pictures to show some fun I'd had, and Vilas started slagging off HWM's work for being shoddy, even though that was pretty far from the main topic of my post. I then merely pointed out that his own didn't match it. I'm convinced that HWM worked hard, to the best of their ability to bring us their pack, and I don't think they deserve to be mocked for it. At least show some respect. Equally Vilas does some truly great work, and I've complimented him on it several times. This is my one and only point: the SLR is not in that category. Aside from that, I already said I wasn't an addonmaker, I don't propose to be able to "do better" than anybody. I just play around with stuff to make it look better, any way I can. That doesn't mean I can't look at a shoddy job and call it a shoddy job. You don't have to be a classical musician to know Britney Spears is crap. You are right that Arma lighting is completely unforgiving and cuckoo, but you can still safely darken the rifles quite a bit further, as shown above.
  23. Grim_Fandango

    Vilas' addons

    This is getting silly, it's not the exact weapon, no, because my point wasn't to compare the differences between the models, an SLR to an original FAL - The difference is how real the ingame model is compared with reality. Real FAL/SLR versus ingame FAL/SLR. To make the exact same point I did before, mate, it doesn't feel like a real "SLR". The model might be fine, but the texture completely ruins it for me, I don't feel like I'm holding an SLR. The rubber doesn't look like rubber, it looks like distorted mesh with unseemly lines cutting off around the model, and the gun, which is one of the blackest guns I've ever seen in any photograph, looks grey! Thus ruining the illusion that you're holding any sort of authentic SLR in your hands ingame.
  24. Grim_Fandango

    Vilas' addons

    Good point! I didn't even see the handle. Also it makes sense that they WOULD have a magazine to some extents, though I have to say that in most of the combat reports/diaries and pictures I've seen, there's always been either one guy or a gunner/assistant team fussing about with chained link. Seems pretty unpractical if you ask me. Is it just an M240-style mag, or do you have a picture? - @Vilas First of all, I wasn't planning to sidestep your thread discussing some FAL foolery, it was just a sidenote, but I have to say I don't really see your points. I wasn't saying you were fantasizing about FALs, either, and do mind you that I have absolutely nothing to do with the models, I'm not even an addonmaker, I just fool around with paintshop. However, I do think HWM have made the best FALs yet. They're not perfect by any means, but I don't see any better ones out there (Which is indeed a crime in my oppinion) I'm not a FAL expert or weapons systems analyst of any kind, but I do know enough to know that they've been exported, licensed and redesignated and tweaked by a million and one countries, and in just a few minutes of google, I've seen quite a few examples of FALs that are alike, yet nothing alike. Last of all, I'm not pushing anything on anyone here, I just showed you the result of my own personal fooling around, and told you that if you'd like to add an L7/L8 style Gimpy to your pack, you'd be more than welcome to use what I've made. I kinda sense that that's not the case, and so what? I won't force it into any of your packs, I promise Personally what matters most to me is immersion. I don't need every tiny detail to be perfect, as long as I can "believe" in the gun I'm using. In terms of those changes I've made, I can now take the M240/Mag/GPMG and HWM FAL seriously - obviously not while subjecting either to the closest of scrutiny, but rather by virtue of playing the game. I don't know if you appreciate constructive criticism or not, but having your FALs look like that does ruin my sense of immersion. That's what a real FAL should look like, and feel like, when you hold it in-game. My edit of the HWM ones are very far from that as well, but at the end of the day, I'll take the closest thing I can get.
  25. Grim_Fandango

    Vilas' addons

    I don't know if this is the right place to ask about it, but I've been playing around with some textures to make a more authentic British-style GPMG, basically just a simple edit of the one in your weapons pack; As far as I know though, the British don't use magazines, they just beltfeed them, so it would probably be even better if the magazine came off. I think UKF simulated it by simply making a gimpy with no visible ammo (Fair enough in my oppinion). I just darkened the whole thing, eliminated that incredibly horrendous green tint and added a new stock texture. As far as I can see it looks unmistakably like the real deal now. It's purely for my own amusement, but if you'd like to include it as an alternate version, I'll just send you the tex On an offtopic note I also played around with the HWM Fal's, but I'd better talk to those guys before I start fantasizing about an addon honoring one of the most awesome weapons manufacturers of the last century.
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