Hindhunter
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Everything posted by Hindhunter
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I decided to try OFP online for the first time so I began with upgrading from 1.30 to 1.46 (?? What comes in between), started a session via GameSpy and this error message pops, effectively punctuating my plans for some good ol´ war online To this I should add that when I ran the patch it complained on three mission files, HeliTrain adn 2 other of which I can't remember the names but it doesn't fell releveant, or should it? Any suggestions or solutiones based on experience will be gratefully accepted
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Why didnt you continue with the memory-whatever line you started out with nicely? I DID search, maybe not so thouroughly but I searched and came up with thread only, strange huh?
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Just in case you didnt see new a10 pics
Hindhunter replied to Vegabond's topic in ADDONS & MODS: COMPLETE
Right, what´s the bleeding point of issuing a laser designator if not to actually be able to use it? Sure, it looks cool when you follow the red dot on a russian tank as your team mate paints it but it´d be even cooler if those pesky A10's could hit the designated target. As the Pilot, you can see illuminated targets marked "Laser Target" and lock on them but the bombs are just as dumb all the same, don´t home in. I´d like to make a pinpoint bombing mission where OPS's need to illuminate certain targets for the Hog crew but unfortunately it's not possible. Freakkin' fake mods! -
Ehm, I don´t wan´t to be the one bursting the bubble but in case you haven´t noticed, (and you probably haven´t), there actually exists a version of the Hummer with TOW Launcher as well as Stinger and Avenger systems. The Hummvee is rather a heavy vehicle so why wouldn´t it suffice as a TOW platform? There are at least 4 different version of the Hummer TOW Carrier IRL with or without winches etc. M966 TOW missile carrier, basic armor, without winch M1036 TOW missile carrier, basic armor, with winch M1045 TOW missile carrier, supplemental armor, without winch M1046 TOW missile carrier, supplemental armor, with winch Check these out: http://www.fas.org/man/dod-101/sys/land/hmmwv-dvic368.jpg http://www.fas.org/man/dod-101/sys/land/m998.htm M966 TOW missile carrier, basic armor, without winch M1036 TOW missile carrier, basic armor, with winch M1045 TOW missile carrier, supplemental armor, without winch M1046 TOW missile carrier, supplemental armor, with winch Just so you know....sometimes reality overwhelmes fantasy =)
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Hello there I haven´t laid eyes on OPF for quite a while now but with renewed inspiration and a couple of mates with hunger for MP gaming in the backpack, I´ve taken upon me the task to construct a brand new MP mission. It´s intended as a "domination"-style map pretty much like the domination-matches in Unreal Tournament where you capture checkpoints and hold them with your team. This is somewhat dissimilar in a way since here I will assign one location on the map (The castle ruins) that will serve as the capture location. 2 teams will try to conquer this location and hold it for a certain amount of time fending off each other with whatever resources (weapons, vehicles) they can find on their way. Now, this is meant to be a time-limited mission where you respawn as you get killed, a continuous onslaught where you spawn in a base a little ways off the target location. My dilemma is that I´m not sure of how to..... 1. How to solve the respawning issue, commands and how to solve it practically. 2. How to govern the mission time and conditions as to conclude which team has won. The victory condition would be determined by measuring the time one team has spent holding the conquered location in relation to the mission time. This could also translate into points/score that´s regularly updated as to show who´s the leading team during the mission. Score will only be granted to the team that holds the marker location AND if there´s noone present from the opposing team within the marker area. So this is the basic layout as I´d like it be and there will be other problems popping up as I advance with the scripting, but that´s anther issue =) Suggestions?
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Is there something I´ve written that you don´t under stand? please, come on now, help me out!
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Trigger placment problem possible?
Hindhunter replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
This sounds awfully complicated for a simple matter, or so it seems anyway. What excatly do you want to be done? -
Cars have realisitic damage model in OPF?! Pfffft! So that´s why my Skoda get´s all messed up, trashed, as I bump into a tree in 20km/h? Windows smashed and all....=)
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RemoveAllWeapons on Air Craft
Hindhunter replied to BigQEd's topic in OFP : MISSION EDITING & SCRIPTING
Or you ¨can walk the long way: RemoveWeapon xxxxxxxxx =) -
Maximum number of units used?
Hindhunter replied to Lazarus_Long's topic in OFP : MISSION EDITING & SCRIPTING
But there´s maximal number of units of 255 or something I believe. I copied and pasted several long rows of Trabants on Desert Island just to see how my computer would handle all the effects and wrecked cars upon strafing that column with rockets from high altitude. = ) I sat there and placed car by car on the ground until I lost my patience and copid a crop of maybe 20 cars and pasted them all over the place until the editor prohibited me to place any more. max 255 units. -
How come we haven´t seen the RPG-7 yet? It´s the most widely used ex-soviet anti-tank weapon in the world and it lookscool too = ). Should fit the resistance units well, old and reliable.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (R. Gerschwarzenge @ Feb. 13 2002,13:36)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I would not recommend you to read anythink under name "viktor suvorov" .<span id='postcolor'> Who is Viktor Suvorov?<span id='postcolor'> Viktor Suvorov isn´t his real name, he´s using a pseudonym as he´s a defected ex Spetsnaz Colonel out of former Soviet. I´ve read his book and it offered very interesting reading. It thouroughly describes the modus operandi of Spetsnaz (Spetsialnoije Naznatjenije = Special Tasking/Mission) and a few things really makes you start believing the SAS and Navy Seals are all a bunch of kindergarden teachers holding hands in comparison, only they aren´t. For instance, the Spetsnaz used utterly unhuman technics of torture on their prisoners/victims so they were probably trained under the harshest and hardiest conditions possible to make the soldiers emotionally "numb". Their actual training was very tough and dangerous not to mention that 13 feet wide ditch with spikes on the bottom that they used for recreation; Those who daren´t jump over it were cowards and wouldn´t be around for long. They had very peculiar ways of disabling fighter aircraft at enemy air bases; they used a weapon called Strela Bloc, it was essentially a modified Strela2 used as a mine/booby trap and placed in the vicinity of NMY air strips. It was triggered by the vibration characterisitics of an afterburner and....BOOM. Picture the pilots expression as the incoming missile klaxon goes crazy after a few hundred feets of roll-out =) I strongly recommend that book as it tells you about the Spetsnaz as a whole, the missions and how they in cooperation with the KGB infiltrate the west, and how they prepare prior to war situations. Very immensive reading, I promise. =)
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Tracers look really cool at night, they almost look like laserbeams because the light exposed to the eye receptors expires slower than the bullet travels.
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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">Quote: from Crispy129 on 6:55 am on Dec. 28, 2001 1)  8)  Air-to-air missles and SAM missles for both teams(don't forget proximity detonation), and planes with coutner measures, radar warnings, and missle launch warnings.  Also, if you include countermeasures, make sure the flares and caff don't work on stingers, because they don't. <span id='postcolor'> You´re saying that the FIM-92 Stinger, which is a IR homing, thus, like all IR missiles homing for the heat signature of the exhaust gas of planes and helicopters wouldn´t be spoofed by a flare countermeasure? Even if the homing device is set to a specific radiation pattern specific for exhaust blooms, it´s still susceptible to heat generating countermeasures like flares.....
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You will find it´s usefulness when finding you way from the tent to the s**t hole I tell ya...=)
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What I really want now is a completely new map, or actually a few new maps =) A new map with a few smaller islands connected with strategically important bridges and stuff. New buildings like radar towers, air traffic control towers, a new hangar and maybe an open garage for trucks and stuff. Concrete bunkers would be nice also. A couple of new maps would bring back the feeling of "new-game" sort of because I think one of the funniest things about the game is to explore new locations where to set new missions. =)
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Concerning the ACTION command......
Hindhunter replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
Right, and that I did. All I wonder is where the #### I am supposed to put the name of the crate to make it work?? -
Now, I´ve made a nice mission where a small reserve unit of the US guards Montignac, main road being clogged up with M2HB bunkers and immobilized M113 with gunners only, everything buried with pillboxes and tank blocks, ammo crates here and there Looks really neat, like one of those dioramas I always dreamed of building with airfix kits when I was a boy =) Now, the russians are probing with a few BMP´s to see if there´s a chance to break through. As soon as the BMP´s have been detected 2 guys (SoldierW)will run to a crate and pick up CG´s and ammo for them so I made this script that executes when BMP´s are detected: AT_1 Action ["TakeWeapon","CarlGustavLauncher"] AT_1 Action "TakeMagazine","CarlGustavLauncher"] exit I made a waypoint precisely at the crate and removed the handgrenades to make room for the CG round just in case. It surprises me that the name of the ammo box isn´t asked for while using Action TakeWeapon since, how will they know WHERE to get the weappon? The script runs but nothing happens, they jsut stand there without doing anything. I even popped one of them AT guys to see if he had any CG on him but he hadn´t. What have I missed here?
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Concerning the ACTION command......
Hindhunter replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
Fine, you do that. Anything that helps is goody. Now, I could make AT soldiers of them from the start but that´s the same as giving up and that´s not really me......no sir =) -
Concerning the ACTION command......
Hindhunter replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
*LOL* I´m turning insane! There is supposed to be one extra bracket in the end of each line....*tired* -
Concerning the ACTION command......
Hindhunter replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
Ah, I see, don´t bother the missing bracket in what I wrote here, the brackets in my script are all there, or at least in such way I think it works, as an array. ; Script starts here AT_1 RemoveMagazines Handgrenade AT_2 RemoveMagazines Handgrenade AT_1 Action ["TakeWeapon","CarlGustavLauncher"] AT_1 Action ["TakeMagazine","CarlGustavLauncher"] AT_2 Action ["TakeWeapon","CarlGustavLauncher"] AT_2 Action ["TakeMagazine","CarlGustavLauncher"] exit Now this is what I mean, do you mean it should be like this?: ; Script starts here AT_1 RemoveMagazines Handgrenade AT_2 RemoveMagazines Handgrenade AT_1 Action ["TakeWeapon",["CarlGustavLauncher"]] AT_1 Action ["TakeMagazine",["CarlGustavLauncher"]] AT_2 Action ["TakeWeapon",["CarlGustavLauncher"]] AT_2 Action ["TakeMagazine",["CarlGustavLauncher"]] exit Now I´m really worked up.....=) -
Concerning the ACTION command......
Hindhunter replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
Isn´t this ["Weapon","Weapon"] an Array? In that case you don´t need the extra brackets, and else, you can´t take a magazine for a weapon you don´t already have. You are probably thinking about the AddWeapon and AddMagazine command where AddMagazine should be used first so that they dont´t start out with an empty gun right? I don´t think it works the same way with TakeWeapon, TakeMagazine....... -
Oops, I looked again and I saw that UnAssign actually was included in MP´s script....=)
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That was a nice way to do it with little coding, however, I thought the UnAssign command was necessary whenever a unit exits a vehicle, won´t the chopper come back and get´em?
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Concerning the ACTION command......
Hindhunter replied to Hindhunter's topic in OFP : MISSION EDITING & SCRIPTING
"Who the ####....." sorry about my crappy spelling, swede and all, doh =)