igor drukov
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Everything posted by igor drukov
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WarGames League v.5.1 (WGL 5.1) Full Release
igor drukov replied to .kju's topic in ADDONS & MODS: COMPLETE
ISSUE FIXED... thanks to Q... again! Hey there I'm trying to patch our linux server to 5.12 but there's no briefings at the beginning of missions now, and when you hit "start game" you get the screen of waiting players. Did I do anything wrong, overlook something? I simply replaced everything from the d/l... Regards, Ig. EDIT: Oh, and it says @wgl5\wgl_settings.sqf not found, whereas the file is here allright... The fix Comment the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">WGLprops=call preprocessFile "..\@wgl5\wgl_settings.sqf" in \@wgl5\addons\wglevents\wglinit.sqs Repbo wgl_events, and voilŕ! -
SLX Replacement Pack, Mod, and Addons
igor drukov replied to Solus's topic in ADDONS & MODS: COMPLETE
Hey Kyle The way I do it is put the EST_troops.pbo, WST_troops.pbo, EST_weapons.pbo, WST_weapons.pbo (don't know if those two are necessary) and restroops.pbo from DMA into the @wgl5\addons folder. Then make sure @slx comes last in your shortcut, and is not followed by a semi-column: -mod=@wgl5;@slx The GUI isn't WGL5-like, but you should get "wargame edition" at the bottom of your screen. Take all my info with a pinch of salt, I may be wrong on something, but at least my settings seem to work! -
At last a readable, constructive review, thank you mate.
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SLX Replacement Pack, Mod, and Addons
igor drukov replied to Solus's topic in ADDONS & MODS: COMPLETE
Fantastic mod, fantastic work! I'm trying to make it work with wgl5 on a dedi server, unfortunately the server crashes after a few seconds in game... Am I doing anything wrong or is the MP compatibility still to be devved? I've uploaded v1.05... Thanks a million, this rocks big time, Igor. -
Invest the money for marketing BS in further R&D on AI.
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Why can't i 'createVehicle' a parachute ???
igor drukov replied to -)rStrangelove's topic in OFP : MISSION EDITING & SCRIPTING
Apparently so. Positions in CreateVehicle commands aren't that accurate if only because the engine makes sure the new object doesn't collide with previously existing ones. SetPos has more "bypassing power". The use of CreateVehicle in MP is besides recommended because other players won't see camcreated chutes (as Camcreated objects only exist locally)... -
Why can't i 'createVehicle' a parachute ???
igor drukov replied to -)rStrangelove's topic in OFP : MISSION EDITING & SCRIPTING
bn880 is right. You can CreateVehicle chutes if you use SetPos right after: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ch={parachutewest} createVehicle [_x,_y,_z] won't work. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ch={parachutewest} createVehicle [_x,_y,_z] _ch setpos [_x,_y,_z]will. -
More Photos Surface in Widening German Skull Scand
igor drukov replied to -MP-OFP-CRICON's topic in OFFTOPIC
I believe on the contrary that the difference between humanity as opposed to animals must be emphasised every now and then. Failure to do so leads to the shirking of our responsibilities: we're the only ones to have our fates, this planet's and its inhabitants' in our hands. So it's not a question of creating "some kind of self importance". In complexity and degree of conscience, we are superior to animals. Human remains are a reminder of both our mortal condition and of the fraternity that unites us all. Treating someone's remains with dignity, regardless of who they are, is ackowledging this fraternity. I can't think of any situation in which the living are well treated and not their dead bodies. War being when murder is legal and rewarded, no wonder its actors toy with bones. Civilians in countries at peace dismissing human bones in the wild as worthless, commonplace or uninteresting send shivers down my spine. On a side note, I find Rint's works in the Sedlec ossuary totally sick. The same thing applies for the display of petrified bodies in Pompei (I don't know if they still are on display, I went there some ten years ago). Human beings and human remains are not instruments. -
More Photos Surface in Widening German Skull Scand
igor drukov replied to -MP-OFP-CRICON's topic in OFFTOPIC
Unfortunately, yes, I can understand what you mean. I tried to make allowance for it in the last sentence of my previous post. I'm not blaming the soldiers: if I were their officer, I'd tell them to properly bury the bones and move on. On the other hand, to become jaded at such sights or at those battle fields you speak of when you're a regular TV-watching, paper-reading John Doe like me is a dangerous drift that I will fight as hard as I can. Civilian indignation is natural, no indignation at all would be really worrying, IMHO. Bild is exploiting it for commercial purposes at the expense of 20-year-olds that put their lives on the line everyday. Now that is the one true outrage for me here in this specific case. -
More Photos Surface in Widening German Skull Scand
igor drukov replied to -MP-OFP-CRICON's topic in OFFTOPIC
This makes me feel awfully uncomfortable. Exactly the same can be said about bodies and water and DNA: "The bodies have no intrinsic value. They're just water and a bunch of calcium phosphate - and there is no or very little difference between animal DNA and human DNA. The value that bodies hold is for the relatives of the ex owner of the bodies. They may attach a sentimental value to them." Sorry, but this sounds like some SS rhetoric to me, it really does. I can't make a distinction between how one treats people and how one treats the dead. What are the regimes or civilisations that didn't care for the dead at all? The ones that didn't care for the living either. I really believe one distinctive feature of humanity as opposed to the animal kingdom is the way men treat their dead. Everybody deserves a decent treatment after their death, be that a burial or a ceremonious cremation, or any other rite. Having said that, I'd like the editor of the Bild to live a soldier's life in a war-zone for a couple of months, and we'll take and publish pictures of how he deals with his fear. -
UPDATE See bottom of this post for details on the Hardcore Series Hey there Here is a bundle of 10 missions making up a sort of MP coop campaign for up to 15 players (16 in the last mission): Reconquering Nogova (Coop Campaign) <ul>[*]Why is it so big (3.66 Mo, ~500Ko/mission)? Each mission uses Vektorboson's satellite, which contains images, and CoC's console, which contains a substantial set of sounds too. <ul>[*]The Plot Admittedly, it is very thin. The idea is that the "enemy" is occupying Nogova, and our side aims at kicking him out. [*]Gaming Details The fifteen playable slots go as such: <ul>[*] one 3-officer group. [*] three 4-man Fire-Teams. Players start with no weapons at the beginning (except in some more advanced missions), but a large variety of toys is available at their starting base including: <ul>[*]vektorboson's satellite at the Tactical Command Post [*]artillery (usually either 105mm or 155mm) [*]WGL mortars and deployable M2s [*]AddOns Used <ul>[*]WGL5. [*]CoC Unified Artillery 1.1. [*]OPTIONAL: Laser's Weapons Pack 3.00. [*]OPTIONAL: General Barron's Handsignals Command System. In the Multi-Player lobby, admins have the option to play with or without those last two addons. If they choose to play with Laser's weapons, an error message will pop up after someone picks one of them in the weapons crates. It's perfectly normal, it's because the pack is not listed in the addons section of the .sqm. At any rate, the missions will run seamlessly. [*]Credits <ul>[*]BIS. [*]AddOn/Mod makers: WGL5, CoC, Laser, General Barron. [*]Testers: most patient and long-time friend WindWalker for comprehensive testing, k1ng and Ricky, Vartan, Exel, Neill, Judge Rabbi, Deepak, and 23rd Ground Division Colton, Redhouse, Daniel and Smiley_Nick. [*] Scripters: Smiley_Nick spared me the trouble of writing a few ammo scripts and laying out the crates and tents, vektorboson for his satellite, and KeyCat for his grouplink2 that I use in Part VII. [*]A few ingame screenies Part I (screenie taken by Smiley_Nick): getting the job done Part II: enemy artillery Part V: flare-traps Part VII: our artillery Part VIII: in the fields Part X: a section of the map The missions are meant to be immersive tactical riddles for the players who love to know why they are fighting, and should meet the standards of most serious squads. They contain extensive briefings, are plot-driven but a lot of factors are also randomised, and can be cracked in a lot of different ways. I dare say that some of them are even quite different, but that's for you to judge! Bonus: as part of Sinews Of War WGL mission of the month, I released another mission: The Pass (10-player Coop). ============================================ The Hardcore Series ============================================ This is a version of the campaign which uses WGL weapons only, and has a different organization of playable slots based on the specifics of a Stryker Brigade Combat Team Infantry Rifle Platoon as described here. <ul>[*]Gaming Details Sixteen enlisted personnel have been detailed: <ul>[*] The platoon Headquarters <ul>[*]rifle platoon leader (PL) [*]platoon sergeant (PSG) [*]radiotelephone operator (RATELO) [*]platoon medic. [*]One Rifle Squad (Organized into two 4-man fire teams). <ul>[*]senior tactical leader (SL) [*]team leader (TL) [*]2*grenadiers (GRE) [*]2*automatic riflemen (AR) [*]antitank specialist (AT) [*]designated marksman (DM). [*]One Sniper Team <ul>[*]Sniper w/. M24SWS [*]Sniper w/. M82A1 [*]Spotter w/. M16/M203. [*]How different from the original campaign? <ul>[*]Soldiers have their individual, realistic load-outs from Second One. [*]Only one medic present [*]Only one friendly tube (a Carl Gustav) [*]Only one radio-carrier (one other radio is available at the TAC) [*]Laser-Designator works [*]Download contains a template mission with the devices, description.ext and scripts I used for AI arty, CoC Network System + satellite, spawning AIs in towns, etc. [*]Why you will (not! ) like it The balance has been clearly tipped in favour of realism at the clear expense of gameplay to prevent ramboistic behaviours. M21-toting, briefing-skipping, trigger-happy players WILL hate it. Hopefully, others may like it because team-work has been rendered necessary... ---> Download Reconquering Nogova (Hardcore Series) <--- I hope you will enjoy this, and thank you again for your interest! Regards, Igor.
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Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Sure. Forget about the explanations of the code in my previous post, I must have been seriously drunk: the "2" stands for the number of rounds, not the type of ammo - which is the eightth parameter. Change the "2" to a higher value for more fire power... -
Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Well the key-thing is really Chain of Command's inbuilt function, CoCfIFCallFire. You can call enemy arty the way you want by using a line of code like that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[NameOfTheAsset,[getpos Target],2,0,0,0,1] call CoCfIFCallFire I'll cut a long story short, but the "2" stands for the type of ammo used, and the "1" for High Angle shots (useful when you get pounded from 3 kms and there's a mountain inbetween). The way I do it: I've got a public variable, Callfire. I call AI arty fire through a trigger activating when BLUFOR has been detected by REDFOR and Callfire is true. This way, I can easily "pretend" that FOs have actually called arty fire without having a ton of scripts looping in the background. The position of the target is obviously linked to the array listed in the detection trigger (thislist select 0). Once the trigger activates, it sets Callfire on false. Another trigger, with Not Callfire as a condition, activates after a randomised countdown (from 4 to 8 minutes) and resets Callfire on true. Et voilŕ! Hope this was clear enough... Let me know if that wasn't the case. Regards, Igor. [edit] Messed up line of code [/edit] -
Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Hello 456820 Thank you very much for the compliment. The template was to be found at the bottom of the first post. It is actually included in the ---> Hardcore Series <--- package and it is called @wgl_ua_co16_hc_reconq_nogova_part0.noe. Don't ask me why I pbo-ed it, it's pretty dumb. Regards, Igor. -
I hate it when laws encroach on History and label events in a no longer questionable way. History is highly political enough, there's no need for Law to intrude and add yet another shovel-load of Politics into the cocktail. In France, "genocide" is now the legal word that designates what happened to the Armenians in 1915 and what happened to the Jews and Gypsies during WWII. What if those labels conceal fundamental differences (and they do)? On top of that, these events are categorised as "crimes against humanity", among which you will also find triangular trade, which had no genocidal intentions at all. Add to that the common use of "genocide" in the media to refer to the slaughters in Bosnia, Rwanda and even Sudan, and you get a thick layer of BS that hides the specificities of each situation and super-jades people. Today's bill is neither about history nor about free-speech, it's about politics only : French MPs feel as uncomfortable with Turkey entering the EU as they do with acknowledging it publicly to the French Muslim communities, so IMHO it's nothing but a way to miff the Turks and expose Turkey's shortcomings to the rest of the EU. That they do it by endangering the necessary debates among historians, as has already been the case with Olivier Pétré-Grenouilleau, pisses me off. My two-cent rant.
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Stupid bill indeed... but Le Monde says the Senate will most likely not even bother to take a look at it. Besides, regardless of their parties, most front-benchers even agree that "Law is not to write History"... Now this raises an interesting question: why on earth was this bill ever adopted then?
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Chain of Command Unified Artillery 1.1
igor drukov replied to dinger's topic in ADDONS & MODS: COMPLETE
Duh, that bad, really? It was really only really a makeshift measure, but I do get the error message though, even in the default template mission (that on Malden with the laptop, tested on dedi server with other players). I have used that console a lot in missions, and getting the error all the time was annoying... I won't do it again, I promise. -
OFP crash to Deskop after 15min whatever mission
igor drukov replied to xerxes1er's topic in TROUBLESHOOTING
Also... Don't forget to add -nomap in your shortcut. -
Chain of Command Unified Artillery 1.1
igor drukov replied to dinger's topic in ADDONS & MODS: COMPLETE
Hello - I'm not sure this is exactly what you want, but you can attach the "IF Menu" action to any object with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addaction ["IF Menu", "\CoC_Arty\scripts\menu.sqs"] As to the Laser Designator, put in the init line of your soldier carrying the LD the exact same line as in the tut': <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if ({_x in [_x]} count [CoCIFFOI]>0) then {CoCIFFOI = CoCIFFOI + 1} else {CoCIFFOI = 0}; player call format [{CoCIFFO%1 = _this}, CoCIFFOI] You should also create a trigger set on "anybody", repeatedly", covering the map, and called coc_detectlaser. -
Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Hey there This is to let you know that some progress has been made in the "Hardcore Series", the most interesting of which probably being the ability for Radio-Operators to intercept enemy communications with their laptops. Here's a little screenie of what it looks like: This feature is soon to be released, and promises to be highly interesting, as key enemy movements are revealed, the knowledge of which sometimes being decisive for the success of the mission. Now, if some of you are interested in playing this campaign in the hardcorest way with good mates and me, that is with "real" wgl loadouts, General Barron's Handsignals Command System and relative discipline, feel free to drop me a PM, as I have a private server that runs all this. If you are motivated, you are most welcome! Take care, Igor. -
Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Hello It took me time to meet the requests about the load-outs at the beginning... I have to say I was quite embarrassed because they seemed to go against the sort of gameplay I am trying to advocate (based on team-work). I eventually come up with a controversial answer: ---> The Hardcore Series <--- All details about them have been given at the bottom of my first post. You'll see that players now have a loadout based on realistic gear. All choices I've made here were made with a single idea in mind: make players work together. I hope you will enjoy this... Thank you all again for your interest! Regards, Igor. -
Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Hello all First off, let me apologise for not answering earlier on, but I had several RL issues to address that kept me away from my CPU. Thank you very much for the positive feedback, it is extremely heart-warming, as you know how time-consuming and sometimes unrewarding mission-making can be. As to the load-outs in description.ext, I ruled that out for several reasons: <ul>[*]I had originally set out to make missions for 23rd Ground Division, which has a ritual for taking weapons from ammo crates. [*]It left the choice between regular WGL weapons or Laser weapons. [*]It seemed more realistic to me, regardless of how questionable that might be. [*]It let players have the liberty to take whatever weapons they liked without having to go through the tedious wait for the leader to enquire and hand out the gear. These are obviously arguable decisions. As to the AI, I didn't think some of us would consider playing with them... All in all, these choices somehow reflect the style of play I'd like to promote... I have way more fun personnally using a WGL m16/m203 and a radio, and playing under the not-always-sound orders of a good mate, than roaming about Nogova on my own and rake up kills like I'm Rambo... but heh, that's just me! Anyway, thank you for the feedback! Regards, Igor. P.S.: going over the replies once more... ok, I'll just release a new version with the load-outs in the .ext in a few hours. -
Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Hello Q Thank you for the mirror... But a tiny bug sneaked in in part VI, the top page has been updated with the fixed pack. Sorry about this. Good luck for tomorrow, I hope you guys will have a lot of fun playing this... Thanks again! @RedHouse Thanks mate, see you on the battlefields... [edit] Q, I posted the campaign in your forums [edit2] See first post for update, thank you! -
Reconquering Nogova: 10-mission Coop Campaign
igor drukov replied to igor drukov's topic in USER MISSIONS
Hey Matt Cool, let me know what you and your mates think! Regards, Igor. -
Smileys Environments "Afghanistan,Kabul"
igor drukov replied to smiley nick's topic in ADDONS & MODS: COMPLETE
Beauty is in the eye of the beholder... or is it ? Truly fantastic work.