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igor drukov

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Everything posted by igor drukov

  1. igor drukov

    Good editing practices

    Hey ! Could you be more specific ? What is it exactly that you mean by "terrain around them" ? Ig. Edit : typo
  2. igor drukov

    Close quarter battle

    Hey ! AI : Bremmer's script. toadlife's function. Link to discussion... Formation : General Barron's pack. Many thanks to OFPEC! Ig.
  3. igor drukov

    Ofp goes gta!

    Hey redface ! Your mission simply looks AWESOME. I've downloaded all the addons from your site, and even created a mod folder for it, but it still says : cannot load mission, missing addons : silversk, bluerc Do you know what those are ? Thx Igor
  4. igor drukov

    Bridge fight - tonal

    Hey ! I liked the location very much. As to the assault itself : make it so that as soon as a guarding unit gets killed (for instance by a sniper), patrols are sent in every direction. Another two-cents Ig.
  5. igor drukov

    Bridge fight - tonal

    Hey Winters ! Downloaded the mission and played the mission without any problem, so here's the report : * Briefing : Paragraph a little too thick. May be enhance the fact that you've got radio. Also consider separating the "Assault" and "Hold" objectives, and adding a "retry" between the two sections. * Mission : I played the mission like the typical brainless gamer mission-designers fear : I took the sniping rifle from one of my men, an AT launcher, and tried to go all the way by myself. You know what ? I did it. I just remained on the hill you start on, and shot the guards one by one. When noone seemed to be around on my side of the river, I called 0-0-1, and me and my guys headed to the bridge. I shot a bunch of baddies on the other side, heard my men signal an enemy but I couldn't see him and noone was shooting. Went to the house, saw the guy... he got me Anyway, I somehow did it till the counter-attack (again, please a "retry" !), ordered two of my men in the MGs (there's no way I'm gonna use these tin caskets myself), set no mine or SCs, and waited. Then came the best part, when you can hear the vehicles coming your way, and peeps start to shoot and you see nothing. Eventually I did see some baddies, and my men in the MGs did an awesome job. Well, when we managed to defeat the the wave on our side, it turned out that both of them had been K.I.A. On the other side, though, things were getting hot, as the enemy had just wiped out the other squad. Shot infantry guys one by one, too, and the same went for APCs, who couldn't drive across the bridge because its surface is not even. Things then calmed down, I took a walk across the bridge (I could do it), there was noone around, went back... and the mission didn't end ? Am I missing something ? So : Fun Factor : I had fun. Difficulty level : well managed ; the big thing that annoys me is that you have delta ammo boxes in the rebels' base. One thing I would have loved would have been to be short of ammos, and compelled to take the enemies' weapons (which obviously ain't that good). Give choice of weapons in the briefing, and remove ammo boxes. Lag : none ; but do you really have to delete the bodies ? Bugs : the mission didn't end. That's it, hope it helps ! Catch you later, Ig.
  6. igor drukov

    Wwii 82nd pathfinders

    Hey ! This mission has indeed been in beta-testing on OFPEC for a while now. I've been working on it for a year ! A lot of things have changed, no doubt. It is less processor intensive (no @s, no useless particles), and the way you recruit your men is different, it's a lot more strategic. Besides, you've got a real battle at the end, more radios, more possibilities in the way to complete objectives, and... a surprise ! Is it final ? Yes, I guess you can say it is past version 1.0, but I'm waiting for still more feedback to make it the "absolute" v. 2.0 . Ig.
  7. igor drukov

    Wwii 82nd pathfinders

    Hey there all of you ! I'm not a frequent poster, but I've been carefully perusing various OFP-related forums for a while now, and I think I come up today with something worthy of you. Description : This mission is an attempt at realistic historical mission-designing. It is set on June 6th, 1944, around 0130. You're a Pathfinder, and your mission is to LIGHT THE DROP-ZONES of your oncoming friends. To do so, you'll have to retrieve a sufficient number of men, who all carry beacons, and then light a "T" with those beacons. Next, you're to join the newly-dropped troops, and secure an outpost. This mission contains : * an intro * a detailed briefing * cutscenes * an outro * various dialogs to : - light the "T"               - use alternative systems to signal the DZs               - adjust the volume of your voice when you challenge men around you ; the louder, the more likely you are to reveal your positions to the patrolling Germans. * custom sounds and radio voices As this mission uses Event Handlers, it is recommended to play in on 1.94. The links : * The mission : the .zip file contains a ReadMe.txt and the .pbo ( 2.6 Mb). * The addons : - Invasion1944 demo (44 Mb)            - Lester's reall lights (6 kb)            - the flak (450 kb) All links to the addons are in the ReadMe.txt or on my "site" (no comment, lol). Eventually : Please don't play this mission using modified config.cpp : it contains FX of its own. I hope you're going to enjoy as much as I did creating and testing it . It takes about 40 minutes to complete it, and this is serious play. You WILL fail to complete some objectives, and things WILL go wrong. But you WILL get a good score if you keep low and strike hard. Don't forget : you're outnumbered, surrounded and under-equipped... Good luck and enjoy ! Igor
  8. Well I'm quite annoyed because this doesn't seem to have happened to anyone. I have perused the other threads extensively, and still I don't understand what I'm going through. 1) Sometimes when I try to import .paa TERRAIN textures into my project, I get a Microsoft message telling me that Poseidon has encountered a problem and must be closed. Thing is, it also happens when I select an area and want to change its texture. So far, I have something like 5 or 6 textures that I can use. 2) I can't seem to get the textures of the Resistance objects. Believe me, I only post this as some last resort, but the objects are just white. I did configure the System Preferences as is described elsewhere in this forum, but it won't work. Other objects are fine. 3) That's the optional question. Can we have water above sea-level, say to create streams flowing down-hill? Thanks in advance to all of you for any clues or help that you might want to give.
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