Johan_D
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Everything posted by Johan_D
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It all would be easily solved if BIS programmed a way into the AI, that every soldier just wants to stay ALIVE. Nothing more. If an AI wants to live as long as possible, it should seek cover, it gets scared under fire and get inaccurate. That should the skill slider do. Not eye distance, but skill in the way of being afraid, or less afraid. Johan
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and the tunnel vision.. a much hyped game, what was no better than MOHAA.
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Although putting all those objects on screen at once would slow it down more than spreading them out... /quote Unless Bis finds a revolutionary way to do it. Remember: BIS is revolutionary, since they were the first with huge playable maps. But I agree, fps must be kept no 1 on their list.
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And the reason for no SP missions anymore is the high demands of the players.. the bar is high these days, and it almost takes a team effort to please anyone.
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Just add another man then, he who died is one less to use for the player, and may add to the mayhem he faces..
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Questions on unified zombie mod
Johan_D replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Hi, I use that approach at the moment, spawn them where I want, and they come after you. Works well. Only problem now is, its too damn creepy to test my own work! brrrr.. Anyhow, the mission is as follows: Kolgujev, the doomed island. The US uses this remote island after the debacles in the past with Guba, since he let detonate an nuclear bomb. Large part of the island is radioactive. However, the US discovered years later that plant mutations caused by the fallout. A research facility is raised, and after a year of work, all contact is lost. A week later, the player is brought in to investgate, go straight to the facility and report. Because of possible Russian presence, its an undercover operation. Needed: zombies, the zombie sfx, farmland mod/or research facility, and the new zombies with moans.. :-) I used some scripts, to spawn them, and combined with the sounds, its very scary! Johan -
Questions on unified zombie mod
Johan_D replied to Zombie_Mod's topic in OFP : MISSION EDITING & SCRIPTING
Any one know how, like in Skye virus, keep the damn things wandering in one place, and not by the glballtargets ran over the damn island to get me.. they have to wait untill I get there.. not vice verse.. -
Horses, cows, sheeps and dogs.. not much more do we need. On the civilians: they should have another kind of Safe setting. A Wander setting. Where they walk around, do farm work, drive a bike and so on. Maybe add a few shops, give them a shop marker and the civilians automaticaly go inside and walk back to their houses. Have a civilian do some fishing on its own for example. And do not let them lie on the ground when they see soldiers, but run away or hide.. must be easy to program I hope. Same for soldiers, an extra safe mode would be nice.. Put two soldiers in SafeX mode, and put a ball opbject between them, and they do some handball or something.
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OFP2 and "armed assault" - what's up?
Johan_D replied to Cpt. FrostBite's topic in ARMA 2 & OA - GENERAL
Maybe Codemasters buy Enemy in Sight and sell it as OFP2? -
check my work at the WW2EC!!
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@winters.. funny.. i was thinking of the same idea.. gonna checkout. About BIS stuff, I dont think thats a go, some people are Nam buffs, some (like me) WW2, so we need addons. But NO 10 versions of a Tiger, a few is enough. Why dont addon makers make usefull things, like a staffcar, landscape things, like decent haystacks, and so on.
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Nice idea to promote an island and or addons for example.. a keeper.! Johan
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I think its even simpler.. the human is a very visual animal, a screenshot of a tank is much more explaining, appealing and tells often the whole story in one screenshot. The mission maker however, doesnt have it, he relies of a as short as possible story to get people downloading it, a lot of addon hasle and some general shots. Thats why for example screenshots always win from the story or mission. Visual beasts are we. I think we need a new website who does only missions, and tries to set a high standard. Even newbies can have a great view on simple things one never thought of before. Johan
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You are right.. I got Brothers in Arms in the hope it as realistic.. well, forget it. It sucks. I hate maps in where one has to go to a 'tunnel' to get to a ambush point always.. it is always the same. OFP is never been beaten, and thats why it isnt dead. Perhaps a little more pr under the newcomers (youngsters) will help.. Johan
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Hi. I am looking for a simple way to respawn a group of soldiers. The ones I found at OFPEC and here are not what I want. I want to place a group on the map, give them a waypoint, and if they are killed, the group is spawned from the beginning and continues the waypoint from start. I know this sounds simple, and I have seen it in some downloads I did, but most of them are complicated with interfering scripts who are not wanted by me. The one what did what I liked was from Crashburn, but has a great lag during the respawn. The newer scripts use empty groups and have no lag. Since I do not know where to begin for doing it myself, I hope someone has made a script earlier what simply respawnes a group of given soldiers. Please help' Johan
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This is what I came up with for INV44 units.. It requires a gamelogic, a unit with waypoints what executes the script like this; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">teamW1=group this; ["west",teamW1,g2,2] exec "spawnw.sqs";deletevehicle this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; ***************************************************** ; ** Operation Flashpoint Script File ; ***************************************************** ~(random 1) + 1 _side = _this select 0 _team = _this select 1 _spawnpoint = _this select 2 _min = _this select 3 ? (_side == "west"):goto "loop2" ~(random 1) + 1 #loop1 ~12 ? (count units _team > _min):goto "loop1" "WH_SQDLDR2" createUnit [_spawnpoint,_team,"man1=this",0.5,"CORPORAL"] ~0.5 "WH_Panzerschreck1" createUnit [_spawnpoint,_team,"man2=this",0.3,"PRIVATE"] ~0.5 "WH_Schutze6" createUnit [_spawnpoint,_team,"man3=this",0.3,"PRIVATE"] ~0.5 "WH_Schutze1" createUnit [_spawnpoint,_team,"man4=this",0.3,"PRIVATE"] ~0.5 "WH_Schutze2" createUnit [_spawnpoint,_team,"man5=this",0.3,"PRIVATE"] ~0.5 "WH_Schutze1" createUnit [_spawnpoint,_team,"man6=this",0.3,"PRIVATE"] ~0.5 "WH_Schutze3" createUnit [_spawnpoint,_team,"man7=this",0.3,"PRIVATE"] ~0.5 "WH_Schutze4" createUnit [_spawnpoint,_team,"man8=this",0.3,"PRIVATE"] ~0.5 "WH_Schutze5" createUnit [_spawnpoint,_team,"man9=this",0.3,"PRIVATE"] ~0.5 "WH_LMGunner" createUnit [_spawnpoint,_team,"man10=this",0.3,"PRIVATE"] ~0.5 "WH_LMAmmo" createUnit [_spawnpoint,_team,"man11=this",0.3,"PRIVATE"] ~0.5 "WH_Medic" createUnit [_spawnpoint,_team,"man12=this",0.3,"PRIVATE"] ~0.5 ("_x addeventhandler [ {killed} , {_this exec {killbody.sqs}} ] " foreach units _team) ~0.5 ;allow for easier enemies ;("_x setdammage -1" foreach units _team) ("_x allowfleeing 0.5" foreach units _team) hint "GERMAN created" goto "loop1" ;======================west=================================== #loop2 ~10 ? (count units _team > _min):goto "loop2" "82_ABNCO2" createUnit [_spawnpoint,_team,"wman1=this",0.5,"CORPORAL"] ~0.5 "82_ABMGAMMO" createUnit [_spawnpoint,_team,"wman2=this",0.3,"PRIVATE"] ~0.5 "82_ABMGUN" createUnit [_spawnpoint,_team,"wman3=this",0.3,"PRIVATE"] ~0.5 "82_ABBLAUNCHER" createUnit [_spawnpoint,_team,"wman4=this",0.3,"PRIVATE"] ~0.5 "82_ABRIFLEMAN1" createUnit [_spawnpoint,_team,"wman5=this",0.3,"PRIVATE"] ~0.5 "82_ABRIFLEMAN1" createUnit [_spawnpoint,_team,"wman6=this",0.3,"PRIVATE"] ~0.5 "82_ABRIFLEMAN2" createUnit [_spawnpoint,_team,"wan7=this",0.3,"PRIVATE"] ~0.5 "82_ABRIFLEMAN2" createUnit [_spawnpoint,_team,"wan8=this",0.3,"PRIVATE"] ~0.5 "82_ABRIFLEMAN3" createUnit [_spawnpoint,_team,"wan9=this",0.3,"PRIVATE"] ~0.5 "82_ABRIFLEMAN3" createUnit [_spawnpoint,_team,"wan10=this",0.3,"PRIVATE"] ~0.5 "82_ABBAR" createUnit [_spawnpoint,_team,"wan11=this",0.3,"PRIVATE"] ~0.5 "82_ABMEDIC" createUnit [_spawnpoint,_team,"wan12=this",0.3,"PRIVATE"] ~0.5 ("_x addeventhandler [ {killed} , {_this exec {killbody.sqs}} ] " foreach units _team) ~0.5 ("_x allowfleeing 0.5" foreach units _team) ;("_x setdammage -1" foreach units _team) hint "USA created" goto "loop2" and killbody.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 _unit removealleventhandlers "killed" ~60 deletevehicle _unit exit Simple, and they keep comming over and over again..
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Great, a simple and easy to use spawn.. Ill test it right away! BRB Johan EDIT.. works great, gonna modify it a tad, thanks a lot!
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Not read all the posts, but its already GR, one shot one kill..
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This analized means that the developpers from BIS, the originals ones who made OFP, and that there are now new developers around, do not, like the discs, fade away, but are around and REACT. This only can mean, a YES, there is something going on. But it sureley dont give any dates. ---lol-------------- Seeing all the addons comming out daily and the alive of the community I think, no I feel its cruel that they dont tell a bit more in their forums. I mean, SUMA just can tell a brief intention of what they are doing. Why the secrecy? No need to give deadlines, we understand, but a little more towards us would be handy, since we also can hype it up elsewhere! Johan
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more inaccuracy on AI!
Johan_D replied to gandalf the white's topic in OFP : MISSION EDITING & SCRIPTING
this setdammage -0.8 works very well for your desired results. Works even on tanks etc. Johan -
Group Link II ver. 1.90 released
Johan_D replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Amazing progress since the last I used, was 1.54 or so!. This is the only script one should have running!. Its the best. Only one simple suggestion, add more target groups, or let the AI react to ANY group on the target site. Johan -
Lowlands Warrior: Koninklijke Landmacht
Johan_D replied to sander's topic in ADDONS & MODS: COMPLETE
Looks good, but.. I think the colors are a bit weak.. should be more like this: But it could be my monitor.. not 100% sure. The biggest question is: what todo with these units? do we get an Bouterse campaign? Current actions are only UN, and we all know those suck. Johan -
New Anim pack for replacing Anim.pbo
Johan_D replied to Dreamy Knight's topic in ADDONS & MODS: COMPLETE
I replaced bothe PBO's, but dont see any differences. Does it only work with triggers and so via de mission editor? or does it work all the time? Johan -
Imagine I have a civillian car driving around in a cycle of waypoints. Also a russian BMP is driving around the same way. How can I simulate that when they are meeting eachother, or are in close range, that the both stop, step out, walk to eachother, wait for 1 minute and then drive on. Like they are been examined on their driving licence? Johan
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Hi, Yes, but thats a linear situation, the truck just have to go to the control point. What if the control point was a mobile BMP, and thus not always there? Well, maybe I set up checkpoints.. is easier.