Johan_D
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Everything posted by Johan_D
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jester983 @ Feb. 23 2003,05:12)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FSPilot @ Feb. 22 2003,08)</td></tr><tr><td id="QUOTE">All the friends I play OFP with are out of radio range. <!--emo& What's wrong with RW?<span id='postcolor'> RW IMO takes up bandwith.. making your ping higher and its not very clear all the time... I have hardly used it but thats just my idea. lets not turn this into a debate about RW though... If your friends are out of radio range organize a LAN party at one house and another at another house then use the radios. I know this is kinda silly idea but its just another way to play ofp.<span id='postcolor'> Set RW to use dialup, and high priority, and it is cristal clear.. (all users must do it) Johan
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Feb. 03 2003,09:50)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (R71 @ Feb. 03 2003,10:47)</td></tr><tr><td id="QUOTE">Kegetys version 1.2 I think ... editorupdate102.pbo<span id='postcolor'> "I think" isn't good enough. Both Kegetys' Editor Addon for OFPR and the older Gunsliner's EU have the same file name. So, I suggest that you verify that you only have Kegetys' installed and that you DO NOT place it in \RES\Addons but rather in \AddOns or in a mod\Addons subfolder.<span id='postcolor'> Why is that? the RES\ADDON folder is imho for running RES with add ons, and the normal ADDON folder for running Coldwar? I have ALL in RES\ADDON and dont have problems seen.. Johan
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For those who like to learn more, like me, I found some interresting stuff: http://www.fas.org/man/dod-101/sys/land/row/weg.pdf * link to 2.8 mb pdf on army vehicles, weapons non US. http://www.fas.org/man/dod-101/sys/land/docs/wsh.htm * link to 18 mb pdf on US army stuff.. full color! wow! http://www.fas.org/man/dod-101/sys/land/row/index.html * index to search more on this. Great info! Interresting also for addon makers, contains a lot of data.! Johan
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I am more a newbie in OFP, and recognising ''objects'' so all information (downloadable) is welcome. The parade link is a good one! thanks! Damn, OFP is good.. learning every day, and being sucked into it so much I cant sleep.. :-)) Johan
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Finally! very cool Rangers.. and together with Sarugosa island I am set to kill.. kill...kill!! Johan PS: altough I am Dutch, forget our kiddie soldiers!
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For those who like to learn more, like me, I found some interresting stuff: http://www.fas.org/man/dod-101/sys/land/row/weg.pdf * link to 2.8 mb pdf on army vehicles, weapons non US. http://www.fas.org/man/dod-101/sys/land/docs/wsh.htm * link to 18 mb pdf on US army stuff.. full color! wow! http://www.fas.org/man/dod-101/sys/land/row/index.html * index to search more on this. Great info! Interresting also for addon makers, contains a lot of data.! Johan
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The choppers and planes in OFP are TOO easy to handle. Try a good chopper/plane in FS2002, and you will see what the difference is But for a tactical simulation, its good enough, it isnt a flightsim, but its the guns what count.. Johan
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it wasnt to me, and perhaps more people.. dont harm to tell it i hope! Johan
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it wasnt to me, and perhaps more people.. dont harm to tell it i hope! Johan
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Stoppel... Any chance for a Landser officer ? A real one, with a officers hat, and not a helmet? Please!! Johan
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All about hollow point bullets.. the ins and outs. Who know what they can do from expirience (military,police) and the damage they can create? Johan
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Damn.. I gave up and reinstalled XP.. and OFP:res.. all works again now.. pffww Now a big job of installing all the other programs.. Johan
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Hi, I have the same problem, just bought a brandnew Dell laptop, and installed OFP and Resistance what Santa brought me. Strange, I have this same problem as you had. But I dont wanna reinstall XP. Everything else works normally. AAARRGGHHH Johan
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Can someone explain what happens when someone is shot from close range, from the front in the skull, and from the back. Has the bullet so much energy that is passes thru? or does it completly (from front entry) remove the back of the skull? Please someone with real life expirience in these. I will reveal later in what kind of research I am in regarding these questions. Johan.
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As an FDE guy for PSS I all can say that the flight dynamics suck big time. I didnt look into them deeply, but at first glance its awfull.. There can be add simply more realism in them easily. Johan
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I believe that can be done, just replaceing the default actions.. For example the Munger sound pack... but dont ask me about that! Johan
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Not at this point.. hmmm.. probably untill 2030 or so? Johan
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Stupid thing from BIS.. how the f**k to enable them again? Johan
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convert to ogg, 44.1 khz stereo, and make an description.ext in the main mission folder, place music in MUSIC of your mission. Sample ext file: class CfgMusic { tracks[]={410,party}; class 410 { name = ""; sound[] = {\music\410.ogg, db+10, 1.0}; }; class Party { name = ""; sound[] = {\music\Party.ogg, db+10, 1.0}; }; };
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DO NOT, I REPEAT DO NOT FORGET THE MOTOWN NUMBERS!! COMMODORES, DRIFTERS... ETC.. Johan God bless you all!
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Request for new scripting command in next patch
Johan_D replied to toadlife's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (whisperFFW06 @ Dec. 05 2002,11:54)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skumball @ Dec. 04 2002,17:23)</td></tr><tr><td id="QUOTE">what we REALLY need is to be able to name a unit which has been created by createUnit and that it doesn't need a group: _bob = "soldierWMedic" createUnit [(getMarkerPos "spawn")]<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [getMarkerPos marker1, groupAlpha, "bob=this"]<span id='postcolor'> Works fine for naming a unit (little pbs for local variables, but can be sorted out). About the group, it would definatively make things easier. But this 2 points can ben sorted out currently : What I do is create a dummy unit f the desired side, let's say dummyEast. When I create a unit, I put it in dummyEast's group, then immediatly remove dummyEast from the group (dummyEast join grpNull) It's like creating a unit in its own group. And for the name, I use a generic name in the init field in the createUnit command (newEast=this), and then associate a local variable (_b=newEast) so that other instance of the script do not interfere. Whis'<span id='postcolor'> Hey... thats what I need!! Can you explain a bit further with some sample coding? Johan PLEASE! -
Okay, lets say I have a squad, that gets in a chopper, gets unload and the copper gets back to the beginning, and reloads a new load of good guys. Then it cycles until x=5 or one stops it. (whatever) How can I do that? can I create during the game new units or do they have to be on the map from the beginning? I like to have 5 loads of guys, or more if needed to create. It probably will be simple, but how in easy steps please? Johan
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Hi, I managed to get units to a marker set up in the editor. But I want to set a marker during runtime on the game map, and radio a team/unit to goto to that marker.. Is this possible? and how? Johan
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Help! those damn choppers
Johan_D replied to Tales_From_Topographic_Oceans's topic in OFP : MISSION EDITING & SCRIPTING
Yes, while trying to replicate the We Where Soldiers mission I found out that: 1- the takeoff must be done limited to get all choppers in the air at once, 2- proceed with a normal speed to near the LZ 3- go back to limited for the leader chopper. 4- land at an H (editorupgrade102) 5- unload the guys (unload transport) 6- chopper leaves to next waypoint. Ideal would be that one of them seeks and destroy for a while when the unloading is done, otherwise its getting hard. Maybe an empty chopper what does that. Johan -
Hmmm.. while asking for markers we turned to mr Einstein.. It work flawless with markers set in the editor, but not with markers set during runtime, meaning in the game. I tried to give the marker the same name as in the commands, but no luck. At least now I can command with the radio's to get another squad to come to me for help. And thats needed in Nam.! Bad is that the leader comes first, and then the team will follow.. they dont come all at once, even when I refer to their teamname.. but I can live with that. Johan