Johan_D
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Everything posted by Johan_D
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I ment, I shouldnt hear a moan 300 meters away, but they scare the hell out of me, like they are 10 meters away of me.. brrrrr...
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Is there a list ? or demo mission?
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One thing bugs me very much.. The sound is not comming from them it seems, it should be comming from the Yommies, and not be audible off range. Is there a solution for it?
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not much to see on the vid.. can you make it so that the sound of the zombies come FROM the zombies? and not audible on the whole terrain?
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http://itsdown.blogsome.com/ scroll down for more ideas! How is the map going?
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Is there a script what can do this micromanagement for you ? preferrably added to the formation menu?
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if the AI view angle can be reduced, then it is all solved. can we?
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how do you tell them to get in
Johan_D replied to startrektng74's topic in OFP : MISSION EDITING & SCRIPTING
Or assignasdriver, commander etc.. and in the waypoint add moveindriver etc.. -
Looking at the little hill in the first shot I wonder if it is 50 meters hill. If it is a smaller grid section, imagine what fun maps we can make. Johan
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Probablities?
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the bling in the HINT command in a script, and the rest I presume you wait untill www.ofpec.com is back online. All is there in ready to use scripts.
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Aren't there any sound replacement packs around?
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Ok, I wil await the mod to check it out, but those days the number of men wasnt important, only.. got much!. Sir, i shut up now, and wait and see Sir, Yes Sir!
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Progress update?
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Amazing new fire and smoke effects by john
Johan_D replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
imagine a Nam scene, with a village onfire, choppers around... Wow -
Amazing new fire and smoke effects by john
Johan_D replied to D.murphy man's topic in ADDONS & MODS: COMPLETE
imagine a Nam scene, with a village onfire, choppers around... Wow -
Well, at the end of the war they even had flees.. so who cares of beards..
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Hi, Thanks for the setdammage.sqs explantion, works flawless. I have a question on the respawn. After some trial I can successfully let DAC do the respawn. But I noticed, that one can do it 2 ways: - with just a zone name, like Z1 1,0,0 and the respawn parameters in the heli section. - or with the same as above and filled in infantry and the rest. Then it respawns what one entered in the sections. Now, for the question; what is the normal use of this? and, the range section in the campspawn section, does that really work? I didnt saw any difference between 50 and 5000. Thanks for this great work. Oh forgot; I didnt see any difference when I use a non-repeat trigger. Also, if I use a game logic trigger it also works. Can you explain why you used an repeat trigger in the demo's?
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2007????? Euh. we hoped 2006.. gonna take a while..
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Can you briefly describe what needs to be changed to use WW2 units and such? And how can I add a unit init command for each created unit, like "this set dammage -1" for example?
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Wolves land.. A real OFP place, as dead as can be..
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The way the German soldier holds the gun, with one hand is very nice done!!
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Well, if you like a bit more shooting, without dying instantly, type in the init field of every soldier: this setdammage -1 This makes them less accurate, you can also use -.1 for more accuracy. If you for example randomise between all the soldiers this, then you never know which one is a good shooter. Do this for ww2 soldiers, and there you have a COD alike shootingfest.
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But how are you gonna do this in your mod? Wouldnt it be better to buy RTW? I think it is just the fun with such massive armies to play with, then with rather a few times 12 men?
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I too think its something with the scripts.. most noticable by the cryosauruses, the first ones from the west list. Put about 5 in a group, and give them a waypoint.. and see, they hickup every second or so. Then, add a raptor and see, when they flee the lags are gone. So, looking at the script I wonder if it is need they have to know the hunterlist? shouldnt allowfleeing=1 not do the job? Johan