J-Star
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Sorry 'bout that. Reduced the pic size. (Do a refesh so that you don't have the old one in cache ;) ) /J
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Heh, true that. I did blow it big though... when all the vehicles went up at once I feared my headphones would give in. Try this for fun: bunch up all the vehicles around the helicopter. Then put an RPG in the fuel truck. Suprisingly effective. /J
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LOL Aw man, I had completely forgotten about that. No wonder the score sucked. Playing without the extended map info so that didn't clue me in. Thanks for the info. /J
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I'm replaying the CWC-campaign since I hadn't played it since I was a cute little newbie. I came to the "Saboteur" mission (lone spec op. sneak into an encampment and lay waste to some T80's). Ignoring Prima's guide this time I did it my own way. After killing everyone in the camp without setting off the alarm I bunched all vehicles up against the Mi17 and put satchels around. Run away a bit and press this nice shiny button. KA-BOOM!!!! Now that should bring a nice score dontcha think? WRONG!!! Minus 34100 points?! What gives? /J
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By the way, I just finished the mission - by running back to all four targets (placed one under the T-72 near the westmost base too) - and setting the timers again. I waited with the group about 200 meters from the exit area and watched the fireworks. It worked perfectly! All targets blew up within just a few seconds of the designated time. When the enemy units (BMP, T-72s at the first base, Mi-24) reacted I was already way out of the area they searched. I also made good use of the "Hold Fire", "Target" and "Fire" commands. The 2 AI were on weapons hold for most of the mission. When needing to eliminate a crew, I used "Target" to make the AI select a crewmember to fire at. Then "Fire" to kill all of them synchronously. Thus the alarm never went off. If you want to play an elegant mission, try this one with a couple of friends in MP (The Avon Lady has links to the CWC campaign for MP). /J
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Playing some MP I and a couple of friends came up with an idea for the "Wake-up Call" mission (3 black-ops kill the same number of shilkas). Instead of having to deal with alerted enemies, we drop satchels at the targets and set the timers so that all satchels explode at the same time. Yesterday I was playing that misson in SP and wanted to use the same concept. Before I got to finish it though it was bedtime so I saved the game and thought I'd resume it today. Getting back into the game I took myself and the group up on a hill and waited for the explosions. Clock ticked down to 0430... ...and absolutly nothing happend. What a complete bummer! Checking things up more closely the problem is this: the satchel timers are not saved/restored when the game is saved/loaded. So when the game is loaded, the satchels are untimed again. Is this a known problem? /J
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Oh I manage to forget all my really embarrasing moments. That's very convenient. One sticks to my mind though. I had a problem with one of my "regular" team mates in that he is not very good at identifying his targets before letting his tools rip... (even at 15 meters and staring at me for several seconds). Anyway... we were playing CTI and had just started. A nearby village was out first target and I figured I could use the Mobile HQ for some initial cleaning from afar. Sitting in the gunners seat I zoom in. And spot a sniper (y'know those black-hooded types) apparently retreating. So I let go with the cannon. Bullseye... the target goes like a roman candle staight up at least 30 meters. The look of it was very amusing. ...and the chat says "XX was killed". What the ****?!?! Turns out it wasn't a sniper... only my half-blind team mate who had a less than perfect custom face that left the rear quarters of his head black. Oops... Also had at least one episode of a "premature discharge". We were fooling around with a crude emission testing Swedish Forces Pack. Customary for those was to grab at least one of the off-road transport vehicles and load it up with some extra rounds for the Carl Gustav grenade launcher in it. I have my action key on the middle mouse button... and once, while I was loading the vehicle (and thus had the grenade launcher selected) the finger slipped a bit to the left... "Uhmm.... let's try that again shall we?" /J
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Ok, I'll try that and see if the problem happens again. Thanks for the hint. /J
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The W buffer is not enabled... has never been on my computer... neither with the 56.72 nor the 53.03 drivers. Also as far as I could make out the W buffer only comes into play when you use 16 bit graphics... which I don't. So why would that matter? /J
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I have experienced a problem with nVidia's latest drivers (56.72). The symptoms are (most noticably) flickering terrain textures where large areas show regular patterns of white flickering triangles. The flickering is random. The problem becomes very apparent if high or very high terrain detail is selected. There are also other flickering picture distorsions. Different missions produce different amounts of flickering. One mission that shows this problem very clearly is the OFP Resistance mission "Counter attack". Some menu background sceneries show this problem as well but the default scenery (wrecks in the desert) does not. No graphics setting other than terrain detail and possibly (but not likely) view distance affect the flickering. Multitexturing, D3D vs D3D HW T&L, resolution, refesh and so forth have no effect on the flickering. The problem disappeared when I did a roll-back to nVidia's 53.03 driver. System specs: Pentium 4 3.0GHz HT 1.0 Gb RAM Gainward Ultra 1300 (GeForce FX 5900 256 Meg) ASUS P4C800-E Deluxe Audigy 2 Win XP Pro Version of the game: OFP CWC (not GOTY, not Gold), Red Hammer and OFP Res 1.96 (not beta). /J
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Yes I know I can order the individual soldiers to do it but frankly that is just as much work as running myself... especially if a dead soldier is carrying many times of weapons. Ideally, the script would work best like this: 1) All affected AI go to the targeted ammo-crate/vehicle and  puts all carried items in that. If possible, save a note of primary and secondary weapons for each soldier. 2) Collects a list of all dead soldiers withing a certain range. 3) Collect a list of all soldiers available for the task. 4) Starting with the first dead soldier on the list, send the first available live soldier to him. Strike the dead soldier from the list. Repeat while there are live soldiers available. 5) When a soldier arrives at a corpse, he picks up everything the corpse is carrying. Then he goes to the crate/vehicle and drops everything there. 6) Once a soldier is done dropping everything, he goes back on the available-list and is assigned a new corpse. 7) Once there are no more corpses to be looted, grab the secondary and primary weapons (noted in step 1) from the container again. Issues: - What if the container becomes full? - What if the live soldier has a limited amound of slots and therefor is not able to pick up everything from the corpse? - What if someone has taken the primary/secondary weapon but magazines are still left on the corpse? - What if the primary weapon has been removed from the container before the script ends? /J
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Don't you just hate it... when you know your troop needs weapons badly, there's a battle-field full of dead enemies, you're running around collecting weapons like crazy beause you know that in a few minutes a couple of tanks is going to give you a workover you won't forget this side of christmas... and your more than half dozen AI teammates just stand there and stare at you?! I have been looking for a mod that rectifies this. I have been searching this forum and others but so far I've been unable to locate anything that is remotely like what I want: I want a mod where you can tell your AI teammates to collect all weapons from nearby dead people and put them in an ammocrate/truck/whatever. Is there one? Is so, where? If not, is it possible to do? Comments? /J