Jump to content

LoTekK

Member
  • Content Count

    319
  • Joined

  • Last visited

  • Medals

Posts posted by LoTekK


  1. If you're planning to add SUVs, I recall this one particular SUV I saw on Modern Marvels on the History Channel some time back.

    It looked for all intents and purposes like a stock standard Chevy Suburban. That is, until the roof of the cargo section opened up, and a mounted machine gun raised up. The thing was controled via a joystick and dash-mounted display, keeping the occupants safe from small arms fire in the heavily armored SUV. smile_o.gif Too bad I can't remember the name of the company that manufactured that particular one.


  2. The BAS choppers only handle warnings for when a missile has been launched at you. I believe Thunder Bunny is asking for something different. As far as I'm aware, though, there are no event handlers for acquiring and maintaining a lock, and I can't think of any hooks that you could access for such (though I'm admittedly a relative newbie when it comes to OFP scripting).


  3. Quote[/b] ]Why bother with a scope on that "thing"? How acurate could it be?

    crazy_o.gif

    EDIT: I want one for my res troops!  biggrin_o.gif

    Quote[/b] ]modified AK stubby with top rail and aimpoint sight

    It's not a scope. It's a CQB sight. smile_o.gif

    edit: And yes, it definitely looks pretty silly. tounge2.gif I don't even want to think about what the muzzle blast on that thing must be like crazy_o.gif


  4. I, for one, can definitely live without ragdolls. Maybe it's just me, but I've always prefered well-done death animations over ragdoll deaths. The problem with straight ragdoll deaths is that they pretty much simulate what might happen in a brain-pan shot, or one that severs the spinal column from the neck down.

    If ragdoll is to be implemented properly, I'd like to see a system that combines death animations (whether by-hand or mocapped) with ragdolls. FEAR is one of the first games I've seen to use a form of this, though I've been espousing this system for years.

    The other thing to consider if implementing ragdolls is the overall feel. Nothing annoys me (and destroys my suspension of disbelief) more than ragdolls that aren't tweaked properly, from poor jointing (Rogue Spear comes to mind) to exaggerated kinetic effects (Half Life 2 - a .357 round is not going to launch a person 6 feet in the air and throw him 15 feet back). FEAR, once again, comes to mind with regards to pretty well-done ragdolls.


  5. I never noticed this before, since I don't do a lot of splitting up into different teams in close proximity, but I started noticing it while doing a convoy ambush in Dynamic Afghanistan.

    Basically, when you split your squad up into teams (well, you don't even need to assign team colors, actually), and give them movement orders, their formation spacing remains relative to the entire squad.

    This means that ordering 11 and 12 (in DA these are the sniper and spotter) to a location will result in 11 moving to that spot, and 12 ends up a good 100m to the left or right (recall that in line formation, 11 and 12 are on opposite ends of the formation).

    If we change this around, and instead order 2 and 4 to a particular spot, they end up logically close together, recalling that in line formation, 2 and 4 are adjacent.

    Note also that this behavior applies no matter what formation you currently have assigned. For example, I ordered my squad into echelon right formation, and issued a move order to 11 and 12, and they ended up at their destination the same distance apart as when in line formation.

    So. For whatever reason, units given move orders are respecting their given positions and spacings based on line formation, no matter what.

    Now, the kicker. Is there any way at all to change this behavior? It makes splitting up your team a little less practical than if they would simply space themselves relative to the number of people in their respective teams. This way if I want to set up an MG team, I don't have to worry about the team spacing themselves out over 200m, for example, and instead keep close enough together to support each other if necessary.

    edit: Oops. Forgot to add pics to illustrate.

    This first pic shows the final positions of 2 and 4 (adjacent when in line formation) when given a move command:

    2and4.jpg

    This one shows 8 and 9 (opposite ends of a line formation):

    8and9.jpg


  6. Thanks Ace, that did the trick as far as working around the screenshots issue. I'm still curious as to why this is happening in the first place, though.

    Also, just noticed something else odd. If I run the game using the launcher, the "Disable UI" function doesn't work either. The readout says that it's disabled the UI, but everything still shows up as per normal. Running from a regular shortcut, once again, has everything working as it should. Any ideas why this is happening?

    And to clarify, every other DXDLL feature is working as advertised, aside from the screenshots and Disable UI (well, reflections don't work, but that's probably due to my GPU).


  7. I looked through most of this thread but didn't see this particular issue mentioned, so I'm not sure if it's something particular on my end.

    I'm using Kegetys' OFP launcher that I got from his website, which works wonderfully, and DXDLL works great as well. However, I'm finding that when I launch OFP from his launcher, any screenshots that I take are not saved to the DXDLL\screenshots folder. However, the "Saving screenshot" message shows up. This happens whether I use PrtScr or App-F8 (and whether or not I disable the 'handle PrtScr' option in the DXDLL configurator). When I launch with the regular shortcut, the screenshots are saved properly. This happens whether or not I have any addons enabled (both the standard shortcut as well as the launcher with no addons selected).

    Any ideas?


  8. I think an app like Placebo's described would be ideal. It would allow BIS to collect as much specific info as they needed, and since it would be in the form of a text file that would be emailed to them, the slightly more paranoid among us would be able to verify the contents of said file.

    And just so I don't drop the ball:

    Intel Centrino 1.73Ghz Sonoma 740

    512MB PC2-3200 RAM @400Mhz

    60GB HDD

    SoundMax Digital Audio (on-board sound)

    Intel 915GMA (on-board video)

    2MBit/256kbit Cable (down/up)


  9. Lordy. A lesson in sarcasm might be in order, possibly? o_O

    These models look downright amazing. The 4th shot (the one with the Huey) totally sold me. Not that the other shots weren't good, mind you, but all the extra crap on them (as in, LBVs, pouches, etc) really makes everything work. Fan-frigging-tastic.

    notworthy.gif


  10. I seem to be having some trouble loading up Dynamic Afghanistan 1.1. Whenever I try to start it up, I get an error message saying

    Quote[/b] ]No entry "config.cpp/Worlds.1"

    I've tried various combinations of Addons, ranging from ECP 1.085 plus the DMA Army Pack (along with all the required addons, of course), to loading up stock Resistance with the required addons. No luck. :\

    For reference, Afghan 1.2b, 1.3, and DF all load up okay.


  11. ECP replacement config by [b.B.S.] Deathkiller

    That's the one I'm currently using (for the moment I just have a batch file to swap out the config when I want to play the Dynamic Afghanistan missions tounge2.gif).

    I'll give the DMA replacements a shot, though I have to admit I've rather fallen in love with Laser's units. tounge2.gif

    edit: Ohh. Just noticed akd's comment about the Army Pack including Laser and RHS units. tounge2.gif Will go check it out pronto.

    edit2: Uh, crap. Is there a "light" version, so to speak, of the Army Pack? I already have the required Laser and RHS units, and just need the williec units and the config.


  12. Bearing in mind I'm coming in after a fairly long hiatus from OFP, but couldn't you add a check in either the eventhandler (not sure about this bit, as I haven't played with them before), or in the script fired by said event handler? Just something that checks if the damage value is above, say, 0.7?


  13. First off, this is simply amazing. I wasaway from Flashpoint for almost two years, and this is one hell of a reintroduction. smile_o.gif

    A note about ECP. I've been able to play with ECP enabled (v1.085) without any problems, though so far I haven't played for more than half an hour at a time. The only problem I had with using ECP was when I used a unit replacement config I got from ofp.info that replaces the BIS units with various units from Laser and RHS. When I had that config enabled, it would CTD before getting to the initial briefing screen (the map screen).

×