miles teg
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Proper release of the littlebirds
miles teg replied to SelectThis's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (netops2001 @ Oct. 31 2002,22:19)</td></tr><tr><td id="QUOTE">I tried to download the little birds from another site but got the same error when i used PBO Decrypter 1.5 Â I went ahead and decrypted and then restuffed all the pbo's and put them in the addons folder. It worked well kinda. The little birds showed up in the editor but when ever i look at the in the game it crashes to desktop and gives this error "Cannot load mipmap bas_lbs\m\tjpcntcon.paa" my first thought was that that this may be an error related to my graphics card drivers, but i also tried it on my laptop which i had just upgraded the drivers on and got the same error. I downloaded Drakkhen's modle aswell and am having a similar problem when i look at the modle in the game it crashes to desktop but i get no error message. plz help i realy want to fly these birds.<span id='postcolor'> Woe... that's pretty wierd. Do you have all the same addons on both computers? If so either you are maxing out your RAM on both computers, or more likely there is some kind of conflict going on between some addons. But yeah that's rather strange to have that on two different computers. Try temporarily removing the other unofficial addons to rule out a addon conflict. If that works then you'll know what the problem is. Chris G. aka-Miles Teg<GD> -
I thought that the textures were so-so. They don't look very natural at any rate. Plus the sound on the SKS just plain sucks as it sounds extremely weak and with the scoped SKS, the adjustable zoom on the scope is very unrealistic for that type of scope as it makes the range finder on it useless. They should have used the M21 scope if they wanted to be able to zoom the scope in and out. Plus the most common for of scope used on the SKS is a small 4x scope, not that huge scope they found a picture of. Finally, also on the SKS and the Nagant rifle, they used the wrong type of iron sites. It should have a hooded front site post, but with a V-type rear site like on the AK-47. I had already emailed this issue to the author when the first version came out but apparently he never figured out how to fix that which is too bad. But aside from that the addons are too terrible and are worth downloading I think. The SKS is great to use on the SEB Vietcong units who still use a really crappy milkshape modified SKS that is just a chopped up AK-47. As for the initial request for a mirror site, it's best to request the addon maker to have OFP.cz or someone else host it. It took me like 2 hours to download it from their current site which really sucked. But I'm a big SKS fan so I had to. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (EndarkenD @ Oct. 29 2002,21:50)</td></tr><tr><td id="QUOTE">The f117 at close rang and nme aircraft; I have an article from the gulf war pilots done in an aviation magazine saying they where just fine around enemy aircraft I think?? The fact they cant get locked onto if they have there aerials down  means they only way to shoot them down is with the machine gun which takes a bit of skill and at night there hard to see and no radar to show you where they are.... I find it amazing how infantry with no night vision spot you running along at night when you’re in black and total darkness; I guess its just super ai.<span id='postcolor'> Well apparently the Yugoslavians figured out how to shoot them down. From what I understand if radar crews are properly trained to identify the F117 and if the equipment is set up to detect very small objects moving at high rates of speed, that it can be detected. I believe also the IR signature, while muted, is still a weak area that may be detectable with IR seeking missiles and IR fire control systems such as those used on the Mig-29 and Su-27 figher aircraft. The IR targetting system on the Mig29 and Su27 is used as a passive means of detecting enemy aircraft so that they are not detected by radar warning receivers on enemy aircraft. At any rate the F117 is not invincible. There have been several articles in various defense journals about this. Chris G. aka-Miles Teg<GD>
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Proper release of the littlebirds
miles teg replied to SelectThis's topic in ADDONS & MODS: COMPLETE
0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tigershark @ Oct. 31 2002,020)</td></tr><tr><td id="QUOTE">Miles Teg.. I also did the same test early on and saw no difference...I will investigate it further though. Just out of curiousity...what kinda machine specs are you running....I wonder if this has anything to do with it. Maybe if our chopper has a higher polygon count than Drakkhens (which it does as we modified his base model HEAVILY) your PC struggles a bit more than with Drakkhens and appears to make it "heavier". Just an idea...but like I said...I'll still look into it further.<span id='postcolor'> Mine's got a AMD 1.33ghz Tbird CPU with 256megs or RAM and a 32meg TNT2 video card. Â Not too wimpy a computer overall. Â I'm better known for making HUGE missions that bog down most PC's also. Â Â But who knows... Â the problem could also be due to the fact that I'm pushing the limits of my RAM with the number of addons I'm using. Â That could be the reason. Â Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Steam @ Oct. 30 2002,23:29)</td></tr><tr><td id="QUOTE">These are good ideas, i have found a flaw in your plans: You and 2 other troops and a dog are out on patrol, the dog all of a sudden (with heightened senses) says " 3 o'clock enemy soldier, 500" with his West Voice...see the flaw <span id='postcolor'> Yeah I thought about that...but it's not a flaw if the dog is in another squad that is controlled by AI. In that case you would never hear the dog talk accept for triggers and stuff that would have the dog barking using custom sounds. Also units can have their own sounds like the the WWII GI and Nazi soldier packs that have customized sounds specific to those units. So when the dog gets hit it could be made to whimper, yelp, or growl. Chris G. aka-Miles Teg<GD>
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Proper release of the littlebirds
miles teg replied to SelectThis's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ Oct. 30 2002,23:31)</td></tr><tr><td id="QUOTE">im using keyboard and they are great for me...i cant see any difference between them and drakkens, and they are definately more nimble than any bis helo<span id='postcolor'> Really? I'm using the keyboard and mouse and I notice a world of difference. Either our perceptions are waaaaaaaay different (which happens sometimes) or perhaps for some odd reason my computer handles Drakken's MH-6 much better. But I most definitely notice a gigantic difference in how the two MH-6's handle. At least one other person thought so also, but hopefully more poeple will try both out and give some feedback as to what they think of the two MH-6's (Ballistic's and Drakkens). Chris G. aka-Miles Teg<GD> -
Proper release of the littlebirds
miles teg replied to SelectThis's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SelectThis @ Oct. 30 2002,17:12)</td></tr><tr><td id="QUOTE">handles like a chinook? lol...*coughs*...guess we won't know until a person who has flown a LB stands up and informs us how a real LB handles. One thing to remember is that helicopters do not turn on a dime when they are moving, they don't have the control surfaces that a fixed wing craft has. To be honest I havent flown any of the other LB's so I can't comment on how they handle or look, but I don't think this is a contest to see which LB version is better. Some people will prefer different things... the choice, at least, is here re: miniguns.. I made them aimable with a 7.5 degree arc because the AI is too inefficient with a fixed weapon (ie, they don't shoot much and when they do they can't hit jack) SelectThis<span id='postcolor'> Alright perhaps I did exagerate a bit by comparing it to the Chinook...more like the HIP. My main point is that if you try out Drakken's MH-6 the handling is just so much more responsive and that on the Ballistics Little Birds when I try to turn while moving forward it just seems to be much more difficult then what I'm used to with the other small helicopter addons (official and unofficial) that I've played. Of coarse they don't turn on a dime, but they are supposed to be fairly maneuverable little helicopters. So all I ask is that if you guys have the time, just try to see if you can tinker with the mass to see if you can get the handling to be a little more responsive or at least more or less similar to Drakkhen's. If not then that's cool. Drakkhen's Little Bird isn't perfect either, but it would be good to try and make yours even better so that it remains the definitive Little Bird addon. As for the moving machine guns on the AH-6 Little Bird, I'll have to compare the Ballistics AH-6 with Capt. Moore's AH-6. I actually have had very good luck with Moore's AH-6 engaging soldiers on the ground. On one mission I made, one of Capt. Moore's AH-6 Little Birds saved my ass when I got pinned down by two enemy soldiers as I was reloading in the prone position. Just as their bullets were hitting all around me, a AH-6 swooped in and nailed both soldiers with a stream of bullets from its minigun. A fine example of close air-support. But if it miniguns limited movement on the Ballistics AH-6's definitely gives an improvement in performance against troops then that's cool. I can live with the guns moving a little bit. There actually was a similar mount for the old Vietnam era Huey Hogs using the quad M60's. That is why I was wondering if one actually existed for the AH-6 in real life. Anyways keep up the good work and sorry if I was being hard on you guys. Those are just my opinions. Just look at it this way...if the handling could be improved, just think of it as a way of making the Little Birds more enjoyable to fly... thus a funner addon. Chris G. aka-Miles Teg<GD> -
Proper release of the littlebirds
miles teg replied to SelectThis's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NavyEEL @ Oct. 29 2002,22:14)</td></tr><tr><td id="QUOTE">... are you kidding me? they handle like a dream!! best addon i've ever seen for flashpoint..... ive been waiting over six months for the RIGHT little birds to be released, and these are definitely them. Â keep up the excellent work guys!!! Â Â oops almost forgot, i LOVE how all of the instruments are WORKING! the altitude, airspeed, artificial horizon, and rate of climb are all so cool and accurate!<span id='postcolor'> Have you tried out Drakkhen's MH-6J? It came out just like a few days ago (maybe last week). If you have can you honestly say that the Ballistics Little Birds handle better??? I think that even Capt. Moore's Little Birds handle better. But if people don't mind a Little Bird that handles like a Chinook then I guess it doesn't matter and I'll just stick with Drakkhen's MH-6 for now. Oh...another thing. I don't believe the real life miniguns move at all. From what I've read on the AH-6, the miniguns are fixed position weapons unless they have a new gun mount that allows for this. Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MotherRussiaAK74 @ Oct. 30 2002,10:53)</td></tr><tr><td id="QUOTE">Dogs would be utterly useless in every way.<span id='postcolor'> I disagree STRNONGLY... in OFP dogs could be very useful for patrols if they were made with a high detection level and thus could help spot enemy troops more easily then regular troops. The hard part would be making them do damage when they attack. Their is a simple hand to hand combat system in OFP that looks like it was never fully developed (it's part of a punching animation), however it does do dammage. If some coding genius could figure out how to utilize that then it might be possible...either that or the dogs bit would be like a gun with a few thousand rounds of "bites" and where the damage is done in the same manner as Keg's hand drill addon where it has to be right on someone to do dammage. Plus even if the dogs just walked around it would be useful just to add atmosphere to the game. Other animals like cows, sheep, and deer would also be very nice to add atmosphere and maybe some very amusing "hunting" missions. However more useful I think would be a bayonet lunge animation. OFP REALLY needs bayonets. A simple "lunge" animation should be easy to do and the above method of causing dammage could be used to simulate a bayonet attack. AI could be set to only use the attack at ranges of less then .3 meters or something like that. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 30 2002,13:11)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benu @ Oct. 30 2002,13:19)</td></tr><tr><td id="QUOTE">Is there a quick primer on how to convert winter kolgujev missions to winter nogojev?<span id='postcolor'> 1) Depbo 2) Rename something.cain_snow directory to something.KEGnoecain_snow 2) Open the mission.sqm with a text editor and remove all the addon references from all Addons and AddonsAuto classes (Make sure to remove them from the mission,intro,outro, etc.) 3) Open, preview and save in the mission editor 4) Play it <span id='postcolor'> Ok...let me get this straight....in step 2 (actually I think that's supposed to be step 3) you open up the mission.sqm file in a text editor and delete ALL references to addons including the BIS official addons??? Wouldn't that cause all the units that were used on the old winter Kolgujev to become invisible on the map editor when you loaded up the mission? I don't know if you've ever played my "Chechnya in the Winter" mission, but it has hundreds of units...I get the feeling that it's going to be a major pain in the ass converting that mission to your new map. Chris G. aka-Miles Teg<GD>
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Proper release of the littlebirds
miles teg replied to SelectThis's topic in ADDONS & MODS: COMPLETE
Personally I think that Drakkhen's MH-6J is a little better then the Ballistics version because of the better interior textures and it DEFINITELY has superior handling. A big problem with the Ballistics Little Birds is that their handling is really cumbersome. It feels like I'm flying a Chinook or a Mi-17 HIP as the damn things don't want to turn sharply and I have to really fight with the mouse to get them to turn quickly. Drakkhen's MH-6J in comparison is extremely quick in its ability to turn. I hope that there will be a patch that will enhance the way the helicopter handles so that they match Drakkhen's MH-6. (Otherwise I hope Drakkhen makes a AH-6 also). I also like the higher pitched engine sound of Drakkhen's MH-6J, but I'm not sure which sound is closer to the real thing as it's been awhile since I've heard a real one. But if I remember correctly the ones on BHD had a little higher pitch to the rotor sound...but again I'm not sure. On the positive side, the ultra-high firing rate on the miniguns is very nice and the new pilots look absolutely superb! I wish they could make some Delta Force and Ranger units because so far SEB's very old Delta Force units are still the best looking. All the other Delta Force and Army Ranger addons that I've seen have been VERY disappointing including the new ones that have not come out yet, but that have had pictures posted. But back to the Little Birds... If Ballistics can get the handling improved I think they'd have a really solid and very realistic addon. Chris G. aka-Miles Teg<GD> -
Now if only they could make a useful animation like animations for animal models. Then I'll jump and down and sing their praises to the high heavens. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (TailEndCharlie @ Oct. 28 2002,13:57)</td></tr><tr><td id="QUOTE">Scroll down the page for a camo'd 75mm AT gun... http://ofp.gamezone.cz/index.p....&page=4<span id='postcolor'> The 7.5cm Pak40 at that page just looks like a retextured version of the BIS gun that Adammo modified so that it worked... but at least the textures look good. Capt. Moore's (aka-Adammo) gun is at: http://ofp.gamezone.cz/index.p....&page=7 Â There was a very realistic looking Russian AT field gun that DKM was working on however that I really wish they would release (but in colors that aren't so bright). Â Anyone have any clue about what happened to it? Oh wow.... i just found this. Check out the new field guns at: http://ofp.gamezone.cz/index.php?sekce=news I'm downloading them now! Chris G. aka-Miles Teg<GD>
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How about some russian attack planes...
miles teg replied to OntosMk1's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ludovico Technique @ Oct. 29 2002,01:23)</td></tr><tr><td id="QUOTE">Su-37 can engage in 360 degrees, that means it has no blind spot. It can do what can only be described as handbrake turns, which means it can target pretty much anything in any direction with it's main weapons within a couple of seconds. The Eurofighter is supposed to be quite fun to fly and a bit cheeky with some stealth tech and funky targetting, but against anything with full thrust vectoring no conventional aircraft will be able to consistantly win. What's needed in the game are practical addons though. The Mig21 and Su27 would be practical because they are very common aircraft. A decent harrier would also be a bonus and some sort of Russian scout helicopter.<span id='postcolor'> I would be happy to just see a big ass Su-24 Fencer and it's American counter-part the F-111 Aardvark. Both are heavy long range fighter bombers designed to do low altitude penetration and attack missions with precision guided weapons mostly dropped from internal bomb bays if I remember correctly. But yeah a Mig-21 and a Mig-27 would definitely be great aircraft to use. The Mig-21 is a nice inexpensive multirole plane that is still going strong today. Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ZIKAN @ Oct. 27 2002,20:21)</td></tr><tr><td id="QUOTE">A few things that amuse me: The SUSAT site should be the same colour as  the rest of the metal work, matt black. Also the eye piece on the SUSAT is too long you need to take at least 1/3rd of the length. The glass optics do not shine red like you have made it. You have put a 'iron  foresight' on the front which looks like its from a HK which makes it highly unrealistic and silly. You dont have iron sights with Optics like the SUSAT as they obscure the view through the optics. I speak from experience of using this gat and I dont mean to mock you, but it isnt realistic using rainbow colours and i have seen better made already. If anything it looks like a customised toy for kids.<span id='postcolor'> I agree.... it has some major realism problems. However another thing that really bothers me is that it is not held correctly by the soldier. At least GFX-707's SA-80 was held correctly by the soldier. The pistol grip is the front grip. The soldier does not hold it by the rear magazine. If at least that is fixed and that front site post is taken off (along with other minor fixes with the scope and what not) then I think it could be a very good addon. DWR actually fixed up GFX-707's SA-80 and made it quite good by fixing the problems with the .cpp file (so that soldiers wouldn't fire on full auto at long range) and adding Mad Dog's SA80 scope (which I believe is based on the actual scope). He also fixed up Bibmi's British paratroopers so that they worked in in Resistance, and were equipped with the improved SA80 but unfortunately they were never released I'm assuming because one or more of the original authors did not give him permission to and I think also because Bibmi was supposed to be working on his own pack that was supposed to work with Resistance...but that never happened unfortunately. I'm not sure what happened to Bibmi. If anyone knows him, please ask him to give us news of what he's been up to and whether he plans to release a final British infantry pack. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (starstreams @ Oct. 28 2002,06:38)</td></tr><tr><td id="QUOTE">Not too sure? I’ll tell you one thing: this has got to be one of the nicest looking add-on’s I have ever seen. http://starstreams3.tripod.com/deck.htm Unfortunately there are some problems were you fall through the floor in certain places. Most of the time you can land your chopper on it and walk around by some of the hall ways have in visible holes so you get droped in the water. Man I hope the author can fix this as this is one of the most kick ass looking models I have seen. It would also be nice if this ship could refuel your aircrafts. This would be a nice resting point out in the ocean to refuel. With Models like this OFP has got so much potential is crazy.<span id='postcolor'> What does that have to do with a AT gun? Or did I miss something? Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PFC_Mike @ Oct. 28 2002,03:33)</td></tr><tr><td id="QUOTE">haha @WAR sure seems to have a lot of CRAP. I'm sorry if I got anyone excited about the GR units there, they were awful.<span id='postcolor'> LOL! Yeah they weren't the greatest units or textures. But back to the field gun....Adammo (Capt. Moore) made a working version that howtizer cannon in OFP. It should be on the OFP.cz site somewhere. That one worked fairly well as a regular field gun. Also didn't DKM make a big field gun or was that never released? I remember seeing screen shots of one. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PFC_Mike @ Oct. 28 2002,03:26)</td></tr><tr><td id="QUOTE">no matter, it's a useless addon. You *really* don't want it, they are all ugly. The textures seem weird.<span id='postcolor'> I dunno...I think there are 3 good ones in the pack. There's the sniper, then there's two of the guys with names, one of which is a Army Ranger wearing a black watch cap (beenie cap) and then another guy wearing a green face mask similar to the Black Ops but a little different. But yeah I agree the west are kind wierd looking. Not as good looking as, for example, Frandsen's U.S. Marines or the HK MOD units accept for the one Ranger I was talking about which looks like it came from the HK MOD and was just retextured. Chris G. aka-Miles Teg<GD>
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Another problem with these units is that they don't have ruck sacks (backpacks). I guess they are configured for a direct assault role. But it would be nice to see some units like that with rucksacks also like Frandsen's US Marines. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rokket @ Oct. 27 2002,04:06)</td></tr><tr><td id="QUOTE">OFPEC has great ap-mine script (called "ap-mine" I think). You just place a trigger and call the script, which has a random feature so the victim is sometimes just wounded (severely), sometimes dies, and damage lessens as radius expands so guys nearby get less. Fantastic. I wanted an actual mine instead of just invisible nothing, and after no success with the built-ins as you guys mentioned, I made my own. I have no addon skills, so I did it quick and dirty, but I think it's quite workable: my mine uses the handgrenade as a texture. Sounds goofy, but when you place the dummy mine, just the top of the grenade shows, and it looks like a 3 fingered trigger on some ap mines. It's hard to see from all angles, and distance makes it disappear (depends on vid cards, too). But now it gives a more realistic look (buried mine) and a soldier half a chance.<span id='postcolor'> Any chance we can download this AP mine that you made? Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jamesia @ Oct. 27 2002,00:37)</td></tr><tr><td id="QUOTE">Maybe the ramp can come down when its speed is either 0 is less than 10 or something?<span id='postcolor'> That would be cool....accept then it wouldn't open for paratrooper missions in flight...or if you just wanted to have a nice view from the cargo section as a paratrooper while it flys to your drop zone. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jamesia @ Oct. 26 2002,22:01)</td></tr><tr><td id="QUOTE">I couldn't help but make some attractive images of this beautiful plane.....<span id='postcolor'> Wow! Those are great pics! Now if only the F14's would fly in formation like that for more then a few seconds without smashing into the Antonov! LOL! I used the slower Su-25 aircraft as CAP for my Antonov in the mission I'm working on, but I have to set their altitude lower then that of the An-124 or else they smack into it. Still they do the job nicely and take out AA guns and stuff. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Konyak-2 @ Oct. 26 2002,14:34)</td></tr><tr><td id="QUOTE">That certainly doesn't happen here.. Â Yes, the wingtips can plow through the ground and trees, but the plane will crash when it hits a forest. Â I've done it enough when taking screenshots and aren't looking where I'm going BTW; Â gear is working now (and it crashes when trying to land gear up). Â I am working on ramp animations, but I need your opinion: I can have the ramp activated in a few ways. Â 1. Â Rear ramp opens when gear is lowered. Â 2. Â Add a user action so that it can be lowered independantly. 3. Â Ramp opens when flaps are deployed. The benefits from having it connected to an event like flaps or gears, is that you can do it in flight, anytime. Â If it's a user action, you can only do it on the ground, (until BIS fixes that bug), or by script. Personally, I'm leaning towards the flaps thing, because when paradropping, flaps will most likely go down, rather than the gear. Â Drawback to that is that when AI lands, rear ramp will always be down (same if it were the gear). If you can force AI to lower flaps by script, then it should be easy to have him realistically open rear ramp when coming to the drop zone. I'd rather get input now than when I've gone and released this version Go here to see new screens of the gear in action: An124 photo album Konyak<span id='postcolor'> Konyak, PLEASE PLEASE PLEASE make it an independent action that can be set off by triggers. Â Here is why: Â 1. Â How many mission makers will make SP missions where the player is the pilot? Â Not very many because while the Antonov is indeed alot of fun to fly... Â you can't blow stuff up with it and once you drop your cargo or paratroopers, the mission is done for the most part unless it becomes some kind of mission where you get shot down behind enemy lines or something. Â Â For the most part players will be in the cargo section as paratroopers in most missions that use the Antonov. 2. Â In the cargo section, the players will actually SEE the cargo doors opening from inside which would look extremely cool as long as it doesn't open and close every time the pilot decides to use the flaps or landing gear. A user action set off by a trigger could also allow a mission maker to set the plane with the cargo door open at the beginning of the mission. 3. Â Also for multiplayer games where the doors are opened by a trigger, remember that triggers can be set off using a radio command when you hit the map key. Â This is much better I think then trying to tie it in using flaps or landing gear because those two things you can't control if the AI is the pilot. Â The AI pilots tend to use the flaps while turning or if their speed falls below a certain level...so you would end up having the cargo doors opening and closing at strange times during the flight. Â Plus I'm not sure if it's possible to create a trigger that forces the AI to put down the flaps. Â 4. Â A independent animation set off by a trigger can be used by both AI and by players very easily. Â A simple demo mission can be made showing beginner mission makers how to do this. Â It's very very simple to do once you have an animation that can be commanded in such a way. Â Veit (aka-KKB and not to be confused with VIT who's a different person) made a gate that opens in this matter and it works BEAUTIFULLY! If you could make the cargo door work the way in which his gate opens and closes. Â The gate is at: http://ofp.gamezone.cz/index.php?sekce=unofaddons/misc KKB's addon might be worth studying in order to get some ideas. Â It's a good addon as well if you don't already have it. 5. Â Trigger based animations are extremely versatile all around and allow for maximum flexibility when making missions using the animations on your beautiful Antonov aircraft. Â So PLEEEEEEEASE Â make the cargo door animation an independent action that can be activated by both a user action or by a trigger. Â Keep up the great work!!! Chris G. aka-Miles Teg<GD>
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Another big problem with all of these sound mods is simply that they are .pbo addons. I haven't tested any of these out yet, but I imagine that they will eat into limited RAM required by addons. So for those of us who have ALOT of addons and say, 256megs or RAM, I imagine that it my force us to throw out a lot of addons, or simply not to download the sound pack. Also to the MG's.... Personally I thought that the new PK machine gun sound in the Resistance expansion pack sounded fantastic. Same with the new AK sounds. The M60 of coarse could use some improving but from I understand this new soundpack kinda screws it up? If so then just leave it as a stock BIS sound. In other words please don't replace the sound if you can't improve upon it. Finally one last thing. One of my favorite things in Satchels sound pack was how you can hear the "whistling" sound of shells going by when tanks shoot in your direction. I don't know how Satchel did that but it sounds incredible in his soundpack. I hope that is included in this one. Chris G. aka-Miles Teg<GD>
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Just curious but will the B-17 have multiple gun stations that can actually be controlled by AI or players? I had thought that this is impossible within the current OFP engine. If it is possible that would be amazing!!! But even if it is not, if you could at least make it capable of bombing using a trigger that would be very VERY good for simulating high altitude bombing of cities. That is now possible since the 1.85 patch allows the "flyinheight" command to work with airplanes now so that you can give B17's a higher altitude then what planes in OFP normally fly at. The trick is getting them to drop bombs using a trigger and without having them dive bombing targets. Chris G. aka-Miles Teg<GD>