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miles teg

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Everything posted by miles teg

  1. miles teg

    Jungle river island (thanks wrpedit)

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Parker @ June 10 2002,02:27)</td></tr><tr><td id="QUOTE">Did any of you download the West Leak Springs (I think that was the name) that the guys from ofpinternals released? It was only like 700kb. I'm not worried.<span id='postcolor'> Yeah I have downloaded it. And if you didn't notice it has not a single object on it. Do'h!!! Populate that bad boy with bushes, rocks and roads and you'd have a much bigger size addon. Chris G. aka-Miles Teg<GD>
  2. miles teg

    Where are they now?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ June 09 2002,22:00)</td></tr><tr><td id="QUOTE">Independance Lost? Forget it. You'll probably have to wait about a gabazillion more years for it. Â <span id='postcolor'> Why is that? From the screenshots it looked to be in it's advance stages of completion. Chris G. aka-Miles Teg<GD>
  3. miles teg

    Addamos c130 where is it

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DigitalCenturion @ June 10 2002,13:27)</td></tr><tr><td id="QUOTE">63 units per side is max...<span id='postcolor'> Incorrect. As SolidSnake said, it's 63 groups max. I often have over 200 units and objects in my missions. Thus the reason why many people have framerate problems with my missions. The real limitiation is processing power. It's best to use as few units as possible. One way is to keep squads down to 4 or 8 men instead of the full 12 allowed by OFP. Chris G. aka-Miles Teg<GD>
  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ June 10 2002,15:37)</td></tr><tr><td id="QUOTE">Walker, I dont think any1 needs to know this. Most people know it and if they are doing it now, they will also be doing it after they read this. Sad? Yes, but we cant do much against it. Also, this should be in general, since this doesnt only apply to addons and mods. <span id='postcolor'> Actually a lot of people DON'T know all that. I didn't know about a lot of that until fairly recently. Call me stupid, but I never bothered to look and see how the internet works until I started reading about all the problems some of the OFP servers were having with bandwidth limitations and the financial costs for hosting addons. There are lots of young people (and older people) on this board who may not know these things. So all in all I thought it was a very well written and informative post. Chris G. aka-Miles Teg<GD>
  5. miles teg

    Us marines

    On looking at a few more of the screenshots I just wanted to add a few more observations. The helmets on the Marines, are those modified WEST tank crew helmets from OFP? They should be the same Kevlar helmets that the Army wears. The goggles look good though. Also back to the AAV-7, the sides don't look too bad, however the nose could perhaps be a little longer and as I mentioned before the whole thing could be made a little bit longer. The turret also needs alot of work. It should be a little farther back and on the right side of the vehicle. For some excellent screenshots go to: http://www.fas.org/man/dod-101/sys/land/aavp7a1.htm All in all it would require a lot of hard work to get a realistic AAV-7 so I guess the one you have now is better then nothing as in fine for simulating an AAV. But if you can get a MK-19 40mm automatic grenade launcher along side the M2 in the turret that would be awesome! Chris G. aka-Miles Teg<GD>
  6. miles teg

    Us marines

    Good work overall Raven. The Marines look good, however I have to note that the AAV's...well they don't look quite as good. They look more like M113's modified with Milkshape or something. I recommend getting some guy like Scorpio or another highly skilled 3d modellor to do a high quality AAV for you that you can import into Oxygen. The AAV should have both a 40mm MK19 automatic grenade launcher and a .50 cal machine gun in the turret side by side. (The M2 barrel on it has a unique arrow shaped muzzle) The whole APC also should be longer then the one shown in the pics. Also is one Marine carrying a PK machine gun in one of the pictures? If so please stick the M60 back in. If you want to give them a M240 instead of a M60 (I think in real life they've upgraded like the Army has to the M240), the Taiwan Weapons pack has a FNMag(M240) called the T-75. You could always use that one. Anyhooo...great job on the addon. Keep up the good work! Chris G. aka-Miles Teg<GD>
  7. miles teg

    Addamos c130 where is it

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Titanium @ June 10 2002,06:08)</td></tr><tr><td id="QUOTE">it does suck when they all fall into eachother and die. Â but if you go fast, more people can jump out faster. Â but some will still die/get injured.<span id='postcolor'> You just have to trigger them properly. What I normally do is trigger them to jump in groups of 2-4 soldiers. That way there is not as many jump related deaths and injuries. However it also means more work. Even if those planes could hold 92 men I wouldn't load more then 24 in each for a airborne mission mainly because I'd want to use multiple cargo planes and having hundreds of paratroopers jumping would slow the frame rate down to crap. The second reason is because it's less triggers to make for the jumpers. Chris G. aka-Miles Teg<GD>
  8. miles teg

    Jungle river island (thanks wrpedit)

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ June 09 2002,15:14)</td></tr><tr><td id="QUOTE">There is only one island released yet so why are you already complaining? gosh...<span id='postcolor'> I'm complaining because island addons are no different then current addons except that they tend to be BIG .pbo files. In other words that the flood of addons is causing serious memory problems in many people's computers. The solution of coarse is to weed out the crap, or addons that I never use and keep all the good stuff. What I've had to actually do is make seperate installs of OFP. One for WWII/Vietnam mods, and one for regular modern day mods. Then I have a 3rd install specifically for Multiplayer games with very few addons. Anyways I hope some people make some kick ass islands, but unless they're extremely good I'll pass on them. As for spamming, no it's not spamming spamming is this: __ Then of coarse I'd put that in every single thread on this forum. THEN that would be spamming and it would get me kicked off the forum. Now trolling maybe. Yes I may be subconciously trolling but in reality I'm just bitching about a problem that we can't do a whole lot about. Only BIS can help stream line the addon system as Avon Lady and others noted in another thread. Chris G. aka-Miles Teg<GD>
  9. miles teg

    Jungle river island (thanks wrpedit)

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ June 09 2002,11:04)</td></tr><tr><td id="QUOTE">What's worrying me now is that, just like addons, we're going to being experiencing what might accurately be called the "Thousand Islands" disease. Everyone's going to start making Islands and then missions for specific islands and we're all going to have to start downloading numerous islands and addons just to play anything. I think I scared myself. <span id='postcolor'> I agree. I refuse to stick any more island.pbo files in my addons directory unless those islands are extremely well done with bridges and everything (or extremely realistic looking rice paddies). Stuff like that. Already I'm running into the problem of making missions using addons that are kick ass but that I can't release because each mission is between 10-20 megs in size due to all the addons required which I prefer to pack with it. The other solution is just to make a list of all the addons, but often I miss one and get a stream of "I get this error about some addon not found. What is it and where do I get it?" type emails. But I don't think there's anything we can do about that. Chris G. aka-Miles Teg<GD>
  10. miles teg

    Gfx707's mg pack released!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sadico @ June 08 2002,22:44)</td></tr><tr><td id="QUOTE">Hey, the link for the mg pack is broken! Â <span id='postcolor'> I had the same problem but I got it to download using a strange method. Ok I right clicked on the link on his addon page and selected "Copy shortcut". Then I pasted it on to my browsers address window. The URL is: http://members.iomartdsl.com/~s.mcculloch/GFX707MGPack.zip Ok then I hit and enter and I got the same problem. But here's the wierd part. I deleted the zip file from the URL so it read: http://members.iomartdsl.com/~s.mcculloch/ At that point my browser (Explorer) automatically showed me the rest of the link just below the address box so I clicked on the complete one. Then it started downloading. Very strange. I compared both URL's and they were identical so I have no idea why that worked. But checking out the DL'ed ZIP file it was indeed the new one with the PK on the tripod and the prone M2 gunner. I'm going to give it a try right now. Chris G. aka-Miles Teg<GD>
  11. miles teg

    A4 skyhawk released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Jub-Jub Bird @ June 08 2002,21:06)</td></tr><tr><td id="QUOTE">I've been waiting for this baby for a while. Haven't used it yet...still downloading. But what is up with the weapons load-outs? The A-4 Skyhawk is an attack bomber...so why on neither version are there any bombs? I think it should be kitted out with two Mavericks (outer pylons) and two Mk 84 GP Bombs (inner pylons) and a Walleye glide bomb (middle pylon). Still, from the screenies the modeling looks good...can't wait to get it in the air... Jubs<span id='postcolor'> Did the A4 ever carry Mavericks??? I thought it only carried iron bombs, AA missles, and rockets? I did find a reference to it being able to carry the Walleye however. Anyways I was jsut curious. I'd just like to see some bombs of any type on this A4 addon. I like it alot! Oh and for those that said it's useless, I strongly disagree. For Vietnam missions, this baby is awesome!!! Time to go attack some NVA truck convoys!!! Yeeehaaaa!!! Chris G. aka-Miles Teg<GD>
  12. miles teg

    A4 skyhawk released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (dkraver @ June 08 2002,18:43)</td></tr><tr><td id="QUOTE">Get it at this site<span id='postcolor'> WOW!!! Those A4 Skyhawks rock! HEy and they are actually flyable. Excellent job on their part on the flight controls... a little bit wobbly but so far I haven't spun out of control which is a good thing. The ground attack version with the rockets is excellent and the inside was textured as well, at least the front control panel. There could be more texturing on the side panels but no biggie, plus it would be very difficult to find pictures of the entire A4 Skyhawk cockpit. But at any rate they are excellent attack aircraft that made a good showing of themselves in the Falklands conflict, during the Vietnam War, and most recently during the Gulf War where the Kuwaiti Airforce used them to inflict heavy damage on the Iraqi invasion force with most of the A4's surviving (at least those that got off the ground). I believe a few countries still use them. At any rate I'll be using this puppy on my Vietnam missions since the F4 addon (that ripped of the Hawk addon) was rather crappy as it looked like a Hawk fighter from a distance. So the Skyhawk is a very welcome addition. Excellent work on the part of the Falklands MOD crew. Oh..also these suckers could REALLY use some bombs as bombs were their primary weapon. But I'm sure that someone is going to quickly mod it to carry bombs as well. When I was flying it over the Jungle Everon map, launching rockets at VietCong villages I swear it felt like I was in one of those Vietnam War documentaries as I flew through some smoke from a truck I had blown up. That was a very cool feeling! Now if only I had an aircraft carrier to launch these bad boys off of. Chris G. aka-Miles Teg<GD>
  13. miles teg

    Where are they now?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ran @ June 08 2002,09:25)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ June 08 2002,05:55)</td></tr><tr><td id="QUOTE">the Desert Storm MOD crew have been making some very cool Oxygen made rifles like the AWP sniper rifle.<span id='postcolor'> LOL have you ever heard of Counter strike ? its models and skins ? , for the moment , the biggest part of the weapons they released was from CS<span id='postcolor'> Is that known for a fact? It wouldn't surprise me if they would look very similar considering that they are modeling the same weapons and that they should look very similar. It would be interseting to see some screen shot comparisons proving that they copied the CS models. At any rate, nonetheless, the addons are good ones. But if they copied them they should give credit to the original creators. At least they removed Flipper's scope from the AWP sniper rifle. Chris G. aka-Miles Teg<GD>
  14. miles teg

    Gfx707's mg pack released!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ June 07 2002,22:13)</td></tr><tr><td id="QUOTE">Well, I have had some help (thanks Kegetys) and I am working on getting an m2 with the gunner lying down behind it (sorry miles, but it seems to make sense more to have him lying because sitting isnt really that different from standing, and it seems that the common opinion would say lying) and once I have gone through the available animations and found one that looks suitable (see pic) and sorted out all the little details I will probably replace the 'short stand' m2 with this one or just add it to the pack, it can be used differently which is good. I might add a second position, I don't know how it will work but I would prefer a two-man weapon, probably won't be able to do it realistically though so I would forget I said that I can't really seem to control what the aa m2 will fire at, because it is an m2 and m2s will only fire at certain air units and I really don't know why. As to the fire rate I would have thought that it was water cooled so they could fire it faster, I mean I really don't see any other reason for cooling it that way, also in some of the pics I have been able to find there were a LOT of tracers so I thought that would suggest a much higher rate of fire, but I will tone it down, it doesnt really make much of an AA unit as it is just now though, which is ok but I don't really want to tone it down, but all in the name of realism I guess edit - picture updated to show some progress <span id='postcolor'> Nah no problem that pic looks great. The tripod is a little small but I guess that's hard to fix. I think it's "good enough". Overall from the pic it looks very cool. You may very well be right about the AA gun. I guess what was I was trying to say is that it would be nice to have missions where you could fly though a tremendous amount of AA fire without an almost certain death. That's one reason why I was hoping that someone would make some PK and M60 gunners that would shoot at helicopters and aircraft. More for a spectacular light show then for actual AA capability although I have had an UH60MG shot down by PK gunners before (on an older OFP version) while flying. It just would make missions more exciting flying straight into a bunch of tracers. As it is you have a high probablility of death so the wisest thing is to take the gun emplacements out with long range guided missles like the TOW or Maverick... but that's not as much fun as flying straight in. Oh...that reminds me.... when I was flying Martin UH-1 gunship (with the minigun) I didn't see the Resistance AA gun on the radar. I put a Resistance T-55 tank and that one showed up but not the AA gun. You might look into that to make sure that the enemy aircraft actually "see" the AA guns otherwise they stand no chance at all. Anyhoo that might be something to check. Keep up the great work. These addons of yours are awesome!!! Chris G. aka-Miles Teg<GD>
  15. miles teg

    Where are they now?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ June 07 2002,18:32)</td></tr><tr><td id="QUOTE">Unless I am very much mistaken, Kegetys and GFX707 are the only proven reliable Oxygen modders...and (take note you others) they usually just release their addons (or a beta version) without 2 months of advertising it first. Hats off to these guys, and the other proven p3d modders (FlipeR, Eviscerator etc.)<span id='postcolor'> Both Flipper and Capt. Moore (Adammo) have made pretty good Oxygen made MODS. For example Adammo's FBI units are very high quality aside from a few slight problems with the Spas-12 shotgun. The BIS made howitzer that he modified into a working anti-tank gun (using Oxygen) was pretty good as well. Also I'm not sure who the individual modders are but the Desert Storm MOD crew have been making some very cool Oxygen made rifles like the AWP sniper rifle. Then DKM released that FN-FAL rifle addon made with Oxygen that was damn good (one of my favorite rifle addons). Now I'm just waiting for a good SA-80, a SKS, and a Oxygen produced WWII weapons pack (cuz Marcel's, while a good beginning, have a lot of problems with un-modded blocks). The only complete ones that I've seen was the MG-42 which is pretty good. Chris G. aka-Miles Teg<GD>
  16. miles teg

    Gfx707's mg pack released!

    I don't remember the tripods we used (M3 tripod) being able to extend that wide where it was low enough to fire while laying down. Â But yeah we always fired it either from a firing position (like a trench) or sitting on the ground on our ass, or kneeling. Â But then again I was also in the Army Reserve and in an engineering unit that did not fire nearly as often as an active duty infantry unit for example. Â I actually just checked the U.S. Army M2 manual (FM 23-65) and indeed it does show a prone position of firing. Â I'd probably need some sandbags under me though because I don't think I could get my head aligned with the sites. But I'm also a small guy. Â At any rate, for GFX 707, the manual is at: http://www.adtdl.army.mil/cgi-bin/atdl.dll/fm/23-65/ch5.htm#s2p6 In that manual is also the sitting position I mentioned. Oh..actually the main index page of the manual is at: http://www.adtdl.army.mil/cgi-bin/atdl.dll/fm/23-65/toc.htm Anyhoo... the main thing about firing any weapon is comfort followed by protection (firing it in a position that exposes you the least). Any new realistic M2/M3 tripod combo would be welcome to me regardless if the gunner is in the prone or sitting. Oh also...to GFX, PLEASE tone the fire rate of the AA M2!!! Maybe I'm completely wrong, but that firing rate seems extremely high for a M2 unless the water-cooled version was especially designed to have a fire rate. Â The standard M2 has a relatively slow firing rate overall. Â Maybe a tiny bit faster then the BIS made one in OFP. Â Anyhoo, all the info on the current M2 is in the manual. Â I just hope mainly that you'll tone down the firing rate because it makes mince meat out of helicopters airplanes. Â It often kills aircraft faster then the Shilka when I use it! Â Also I noticed that the AAM2 units do not fire at all aircraft. Â Only some aircraft. For example it fires at the A10LGB's but not at the reagular A10 with Maverick missles. Â It also doesn't fire at the Blackhawk with the rockets or at the Mi-24Hind or Mi-17 HIP. Â Â It would be cool if you could correct this so where it would fire at all aircraft and perhaps make a West version. Thank you GFX707 for all your hardwork! Chris G. aka-Miles Teg<GD>
  17. miles teg

    Gfx707's mg pack released!

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ June 07 2002,00:44)</td></tr><tr><td id="QUOTE">I am sure it is, I just need to find out what the animation for the soldier lying down would be called in the config.cpp anyone know....? There is stuff like ManActM2Gunner, ManActPBRDriver etc. but I don't think there is one for a guy lying down<span id='postcolor'> Actually it's normally fired from a sitting position with the gunner's feet planted again the tripod or with the gunner kneeling or sitting cross-legged. I don't think any of those animations have the soldier with his hand sticking out like he's holding the weapon however. The only one like that is for the door gunners and drivers, but those place him too high off the ground. Chris G. aka-Miles Teg<GD>
  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ June 07 2002,16:41)</td></tr><tr><td id="QUOTE">Miles Teg: When a chopper in OFP is on the ground it is considered a ground-unit. Anything or anyone with a weapon will use everything on it , even handgrenades. Urban Monkey: One of the safety-requirements for an Apache is: To fly for atleast another 30 minutes without oil and being hit by 23mm shells in all critical areas i.e. rotor-couplings, gears, air-intakes etc. Â in short: The Apache is kinda immune to the wimpy 12.7 <span id='postcolor'> Yes I know that helicopters are considered ground units when they land. That's why I stated that the enemy shoots at them when they land. As for the Apache it is NOT immune to 12.7mm weapons. Even small arms fire can damage the Apache. Several Apaches were damaged during Operation Anaconda recently by small arms fire, enough to where they had to head back to their base and abort their missions according to one report that I believe was on the BBC if I remember correctly. Also 12.7mm AP or API rounds will go through the canopy glass of the Apache with no problem whatsoever. No helicopter is entirely immune. Usually just tough enough to absorb enough damage to give them the chance to silence AA guns before they get shot down. Chris G. aka-Miles Teg<GD>
  19. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (drkhrt532 @ June 07 2002,06:53)</td></tr><tr><td id="QUOTE">i totally agree about the gunners and helos......but i think that RPG's and LAW's could be used aganst a helo when its on the ground picking up or letting off troops. The VC did that lotsa times during Vietnam.....youd think theyd teach the average Ruskie "ground-pounder" that an RPG can put a serious dent in a helicopter loading/offloading troops. Another problem....have you noticed when youre the pilot of a helicopter, and you tell your gunner to target a specific soldier sometimes he says "engaging" over and over again?? sometimes i just drop him in a hot zone so he will shut the hell up. that needs fixing..... Aslo about the Hind helicopter....in the real life Hind, its canopy and windscreen can take a direct hit from a 50 cal round. however in afghanistan the rebels noticed that one well placed shot in the oil cap next to the engine can bring down a Hind quite quickly. Â <span id='postcolor'> If you haven't noticed the enemy DOES launch rockets at all helicopters when they land...well at least they shoot at the Chinooks and Blackhawks when they land. I've lost a lot of helicopters that way in OFP. As for the Hind, in real life, the Majahadin in Afghanistan also had a terrible time shooting down the HINDS at all until they got the Stinger missles. While it could be taken out by a 12.7mm DShK HMG, it was VERY difficult and more often then not the Hind would take out the AA gun position before the AA gun could take out the HIND. Trying to hit a fast moving HIND at all is not very easy, let alone trying to hit an oil cap of a very pissed off Hind that's trying to kill you. Chris G. aka-Miles Teg<GD>
  20. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Shadow @ June 06 2002,22:44)</td></tr><tr><td id="QUOTE">Yeah, I hope the AI won't be able to use that against a helo. Atleast some limitations would be required, like; not firie a law against a aircraft moving faster than 35km/h or something  <span id='postcolor'> Yeah I agree...AT/LAW/RPG troops should NOT be shooting their valuable rockets at helicopters and planes when those weapons are meant to be used for tanks. Otherwise they shoot off all their rockets and when they face armor they are sitting ducks. I just want to see PK/M60/M2 .50 gunners being able to shoot at helicopters and airplanes. Chris G. aka-Miles Teg<GD>
  21. miles teg

    Addamo's c-130 - getting there

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Adammo @ June 06 2002,21:57)</td></tr><tr><td id="QUOTE">I have to say that I'm the best C-130 pilot in the entire community and so far no one can surpass my handling of the plane  ok ok I do have an advantage now a few comments and questions: 1. the props are now working for directx and T&l HW 2. I have done some new work onthe cochpit but not a lot. it looks better then it used to.  I have not added any intruments to the dash.  If I add them it will take longer to release because im need to do some more work on the external skins. 3. I think I will wait for the Binarized tool to be released before I release the C130. This is because it makes things more compatible and much easier to work.  I think it will work much better in RESISTANCE addon if you get the c130 that has been Binarized. ( I hate re-releasing anything) 4. the planes weight needs to be adjusted to be able to make sharper turns. 5. the lower polygons (LOD's) need to be created. 6. if i do more work on the cockpit it will take more time to release should I do this? Other then this.. its running very well and is very playable at this time.  Also I added custom engine sounds.  If anyone has a c130 multi engine sound pls put the url here.. i will compare it and if its better I will add it instead of what I have. -Capt Moore<span id='postcolor'> The cockpit is not a big deal. Honestly I would prefer that you release a data and then put out new versions as you improve it. I almost guarantee you that there will always be stuff to improve no matter how complete you think it is. The main thing is that the textures on both the inside and outside. Once that's fixed, as long as it runs on 1.46 there shouldn't be a problem. As for the binarized tool, when will that be released? Other tools besides Oxygen may not be released for months after Resistance is released. It's your choice, however I think most of us would like to see a beta C130 released so at least we got something to make mission with until the finished version is released. Chris G. aka-Miles Teg<GD>
  22. I agree...I've been asking everyone if there is a script to turn regular machine gunners into AA gunners as well. What I really would love is if at least the machine gunner infantry (Pk's and M60's) would fire at all helicopters and aircraft. It would be awesome flying at night or in the evening and seeing all those tracers coming up at you. That would make air missions VERY intense as you try to fly through a wall of tracers coming at you! I made one like that with HAWK fighter bombers and alot of Shilkas along with Vikingo's Heavy MG's and it was awesome. But I can't do that with helicopters because they don't fly fast enough to avoid the heavy AA guns so they get shot down in seconds which isn't any fun either. Which is why I'd like to see small arms fire at the helicopters and aircraft. I've tried using the "dofire" scripts but those don't work very well. There's gotta be something that gets a soldier to fire at helicopters. In one of the older OFP versions (I forgot which one) I remember that Machine Gunners (PK gunners) used to fire at UH60 blackhawks. They'd often shoot be down but it was TONS of fun flying over the battlefield at high speed as my door gunner fired at them and my poor blackhawk took heavy damage from the PK's until I had to go back to get repaired at the airbase. So if anyone has a script or can make an addon that will do that for at least Pk and M60 MG gunners then that would awesome. Also same for the M2 .50 cal gunners. Vikingo's Heavy HMG addon does that but unfortunately he increased the damage capability of those M2's so that they are almost as powerful as Shilkas. I emailed him about lowering the damage of the bullets, but I never got a response. So any ideas or addons would be very welcomed!!! Chris G. aka-Miles Teg<GD>
  23. miles teg

    Mogadishu city screens

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jester983 @ June 06 2002,04:06)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SKULLS_Viper @ June 06 2002,02:50)</td></tr><tr><td id="QUOTE">What happen to that helicopter in picture 2? <span id='postcolor'> Yea i noticed that too. Nice work. Is it laggy at all? Cause to me that looks like it could be laggy. Im not saying it is, but to me it does. Heres my suggestions: 1. Use how ever many buildings you need. 2. Keep sceneary to a minium if possible. Hope that helps, cause i have a friend that makes totally laggy missions.<span id='postcolor'> Right now I'm looking for a SP respawn script for that map so I can use the same Somali units over and over again in order to reduce lag. But I've been very busy lately with real life matters and haven't had the time to research the scripts to see if anything works. I found one, but when the AI dies they respawn dead. No good. If anyone knows how to do this in a single player game please let me know. Thanks, Chris G. aka-Miles Teg<GD>
  24. miles teg

    Dune2

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (AntiPasta @ June 05 2002,22:21)</td></tr><tr><td id="QUOTE">Teg, that would be REALLY cool. I also think you could base an excellent OFP mission on the Moritani-Ginaz conflict (it takes place on an island, with bombers and landing craft, rocket launchers, etc.) from House Harkonnen. BTW what are hammer assault ships? You mean crushers?<span id='postcolor'> Yeah the Moritani-Ginaz conflict would be a good one. The Hammerships are very large assault ships used in "Chapter House Dune" during the Bene Gesserit assault on "Junction", headquarters of the Honored Matres. This assault was led by the Ghola Miles Teg. The Hammer Ships were also used in the feint before that attack against Honored Matres forces on Gammu just before their strike against Junction. The book does not go into detail about them unfortunately and only mentions Teg giving orders for them to move to a certain location and at Gammu to clear the top of the old Harkonnen center on Gammu that was being used as a planet headquarters by the Honored Matres. I don't think that they are no ships as normally No ships are only visible when they land and not while they are flying. So I can only assume that they are some type of very large assault ship. It mentions in the book that they are gigantic. Plus given the name "Hammer" I assume that they pack a lot of fire power. It's too bad Frank Herbert never drew sketches of the vehicles and ships that populate his world. At any rate "Heretics of Dune & Chapter House Dune" were the two books that inspired me to join the U.S. Army. They provide I think a wonderful view into the military mind. I used to always read chapters from those books before a big training exercise to get me pumped up, motivated, and in the right frame of mind. Chris G. aka-Miles Teg<GD>
  25. miles teg

    Mlrs

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Jub-Jub Bird @ June 05 2002,20:23)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ June 05 2002,18:25)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Jub-Jub Bird @ June 05 2002,01<!--emo&)</td></tr><tr><td id="QUOTE">It needent work to be a cool addon. You will never be in a position to see the effects of an attack, nor get much pleasure from it. Using the MRLS wouldn't be a whole lot of fun. You could be a spotter and have position rockets landing on an enemy base...but this can be done by scripting anyway. The way I see it. You have a vehicle like a SCUD. When you fire the rockets, you fire them up into the air and nothing in particular - end of story. If you want to see them come down somewhere then you are not going to be within visual range of the MRLS or over open sights, therefore the rockets can be placed using scripts. I don't see why all the effort in getting this to work when you really don't need it to. I would love to have this in my collection...but it needent be any more than scenery or any more effecient than the offical BIS SCUD. Jubs<span id='postcolor'> Well if you're only interested in blowing stuff up that you can see and not in a realistic military simulation then yeah it wouldn't be. Â But for some of us it would be a lot of fun. Â Not only that but missions can be scripted so that each fire mission puts a camera overlooking the target area so that indeed the MLRS gunner could see the results of the attack. Otherwise there is no point in creating artillery units like mortars and howitzers. Â Artillery addons are meant to be for those who want to play as artillery men in support roles even if it is a bit unglamorous. Â I'm also talking out using them more for Multiplayer missions rather then single player missions although it would be cool having the AI also fire the weapons when you give them a marker on the map. I don't know....maybe you're right. Â I might be in the miniority with those who want real artillery addons. Â My main point is that the addon as they are making it will not be anythingl like a real MLRS unless they figure out how to do indirect fire. Â It'll just be another missle launcher. Â I was hoping to encourage the makers of this addon to make into a real MLRS but I guess it's not working. Â Oh well...I can always use it as a static object I suppose or see if I can modify the addon myself into a more realistic artillery system. Â Full credit of coarse would go to the original creators of the addon. Â That way there could be one realistic version, and one missile version and everyone would be happy. Chris G. aka-Miles Teg<GD><span id='postcolor'> If it can be done, then fine, let it be. But it would be a shame if it just becomes another rocket launcher, which it isn't, as oppose to rocket artillery, which it is, because the goal is unreachable. I personally can't see how a realistic working MRLS can be made within the OFP universe. I would love to see it (and own it) if it is pulled off, but I (and many others)would happy settle for what I described above. So please don't go half way and make a huge rocket launcher! Jubs<span id='postcolor'> It would not just be a huge rocket launcher...well correction it would. It would be the artillery script that produced the actual rockets over the target. But there might be a way to incorporate the artillery script into the .pbo file itself with the vehicle....maybe. Then again maybe not. I know a few people who might be able to help with that to see if it's possible. If not, I agree, a big rocket launcher with no way of targetting the rockets would be a waste of time. Chris G. aka-Miles Teg<GD>
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