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Mox

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About Mox

  • Rank
    Private First Class

core_pfieldgroups_3

  • Interests
    Mission coding, scripting.
  1. Mox

    Interface discussion

    Well.....I would like the AI to be smart enough to create their own addons.
  2. Mox

    SEF_LAV

    A very nice addon though I hate to admit that I'm greatly dissapointed by the choice to go for tank-class. I would have loved to give-up some optics in return for more realistic movement behaviour... But hey, thats just me..I'm a sucker for eye-candy on the outside...guess that makes me rather shallow Speaking of movement, Added one LAV to desert-Island, gave move wp 50 mtr's up, and got some very funny rodeo-behaviour. Bug?..tested CBT bradley, VIT btr-80 and none of them copied it.
  3. Mox

    Revolt 1998 Released!

    Just finished mission 2 and sofar I must say: Simply amazing...totally immersive! Only very, very minor annoyance is I REALY have to pay attention to not getting hit, hehe. Crawling all the time s***s. Maybe a medic once or twice would have been nice (or play missions 2 as delta-ops) but hey...thats war. Very impressive!, 10 out of 10 Lama's.
  4. Mox

    LOST BROTHERS SINAI UPDATE 1.4

    Great work from Lobo!, smart thinking about all the addons in one package too. A few notes though, -I missed some (or at least one) Island anims. -I.m.v.h.o the current Island lags too much. From reading the first feed-back, I'm not the only one struck with this inconvenience. Lag is THE usage-killer of every custom project, wheter it's a small addon or a huge -time intensive- project like this. I was also wondering what standard's you are using to test performance since the release already mentions a overall performance increase in this version ? I dont have a superb dual CPU/GPU test-rig but am getting around 20-30fps on Tonal (unit amounts and viewdistance related), which is -so to speak- kindoff my default comparisson Island for new releases. I'd hate to see yet another great Island wasted because of this and I'm realy curious what Lobo's thoughts are about this, especially since -from the looks of it- all objects are placed with great care and the overall object count is way less then anything near Tonal's for example.
  5. Damp 3-1 testreport (1 local server, no client) Bugs/Urgents: -On patrol-type mission the patrol-area was found to be empty (at least it looked like it was), the mission completed very very quickly but it turned out that all nmi units were behind a huge mountain, never engaging anything but the CAS hokum (if I wouldn't have used CAS on this test, I wouldn't even have found out they were there until the red smoke popped when the extract-chopper moved in close). (Suggestion to fix this: -Always spawn nr1 group very close to the -mission marker and deploy multiple groups in a spaced-triangle formation around them, with random distance intervals (Not too close to be noted right away but also not too far for Group-Link support to take ages to get there). -And maybe the nr1 group should be the only one to have armor and/or vehicle support as well to exclude the others from becoming random problem-magnets due to the terrain.) -Group doesn't respond to formation changes, keeps locked in Wedge (or is it Vee) formation. -CAS: KA-50 down! message while infact it's still flying -Extract: After pickup takes off, nothing happens, default return isn't acknowledged, neither is course correction. Yes I agree, considering the problems with the current extract-script it might be a good idea to completely rewrite and then go for a new batch of tests. ============================================== Suggestions: -Limited CAS and ART per assigned mission, or in the case of CAS at least a N/A-limit if the CAS chopper gets blown out of the sky. -Change the Music (which is great! back to default OFP-themes during Beta-fase, this saves a lot of MB's over a internet-pipe and guarentees quicker testing. -Disable intro during Beta-fase. -Implementing JAM2-HD and/or fire dispersion-scripts to increase possibility of longer firefights and add some survivability to the players while still being immerged in hectic firefights. -Make all spawn-scipts array-based to improve handling of conversions/ports to other maps or unit-types and improve randomness in spawn-types/unittypes. Questions: -Is the ART-Smoke JAM2 smoke?, meaning does it actually block the AI's line of sight or not? Regards, Mox
  6. Hi Hermano, Report on very small beta-3 test: (playing only as server, with no client connected) Great Music! and already a much, much smooter version!! Bugs?: -On insert an error pops up saying: '_temp = _location distance troop6 , type number expect object (message stays for the further duration of the mission) -some minutes After calling medevac: support\med_delete.sqs" not found -Medevaced soldiers keep appear as wounded in the platoon-statusbar, though infact they're healed. -Extract chopper doesn't seem to acknowledge the given touchdown point too precise, but this can be my fault. (It landed on a roof and touched off, ejecting my squad in the process, resulting in several injured). Keep up the good work!! ============================================== I think the best way to approach BAS is just via their website (http://www.ballisticaddonstudios.com/classic.php) or email: Surely there must be someone alive behind those adresses (I think, -hope, -not sure, then again maybe not??) contact@ballisticaddonstudios.com As for the groupthingy, I see what you mean. Yes splitting up with human players isn't the problem. I just thought it would be a nice touch to have 2 teamcaptains...this should be possible by means of a Lead-team and support-team, thus needing eachother to complete whatever mission and cementing them together. The main function for the support team would be to bring heavy weapons or someting that the lead-team lacks to bear. Just a thought. Radio Y/N, well...imho I think it only adds to realism, but you're right that it would require to keep good taps on the guy. Reminds me of a excellent mission from General Baron I believe, which included code to force one to be close to the Radio-Op to use the Radio. AI-Related, The best scripts I know of are Keycats Grouplink II script, Bremmers AI script and Mapfacts SKY AI addon, all come with their pro's and con's. Personally it looks to me as if the SKY addon is the more customizable of the 3 but I havent tested it with spawn's and respawns atm. Armor: I think the Base-Loadout is fine, even a little over the top atm. The Opfor could use a T72 once in a while (to simulate T62's or so) and the previously mentioned BMP 1/2. Arab Insurgents: Check out current news-section on http://ofp.gamezone.cz/index.php?sekce=news I'd prefer the new units over the GMER ones, from the looks of it they are all very low-poly and still good looking. There's bigger variaty and Arab-women included as well Questions: -Is the nr of CAS- and ART- calls unlimited atm? -What did you change so it seems no longer possible to review the mission in the editor with full funcionality and was this absolutely necesarry? Currently I can no longer get missions in editor-mode, if I'm not mistaken this is new in v3. Btw: I've just about finished a script which spawns random flying planes and/or choppers during the mission, enhancing immersivness a lot without much additional lag. If you want it I'll send it.
  7. *wonders if a Rescue attempt should be made to free Hermano out of some Tora Bora cave*
  8. Great work Hermano!!!, Plz keep it up, we appriciate it a lot. After a rumble with DAMP v2-3 (LAN with 1 local server, 1 client) here's a "small" report we came up with: Plz see this as constructive feed-back, by no means it's intended as picking, nagging or whatever else fit's that line. We already love DAMP and like to see it updated and ironed out as best as possible. -On extraction: Damp/radiomenu/4.sqs not found. >Should be \\ in the radiotrigger. -MedEvacServer.sqs (known?) contains this select1 > should be this select 1 ? (A follow-up error occurs and loops on the server until mission aborted/completed, but untested if this will be fixed by correcting the above.) -Patrol mission type Too many times no enemy due to the fact that halve the array is filled with the nospawn.sqs > Better to reduce the nospawn.sqs to 1 or max 2 (a 75% chance of encountering opfor would be nice) -Intelligence mission type Could do with a better system to identify VIP. Also, in playing this mission, a Jeep was identified on the server pc but didn't show on the client. -On return to base via extraction, sometimes pilots show up on the client at the spawnpoint for the choppers. The server doesnt see these pilots. (it's no biggy since the chopper spawns on top of them and kills them in the process, but it's still a bug of some sort) -Mission completion conditions could do with A LOT of improvement, sometimes its completely unclear why a mission won't sign of (status) as completed. Also currently on way too many occassions the mission just won't complete at all. The reason why this happens can either be bug or difficulty-related but doesnt realy matter, it's just too anoying atm. -Respawn during mission: Obviously essential for players but gives problems for AI-slots. Creates scattered squad with respawned-base AI walking huge distances towards the target area. Possible and better sollution might be to check if Player-slot is occupied by human player and if not deny respawn until mission completed or aborted. ============================================== Requests: -Plz make it so everyone can customize their weapon loadout. Currently it's a real pain in the *** to spent so much time equiping your team. -The pressence (checked) of a radio-device/operator in the team to make use of the radio should be considered -Multiple smaller teams (at least 2 of 6) would be better then 1 of 12 ioho (not realy important though) -When the evac chopper is destroyed enroute to the evacpoint it can mean walking back 7 km or more acros very uneasy terrain....could it be done that the evac-chopper enroute to a evac is set captive or at least someting be done so you'll always have a succesfull evac? Other id might be to respawn the evac-chopper if it's destroyed during a mission so you can at least call in a new evac. -Opfor/AI balance. Currently it's too easy to just ID targets yourself and let your AI take care of them, sometimes the balance is perfect but most of the times it's way in favor of the players. Suggestion might be to equip Opfor-AI teams with some sort of gouplink script (Keycats?) and or the usage of more, smaller teams, spreadout in a less easy to oversee and/or whipeout-pattern. Or for example, the usage of opfor-spotters on mountains which give intel to the AI on your pressence via the knowsabout command. The general ID being to increase the possibility of being flanked, stabbed in the back while engaging the init target, and/or making it more necessary to use your brain while planning an attack. Al this ofcourse at random if possible *hehe*. -Hillux and T55 path's and presence is often causing problems with the terrain. Cars and tanks stuck between ravins and houses are too common..It might be a idea to tweak the zones which allow for placement of these items? Also maybe enlarge the array of opfor armor with BMP and BMP2 which is reasonably realistic considering Afganistan. -CAS: in the Internalconflict-mission thats comes with BAS-Tonal Mod is a great example of a simple working MP-CAS sollution, might be an id to implement it? -Do night-missions still exsist? we haven't been assigned one yet. -Include some moving cars etc. in the cityspawn scripts to increase immersivness/ambient/civil pressence feeling. -Make the spawnterrorist.sqs's array-related so you can enlarge the unit-types while keeping the same number of spawned OPFOR Thats about it, hope it helps. If there's anything we can do to help you out, let us know ok? With great respect for all the work already put in to DAMP, grtz, Mox
  9. Mox

    BAS-Tonal BHD inspired

    This mission is about a CSAR team being roped in to secure and hold a Blackhawk crash-site until support shows up. And yes I know, how very "original!!"...It's just that I didn't have the time to do a mission like this, only recently read the book (BHD) and had to give it a shot. So hopefully I'm forgiven upfront..its BHD inspired, but losely. Now some "bad" news, It uses quite some addons, so if youre not into them, np. BAS' Tonal Islands/Choppers/Opfor Lasers Deltas/Rangers BNN's tracers Editor Update 102 Invisible Targets All this is in a very crude stage, no objectives are in yet. I'm basically looking for someone or a few people who are willing to give the present implemented spawnsystem and unit positioning a crack, preferably with some knowledge about scripting, just making sure everyting holds up. It's MP, coop, 4 players max but I'd be happy to settle for one or two testers. PM me if you're interested and thanks in advance if you are.
  10. Mox

    Bhd-leavenoone final

    Its a beautifull map which must have caused the creator some serious insomnia. I'm on a P4-2,66 with 1Gig mem and radeon 9700pro and it lags way too much to even think about a serious mission on it. This is such a shame. Imho its absolutely unnesecarry to represent Mogadishu on this scale of realisme, simply cause the ofp-engine can't cope with it. I'd recommend maybe increasing the city's space but definantly decreasing the buildings ratio per square someting (inch/lol). The feeling of being there should sufficy...thats exactly what the other Mogadishu map does and its enough for now. In the end its all about how many human players you can pitch against a -as large as possible- number of AI players in this kind of urban-combat maps (coop) and the current map only limits that goal. A big city is more or less a must-have but personally I dont give that much about super building density. Just my two cents. Still, a great map, I hope it will keep being improved.
  11. Mox

    Updates (and mig-27)

    Sxep, I concur ..dont change a thing anymore! And indeed, a filter into the bombcamera was excactly what I meant before, I think something like the satelite spycam on ofpec.com orso would be great. FM: Agreed, no era discussion necessary regaring the mig 17, my point's that its one hell of a addon and would simply like to see it's integration probability into the community somewhat increased. (meaning noone likes a plane which gets shot out of the sky too easy, even against another mediocre opponent which just happens to have less realistic flying carateristics but therefore becomes more enjoyable in the game)
  12. Mox

    Updates (and mig-27)

    FM, splendid work on the flogger, your getting better and better! About the mig17 though, thanks for updating its flying caracteristics but perhaps you can boost them a little(or huge) bit more before finalizing it...also I'm still stuck with it having a completely white cockpitframe...maybe my GPU, dunno (?). In any cause, the plane starts to look pretty good now, but imo it's mp use is still a little bit too limited due to its slow speed (which is fine) and rather poor turningradius. Those 2 combined make it a pretty easy target for whatever you put it up against. (I know, putting up a mig17 against a f/a 18 would be rediculous but I'm mainly talking about a general level of battlefield survivability here) Congrats on your bombcamera idea, it rocks...I'd realy like to see this baby become mature asap. It would be excellent to simulate some kind of lantirn-pod with the crosshairs etc we've all become so familiar with out of the Gulf-war. (Maybe it's an idea to setup the Buc with the pod and pair it with Tornado's as was the case in 1991 Also, on the camera itself I'd like to see a abort-function integrated, which would be very usefull when flying through hazerdous terrain like steep slopes and cannyons. Sxep, awesome work on the textures!
  13. Mox

    Sa-11 Gadfly

    This is a great addon. It makes quite some kills against fairly fast moving aircraft. Now I just wish Sebastian Muller/Marfy would update their SA-13 to do the same:) Keep up the good work!
  14. Mox

    New addon released

    Hi Steiner, Ill test your mission, It looks like a lot of fun. I noticed youre using a rather old respawn system (setdammage triggers instead of gamelogics with creatvehicle for example)...did you test this or is this one of the things you want us to take a closer look at? Ive been bussy building a racetrack myself but found it impossible to do a good respawn with the buggy yet cause of the random textures applied...this doesnt seem to work anymore after its created as a new vehicle...so your sollution might actually be the only workaround:)
  15. Mox

    You want cas? you got cas

    Hi FM, no I'm not using a Joystick, nor do any of my clanmates. When playing with a mouse it takes the mig-17 about twice the time of the G-8 tornado or Hudson&Pennywises F/A 18C to complete a 360 degree turn. (Both planes fly extremely cool in OFP imho) Maybe this is realistic, I dont know (never flew a real mig-17)..and frankly I dont care, I favor fun and good playability over realism regarding airplanes in OFP. It just seems to me that the mig-17, being a guns-only fighter, should at least have the advantage of being able to turn in a tight spot. I hope you can work someting out!
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