Mr ThunderMakeR
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Everything posted by Mr ThunderMakeR
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Ive searched everywhere and I cant find the names for the ammo of all the new guns. I tried using the same name as the gun when putting them in an ammo crate, but when i play the mission there is only the guns and no ammo for them. Here are the ones i cant find: -Steyr Aug -G36a -Bizon -Mm-1 -6G-30 Im using the 'addweaponcargo' command but i cant seem to get it to work. Any help please???
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I was really disappointed with the Bradley in 1.30. Im no military expert, but even I noticed it.  Heres a short list... - The commander position is almost worthless.  Its pretty much impossible to assign targets to the gunner.  Im not positive, but I think the real m2a2 comm turret is stationary.  However, there are serveral periscopes facing in every direction.  Im guessin BIS was trying to replicate this, if u look around the inside u can see a bunch of periscopes, but u can only use the FRONT ONE! - Where is the AP ammo??? Its supposed to have it.  Heres a quote from FAS (a great source of military info), "The Bradley’s main armament is the M242 25mm "Bushmaster" Chain Gun, manufactured by McDonnell Douglas. The M242 has a single barrel with an integrated dual-feed mechanism and remote ammunition selection. Either armor piercing (AP) or high explosive (HE) ammunition may be selected with the flick of a switch."  Why cant i do this in the game? - The rate of fire for an ai gunner is ridiculously low! From FAS again, "The standard rate of fire is 200 rounds per minute, and has a range of 2,000 meters (depending on the ammunition used)."  An ai gunners rof isnt even near this! -The TOWs are almost harmless.  Another quote from FAS, "The range of the TOW missile is nearly 4 kilometers and the missile will reach a speed of almost Mach 1 on its way to the target. This weapon is capable of destroying any armored vehicle in existence today and is deadly accurate."  In the game, it takes more than 2 tows to destroy a t72, and 4 to destroy a t80!  One tow alone should be enough to completely disable each of the tanks, if not destroy them! -The braking power is surprisingly weak... in the game it takes longer and more space to stop a bradley than an abrams(a much heavier tank). -There is a moonwalking effect in the tracks, not a big deal but it should be fixed. -When rearming at an ammo truck, u only get 2 tows instead of the complete loadout of 8...another small bug Two more quotes from FAS: -"The vehicle's reliability, survivability and lethality has surpassed initial expectations. Of the 2,200 Bradleys involved in Operation Desert Storm, only three were disabled. In fact, more enemy armored vehicles were destroyed by Bradleys than by the Abrams Main Battle Tanks!" -"It possesses sufficient cross-country mobility to keep up with the Abrams Main Battle Tank, medium and long-range firepower capable of defeating ANY VEHICLE ON THE BATTLEFIELD" Its easy to see just how much BIS screwed up on this one.... Most of these problems would be easy to fix such as the weapons damages and braking speed.  It might be a lil bit tougher to fix the comm turret, but there must be a better way than just rendering uselss like BIS did. Heres the FAS site on Bradley: http://fas.org/man/dod-101/sys/land/m2.htm
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Yo Devil, when will u release your Hawiian Island.
Mr ThunderMakeR replied to InFuSiOn's topic in ADDONS & MODS: COMPLETE
Anyone have any links for the vbs1??? Id like to see some more pics if possible... -
Fixes to the UH-60 and the UH-60 (mg) and a few other issues
Mr ThunderMakeR replied to a topic in ADDONS & MODS: COMPLETE
I JUST THOUGHT OF SOMETHING!!!! What about the mark III boat?? It has two guns that both fire! Of course they are both targeted by one person but I think the principle could be applied to choppers!!!! -
Fixes to the UH-60 and the UH-60 (mg) and a few other issues
Mr ThunderMakeR replied to a topic in ADDONS & MODS: COMPLETE
Its an interesting work around and it sounds like it would be possible...Im not sure if it would work though since u can only assign one target at a time and both gunners wouldnt be able to target an object at the same time. Could just set it so that each gunner only starts firing when the target is on their side of the chopper. Oops, forgot one thing though, if u tell a gunner to fire w/out giving him a target, then he will choose his own targets and shoot on his own free will. I guess this is where your solution would come in to play. Its deffinitely something worth investigating since most choppers ive seen had guns on each side. -
Yo Devil, when will u release your Hawiian Island.
Mr ThunderMakeR replied to InFuSiOn's topic in ADDONS & MODS: COMPLETE
Uhh, quakergamer, can u fill me in please? I must of missed the "news" because ive never seen those pics before at all. They look pretty real, are they from that simulator for the military that uses the ofp engine?? -
Fixes to the UH-60 and the UH-60 (mg) and a few other issues
Mr ThunderMakeR replied to a topic in ADDONS & MODS: COMPLETE
Some more variants of the blackhawk would be nice... One thing to note though, with the way the game enginge works, only one gun can be fired from any vehicle at a time. This is why there is only 1 m2 in the uh-60(mg). -
Adding a Laser Designator
Mr ThunderMakeR replied to Die Alive's topic in OFP : MISSION EDITING & SCRIPTING
This one took me awhile to find out. For ammo crates and vehicles: this addmagazinecargo ["laserdesignator",10];this addweaponcargo ["laserdesignator",10] For soldiers: this addmagazine "laserdesignator"; this addweapon "laserdesignator" Make sure u add the magazines first(for soldiers, doesnt matter for crates or vehicles). Also, for soldiers u need to remove weapons first to make room for the laser, and make sure u change "this" to the name of whatever ur adding the laser to. Â Seems a bit weird but the laser designator is basically a missle launcher with a missle that doesnt launch. Â Check ur inventory while playing as a Laser black op to see what I mean. Â Hes carrying both the laser designator launcher and a missle called laser designator(which happen to have pictures of carl gustav launcher and rockets). Â Looks like BIS did this the quickest way possible. (Edited by Mr ThunderMakeR at 8:13 pm on Nov. 16, 2001) -
crates, and the new grenade launchers
Mr ThunderMakeR replied to Stag's topic in OFP : MISSION EDITING & SCRIPTING
Im not positive, but I have a good guess to ur problem... The correct line is: this addweaponcargo ["mm1",10]; this addmagazinecargo ["mm1magazine",10] Now the key thing here is that u have to name your crate and then put that in the init line instead of the word "this". "This" is just a generic name and isnt actually supposed to be used in the line. Also, 10 is the amount of the weapon or magazines that will be in the crate. U can change it to anywhere from 1 to 10000+, there is no limit. Also, Space Cadet is right, the order only matters when ur adding weapons and magazines to a soldier, not ammo crates or trucks. -
Excuse my french, but his mission is a little son of a b*tch...It took me a good 15 tries to defeat the ambush and get my men back in the truck.  The real problem??? By the time I get back to Lamentin I have  a good 90 secs to prepare for the attack. Finally I get to the strategy of putting two in the vulcan, two with aa weapons, and me and one other in the bradley(had to run the original crew over because if ur not careful theyll come jump in later on during the battle and keep u from moving).  Well, 9 out of 10 times the vulcan cant kill the hind and ends up getting destroyed.  So then I have to destroy the hind with my bradley, leaving with very few rounds left.  Using tows on the tanks along with support from the two aa soldiers,  I defeat all the tanks.  This is after about 4 hrs of play and MANY,MANY retries...So, im happy, I thought i did it, when all of a sudden my m2 blows up instantly without warning.  Im guessing this was the russian infantry squad that shows up late.  Needless to say, I didnt play again to figure out.  My one complaint?? The triggers are messed up, the attack shouldnt start til after u arrive in Lamentin. (Edited by Mr ThunderMakeR at 10:04 am on Nov. 14, 2001) (Edited by Mr ThunderMakeR at 10:05 am on Nov. 14, 2001)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Jungle Bob on 12:33 pm on Nov. 12, 2001 I f**k! NOT AGAIN! OK HOELA THIS TIME YOU'VE GONE TOO FAAR YOU PIECE OF s**t! I KNOW YOU SHOULD BE INSTITUTIONALIZED! YOU'RE SUCH A f**kING BIG LIAR! FOR ONCE TRY NOT TO LIE YOU f**kING RETARD! <span id='postcolor'> OMFG!!!! after reading Hoelas post and then this i laughed so d*amned hard i got a headache....
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I dont know if anyone else has notice this, but while messing around in the mission editor I found a non-working ability "Throw Gun". If u equip someone with a launcher of any kind (law, rpg, stinger, etc.) and no other weapons at all, the "Throw Gun" ability shows up in his command menu when the launcher is in hands, but it doesnt do anything. Im guessing it will be finished 1.30. Anyone else noticed this???
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New "Throw Gun" ability
Mr ThunderMakeR replied to Mr ThunderMakeR's topic in ADDONS & MODS: COMPLETE
Oh well, maybe BIS will get around to implementing it eventually. Would be nice to not have to carry around those big launchers when u dont need anymore. And Diniter, i think u got the wrong idea man, it wasnt for throwing ur weapon at PEOPLE lol...just throwing it on the ground. -
Thanks to both of u...I looked for awhile through the forums and did a search also, must have missed it. Thanks again