MAsta_KFC
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I find it extremely hard for choppers to attack soft targets, especially if they dont fire back. Ran a test where I had a squad of opfor stroll from one end of Rahmadi to the other, set on 'careless, hold fire, limited'. I then put a cobra with max skills and 'search & destroy, open fire target at will, combat' and it didn't fire a single shot. The target squad actually made it to the other end of the island. However, if the squad does fire back, then the AI seems to suddenly wake up and think 'omg lets use our guns/rockets' and proceeds to take meaningful action. I've had this problem in OFP and I really expected it to be fixed in ArmA.
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Well, I don't know much about programming so I'm not sure if this is implementable, but I'm hoping BIS will add the following set of options in the upcoming patch(es). 1) All grass on-Just like it is now, both short and long. 2) Long grass only-You get a fps hit in long grass, but at least it provides concealment, esp in MP. Short grass rendering is disabled. 3) All grass off-Exactly what it says. For those who prefer performance over graphics or just want smoother gameplay. Might be useful for those with slower machines. These options could be server enforced in MP.
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OMG that reflective water is beautiful. Where's Kegetys? Is it possible that we might be able to play with those waters anytime soon??
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What does Inq's NVGs actually looks like? Is it possible to post a screenie? Thanks!
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Hmmm, BAS site seems to be down atm
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Wanna game, Hellfish?
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Hope it's not too late to post on this thread. I'm a huge CM series fan too. You'll prolly see me on the battlefront forums. Anyone interested in a game? Itching to play and show my tactical genious  PM me if you want a game. Hellfish? Harnu? BTW for all you CM owners that dont know, you can goto www.cmmods.com for plenty of juicy eye candy! EDIT: Some screenies!! A flamethrower unit hitching a lift from a T34/85. Russian tanks demolish suspected enemy emplacements. A Valentine meets a grisly end in the steppes. German winter Heer infantry form up behind the platoon leader. My favourite Â
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Have done some more testing with the divers. I usually set up a condition where I am a Res: Sniper on the shoreline and I watch the divers inserted into the water. After being certain that they have been inserted correctly, I set the time accel. to 4x for about 5 mins or so. If they reach the shore then everything is good. If not... Like Walker posted earlier, the AI is still quite fickle. The use of the 'individual group, then join on shore' seems to eliminate SOME of the problems, however, I notice that if the divers are still anything more than 200-250m out of the shoreline (ie deeper waters) they still have a tendancy to stay there. This is most obvious as there is a distinct lack of the funny 'swimming' sound when they are moving. Conclusion: Approx 100m, maybe 150-200m, seems to be the optimal insertion distances for paradrop, rappel and HALO. This means the divers will work in most small lakes and the inland river on Nogova. However, for realism purposes, if it is a chopper insertion,i don't see why the chopper couldn't move the extra 100m or so to drop them directly on land. The excuse would be passable for a HALO drop though. Good luck with the Scuba diver, guys!
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By all means, please do! Glad to be of some help. Keep up the good work guys, I admire the way CoC continues to push up to and beyond the limits of the OFP engine!!
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I hope posting here now doesn't count as reviving an old thread. After a long holiday from OFP, I uninstalled the game and reinstalled for a fresh new start. I've been tinkering around with the swimmers for some time now, mainly with the AI, and have the following observations. The AI is actually quite dependable, depending on how the mission is set up. I usually paradrop/halo/rapel the swimmers into the water (coz it looks kewl ) and have had SOME success in them doing what I want. I find that the success rate is based on 2 main factors: 1. The distance from the shore. Maybe it's just me but it seems the closer I drop them to the shore, the better chance they have of navigating to the objectives. If I drop them further from the shore (say 300-400m), apart from the longer wait, I find that if they are in a group, some (most) of them refuse to budge. Needless to say, it was driving me crazy. I think this was mentioned earlier in this thread. This leads me to point 2. 2. Groups. Like I mentioned, the bigger the group, the less chance they have of all getting ashore. I have, however, found a workaround for this. Simply not group the swimmers and set indivifual waypoints for wach swimmer. Wait until AFTER they have reached shore, then user trigger to group them. So far I have had 100% success with this method, regardless of distance from shore I drop them. I have yet to do further extensive testing. So for any of you guys out there who may be interested, thats my 2 cents of help. On a side note, have you guys at CoC planned to further expand and steamline this addon? I think the potential is amazing, I hope you guys haven't abandoned it. Cheers! P.S. i might add for point 1 that perhaps the scripts for the rapelling (BAS), HALO (toadlife) and paradrop (forgot author) may cause conflicts with performance.
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I remember back in the days of OFP 1.20 I downloaded a mission back which had most of the single player missions as being multiplayable. I've done a search but haven't come up with any substantial links. Does anyone know where I can get them again? Thanks. Was a long time ago..... I dunno if i can really be bothered depbo and Stuffpbo'ing them. Thanks anyone!!
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This is not REALLY topic related, but after reading your specs, I have a general question. How does a Monitor refresh rate affect performance/graphics/enjoyment in a game? My Monitor only refreshed 60, if I got a monitor witha higher refresh rate, how does that affect my game play? Thanks.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skunk Monkey @ April 03 2003,14:04)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MAsta_KFC @ April 03 2003,12:20)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mister Frag @ April 02 2003,20:22)</td></tr><tr><td id="QUOTE">Any video card with DirectX Pixel Shader 1.0+ support shows mostly black-and-white graphics at night starting with OFP V1.20. That's by design, and a Really Cool Featureâ„¢.<span id='postcolor'> BTW Is there an directx option to disable Pixel Shader? Thanks<span id='postcolor'> Why do people hate the pixel shaded night?? I know it looked odd the first time I saw it, but you get used to it, THEN YOU LOVE IT !!!!<span id='postcolor'> I dont 'hate' it per se, but i think it looks a bit too faded. I mean when I drive the car at night, I don't see black and white to the extend of the game.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Mister Frag @ April 02 2003,20:22)</td></tr><tr><td id="QUOTE">Any video card with DirectX Pixel Shader 1.0+ support shows mostly black-and-white graphics at night starting with OFP V1.20. That's by design, and a Really Cool Featureâ„¢.<span id='postcolor'> Really!? Well, the only reason why i bought it up was that i used to have a gf2mx400 and i changed to a 9700 pro. Loaded up the night missions i was tinkering with and thought *whoa*, driver problem. Thanks guys. EDIT: BTW Is there an directx option to disable Pixel Shader? Thanks
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Uberkreb, I dunno why, but when I play night missions with ofp and my 9700pro, the textures seem *REALLY* washed out, so much that the game is almost black and white. This is on a AMD2400+ 512 ddram Cat 3.2 dx9.0 Anyone else have this prob?