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MattyDienhoff

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Everything posted by MattyDienhoff

  1. MattyDienhoff

    First playthrough -- what mods to use?

    I concur with Saint Warrior. Play the game through just the way it is the first time around. I've always held it's a bad idea to play a game with mods right away, because then you can never really appreciate the difference. If you use any mods on your first playthrough, I suggest the DXDLL graphics tweak and 'Hi-Sky' high-resolution skies, both by Kegetys. (Find them here) They make the game look nicer in a lot of subtle ways, but don't change gameplay at all.
  2. I'm working on a multiplayer mission called Tourist set on Everon. In it, 1-10 players simply roam around the island, and there are vehicles, infrastructure, vehicle and pedestrian traffic, and weapons hidden around the island. Attention to detail is the name of the game here, and my main aim, besides making a mission to make decent use of all the nice civilian vehicles in OFP, was to make something different. It could probably be considered a hugely amped-up Status Quo. Players can simply cruise around or find weapons and kill each other (players respawn at the hospital) or the AI-controlled civilians and soldiers on the island. By way of law enforcement there are several squads of armed Resistance soldiers, and in the older versions I simply left trucks full of Resistance soldiers parked around the island with guard waypoints so they'd go and attack the player/s if they started causing trouble. This worked but not particularly well, because sometimes the soldiers would go driving off and park in the middle of a field, etc. So instead, I put each squad of soldiers inside inaccessible barracks around the island, gave them a collective "stop" order so they wouldn't move around, created a trigger called "general alarm", that would activate if any player's rating fell below 0 (which would mean they had become renegade, like you do if you kill friendlies), and synchronized that with all of the squad's waypoints so they'd come out, get in their trucks, and head to their next waypoint as soon as any player starts causing trouble. This is the trigger. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">condition: (rating player <0) on activation: ""_x stop false"" forEach units bravo; ""_x stop false"" forEach units charlie; ""_x stop false"" forEach units delta; ""_x stop false"" forEach units echo; ""_x stop false"" forEach units foxtrot; It also plays a music track to make it easy to identify when exactly it's been triggered, for debugging purposes. But so far it hasn't worked particularly well, there's a kink in it somewhere. Who exactly the term "player" applies to seems to be ambiguous and subjective. In my tests, if the host commits crimes the trigger activates, but if any of the clients do the same nothing happens, so I named all of the players and tried this instead. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">condition: (rating p1 <0) or (rating p2 <0) or (rating p3 <0) or (rating p4 <0) or (rating p5 <0) or (rating p6 <0) or (rating p7 <0) or (rating p8 <0) or (rating p9 <0) or (rating p10 <0) This seems to work fine in the mission editor, but in-game the trigger doesn't activate. Does anyone have any advice?
  3. Not sure if this is the right section for this, but here goes. I'm playing the good ol' Cold War Crisis campaign through in Resistance v1.96 with FDF Mod 1.4 installed, and I've run into a couple hitches. Namely, in the hostage rescue mission after Montignac, Black Bear has great difficulty destroying the T72 (they only manage it 1 out of 3 times), leading to a frustratingly high rate of mission failure, and in the next mission, Undercover, your supposedly unarmed leader attempts to attack the guards at the first checkpoint with grenades (he has no weapon but he has ammunition and two grenades), breaking the rest of the mission. Both of these things would be easy to fix, I thought - I'd just bump up Black Bear's skill levels and remove Mr.unarmed Rambo's grenades - So I decompiled the campaign .pbo and tried to open the missions up in the editor to see what I could do. Problem is, upon loading any one of the campaign missions into the editor, I just get a blank map with no units or triggers anywhere. Not a single one will load. I figured it might be due to the various engine changes made in Resistance, so I ran OFP vanilla (v1.00, not updated), and I got the same result, none of the CWC campaign missions will load in the editor. I'm certain I've opened them successfully before, and I know some people have made modified versions of the official campaigns with different units and whatnot, so there must be a way, but how? And while I'm on this subject, do you guys know if anyone has made an updated CWC campaign optimized for Resistance?
  4. MattyDienhoff

    Can't open CWC campaign missions in the editor

    I unpacked the campaign .pbo with UnPBO this time and now it works, I can now open the missions in the editor! (fyi, I used PboX last time) I should've thought of that myself tbh, thanks for the prompt assistance guys, much appreciated.
  5. I unpacked the campaign .pbo with UnPBO this time and now it works, I can now open the missions in the editor! (fyi, I used PboX last time) I should've thought of that myself tbh, thanks for the prompt assistance guys, much appreciated.
  6. Not sure if this is the right section for this, but here goes. I'm playing the good ol' Cold War Crisis campaign through in Resistance v1.96 with FDF Mod 1.4 installed, and I've run into a couple hitches. Namely, in the hostage rescue mission after Montignac, Black Bear has great difficulty destroying the T72 (they only manage it 1 out of 3 times), leading to a frustratingly high rate of mission failure, and in the next mission, Undercover, your supposedly unarmed leader attempts to attack the guards at the first checkpoint with grenades (he has no weapon but he has ammunition and two grenades), breaking the rest of the mission. Both of these things would be easy to fix, I thought - I'd just bump up Black Bear's skill levels and remove Mr.unarmed Rambo's grenades - So I decompiled the campaign .pbo and tried to open the missions up in the editor to see what I could do. Problem is, upon loading any one of the campaign missions into the editor, I just get a blank map with no units or triggers anywhere. Not a single one will load. I figured it might be due to the various engine changes made in Resistance, so I ran OFP vanilla (v1.00, not updated), and I got the same result, none of the CWC campaign missions will load in the editor. I'm certain I've opened them successfully before, and I know some people have made modified versions of the official campaigns with different units and whatnot, so there must be a way, but how? And while I'm on this subject, do you guys know if anyone has made an updated CWC campaign optimized for Resistance?
  7. MattyDienhoff

    Resistance mission

    I know this is a late reply, but... Yeah, the V-80 can be a bit troublesome, remember that the 30mm cannon can only traverse up and down, not side to side as well like those on the other choppers, so you have to point the nose of the chopper at the target and keep it there if you want to hit anything, if your targets aren't capable of returning fire, it's sometimes worth going into auto-hover to make it more steady. Right click on vehicles to lock onto them with the AT6's. They are guided but their guidance is not as good as that of the TOWs or Hellfires, so only launch them when you're pointing in the general direction of the target or they'll still miss.
  8. MattyDienhoff

    MERCS Vehicles

    Nice! I really like the look of these, unfortunately though, the download links don't work... EDIT: Never mind, I thought it was the links were broken, but it turns out I can't download anything else from OFP.info, I'll just wait till it clears up.
  9. MattyDienhoff

    Csla 2

    Whoa! *dusts off Resistance cd-case* These addons are going to get me playing OFP again!
  10. MattyDienhoff

    Ofp moments in gameplay

    I was fooling around with the mission editor on the beach on BDM Saint David, and had a pretty full scale battle going. Some US tanks and troops holding a small coastal village while motorized russian infantry attacked with hind gunship support. I previewed the mission (playing as a US soldier) and ran to the ammo crate to grab a stinger, I took aim at the hind as it was hovering above and fired. The missile hit it right in the belly, and it slowly lost power and then came right down towards me! It was crash landing on me! Â Â As i saw it landing right on top of me at the last minute i screamed aloud, "OH SHIIIT!" - the gunship crash-landed and *CRUNCH* i was no more! Bummer.Â
  11. Hey guys, I've got some ideas for some civillian cars. Mostly bis model alterations. Well here goes. A station wagon (5-door wagon) version of the original civillian car (You know, car (blue) for example) In each of the four colours the sedan comes in, (red) (blue) (green) and (yellow) A usual bis car but a taxi with yellow paint (deeper yellow than the car (yellow), and a taxi sign that lights up maybe? And a bis car with lights, sirens and a police marking on it. (But don't make it nogova police sceme because i plan to use it on everon and other islands as well.) Maybe a blue stripe instead of green that the nogova police have? A pv3s with pk or .50 cal, (Has anyone else noticed that above the cabin passenger seat in this truck there is a hatch? A great place to put a pk or .50 cal maybe? A modified version of the jeep (police) from resistance to be a usual civ version (no light and no police markings) in just the grey colour that the police one was in and maybe some extra colours like darkish red or navy blue. Of course try to keep them not too bright so they'll fit in with the BIS vehicles. And also maybe versions with a black canvas top (like the resistance rusty jeeps top) and a version with no canvas. Something like this Jeep (Blue\Canvas) Jeep (Blue\No Canvas) Jeep (Red\Canvas) Jeep (Red\No Canvas) Jeep (Grey\Canvas) Jeep (Grey\No Canvas) And then a version of the same jeep only with a resistance style camo. like this Jeep (FIA) or something like that. And a bis car in camo paint with FIA written on it in the same fashion as the PV3S for example. Like Car (FIA) Thats all my ideas. But i would just like them to fit in with the original bis cars and the everon type image as much as possible so make sure the paint isn't spotless. What do you all think? Anyone who can do it? Thanks in advance and sorry for being so picky about the details!
  12. MattyDienhoff

    New Civillian Cars idea (Will someone do it?)

    Noooo i don't think there are addonmakers just "waiting for my request" I just thought that someone might see it and be interested in making it; that's ALL! And i already tried modeling i just can't the hang of it.
  13. MattyDienhoff

    New Civillian Cars idea (Will someone do it?)

    Well is someone interested in making these or not? I'm making a mission that i planned to use these in right now! Whatever happened to "addon request's" ??
  14. MattyDienhoff

    New Civillian Cars idea (Will someone do it?)

    Yes i know all that! But there are no repaints of the RESISTANCE police jeep. Only the unrealistically boxy, fia type jeep from CWC, and even the repaints of those don't really fit in with the "Everon atmosphere" (Too bright and no rust or any blemishes at all). And i know theres Deadmeats police pack but remember those are Nogova police. I want a "skoda" that is just a generic police sedan.
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