Nagual
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Everything posted by Nagual
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Its been hard to take a good pic latley without showing the new delta rangers, so here's one of an abrams firing:
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Below is some links to some updated and new missions. I've had most of this stuff sitting around on my hard drive for months, but havent really had time to release updates or new stuff. As my web host shafted me recently im not sure how long these links will remain active on this secondary server. Not everything is uploaded or quite ready yet, there is around 5 or 6 packs, but to start with here is a Guerrila pack and an updated Spec Co-op pack. Guerrila Pack v1 (mostly updated old missions, and some new-old missions) 5C_Rapid Rescue (Gimbal planes addon) 5C_Hunter Team 9C_Long Range Guerrilas (RESISTANCE 1.85) 9C_Home Town 9C_Guerrila Raid (Kegs Ags17 GrenadeLauncher) 9C_Guerrila Farm 9C_Clearance 9C_Bottle Port 10C_Capital Defence (RESISTANCE) 12C_Capital Assault (RESISTANCE) 20C_Nogova Guerillas (RESISTANCE) 24C_Farm Fighters (RESISTANCE) 26C_Road to NoWhere (+ SP version) (RESISTANCE) 32C_Mountain Side (RESISTANCE) Guerrila Pack v1 Spec Co-Op v2 (all updated with 1.85 weapons, Kegetys spectator mode and 5 extra missions) (Special thanks to my mates in the 7thBattalion squad for much playtesting.) 12C_Covert Strike 9C_Sacred Ground 9C_POW Rescue 9C_Airborne Raid 9C_Mountain Rangers 12C_Assault + Destroy 7C_Urban Rescue 12C_Intel Raid 18C_Armoured Hills 8C_Castle Situation 9C_Urban Scud Hunt 4C_Urban Saboteur (somalia, hkpack, flpM4A1, bas_Mh6) Spec Co-Op v2 Enjoy
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Hey folks, just a little update about the spec coop pack. I was holding off updating it to include the mh47e, and am now holding for the new blackhawks (it was my orignal plan a long time ago to close this pack with the new blackhawks). As the new mh6 pack will also be out in the same time frame, its seems best to wait till i can get it all done in one go (not to mention the sweet new delta rangers). Once those last helos are added that will be it for this pack. All the bugs found in the v3 beta will be fixed, and hopefully i wont introduce any new ones. After that i'm looking forward to starting on a new special forces themed mission pack. The new pack will be based only on user made islands, so if theres a particular island you would like to see some ops on, let me know here. Places like Afghanistan, Trinity and Winter nogojev are already on the list
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Actually avon, that could be done with current ofp, like how you can tell AI to move to "house position #2". The house positions would just have to be places like outer corners, windows ect. Would be great to see the nice AI deltas properly stack up before an assault Im not sure if the names can be changed though, as it would be easier selecting "corner 1" and "window1" than generic house pos #. Some invisble roadways / paths between buildings and alleys would maybe help cqb too, as the AI tend to freeze up in dense areas.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ 04 May 2003,16:35)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ 04 May 2003,09:22)</td></tr><tr><td id="QUOTE">Maybe some fine tuning, if possible, is needed on the LB landing? <span id='postcolor'> Ran it another two times and landings were OK. .... This is where OFP really needs CQB team commands and formations like in SWAT3 or similar. ..<span id='postcolor'> Yeah, the LB has troubles sometimes, i tried all sorts of insertion paths and that generally worked the best. Will see if theres anything to make it smoother when i get back to that pack. The cqb commands would be cool, like selecting a soldier and using the command cursor box to select a corner, and something like press shift for "cover right", and alt for "cover left". Maybe ofp2.
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Here's a couple of missions: SthAfghan_missions Just a bit o fun, i will keep working on them later in the week.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CuteQA @ 28 April 2003,02:47)</td></tr><tr><td id="QUOTE">Does this update the old mh-47e pack mission( and plz update mh-6 pack mission too if possible )? those are very good mission too  plz~~ <span id='postcolor'> Like DM said, Mh6 missions will be updated with mh6, and the orginal mh47 demo mission is in the current pack "Chinook Insertion". There was another mission "Armoured Hills" that came with mh47 v1, that will be out again with the pack it came from pretty soon.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ 28 April 2003,00:36)</td></tr><tr><td id="QUOTE">One wish I've asked for already on the OFPEC forums: please restore the village that was at GB75 and was accidentally deleted in the previous update. It was such a great village and Nagual had put together a fantastic sample mission for it.<span id='postcolor'> Yeah i liked that town alot. But as its not coming back and island seems to of stablized i will try another mission. The new urban areas are very nice, already the best urban environment in ofp so far. The early mission only took around an hour to make, from a template, so another one might be close. And again, the final version of these islands will be amazing, they really are very nice.
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Great work on this stuff I44 team. I grabbed it from blackdogs site earlier today (from the big black link), and havent had any probs so far. I like the sounds, they make for nice ambient battles, and the units and weapons looks excellent, especially the MGs. The ai also loved those mortars. Great fun.
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MH47E Demo Missions 1.1 The updated missions. Very little requred fixing, like the kia bugs and fired eventhandler bug. Things like "helo blowing up during intercept" sounds like a close ranger stinger, no obvious bugs to fix If there anything i missed let me know.
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Here's few things i'd like to see in the future editor, some have already been mentioned. I dont know if these things are possible, but it would be nice, and allow for creation of great ofp content: * An "all in one" editor, where things like o2 and visitor and built into one system, as well as sound encoders/decoders, pbo encrytption/decryption (with some option to "Secure" the pbo from opening, like binarize for .p3ds), texview ect. * A text editor and file browser in the editor for general editing task. If a briefing maker could be made that allows for as much flexibility as doing it by hand in a text editor, it would be nice to have a preview of it as you type, so you can see exactly what it will look like ingame as you write it. * A 3d file browser for ingame objects / units. So as you scroll thru lists in the editor you can view the object in 3d before putting it on the map. An extension of this, a idea of Tigershark, is to be able to select camo, faces ect in the browser before plaing the unit on the map. Being able to assign identities while placing the unit would also be nice (with entry automatically being written to description.ext) * A "real time" 3d preview window for placing objects. Eg, like the preview in wrpedit, but you can easily drag objects to their desired postion in the 3d world, setting the height of the object if you desire. A right click interface could be nice too, eg. drag unit1 to position, then click to bring up menu with behaviours, stances, combat mode ect. Things like being able to set animation loops too would be great, like "light cigarette~15checkgun~30dropcigarette~15scratchself~60loop" * Control of weather. It not always require to set a date for a mission, so being able to move things like the moon to exact positions (within its arc for sake of navigation ect), eg, set a bright full moon over objective horizon. Also full fixed and random weather cycles, like anim loops. * Just a thought, but being able to make a "temp" alteration to the main world maps for a mission would be nice. Eg, raise and lower terrain, add / delete / move objects for the purposes of a mission. They are just a few ideas, all would both expand mission making options and make for much, much less alt-tabbing and working outside of ofp.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LightBringer @ Mar. 08 2003,21:31)</td></tr><tr><td id="QUOTE">If somebody make this, then we should make scripts like, if some of the lines are broke (destroyed), then switch off all the lamps in a citi, and etc. <span id='postcolor'> While atm its not automatic (eg, you need to activate a script), on my island you can do just that, destroy power poles to cut city lights. Or disable a central power building to cut lights of whole island. Its a nice option for players that like to fight in the dark. Though i dont have power lines like in the vbs screens, thats another story
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ April 25 2003,16:36)</td></tr><tr><td id="QUOTE">Nice pictures Mister 5 and Nagual, when will we get that island? RED<span id='postcolor'> Not sure, mainly in mission making stage now. Likely soon though.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ April 25 2003,21:04)</td></tr><tr><td id="QUOTE">I'm hoping Nagual will fix up the other two missions for very minor glitches.<span id='postcolor'> Yes, i will doing some mission bug fixes this weekend.
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Lt, You shouldn't need the kiowapack.pbo, i cant recall any trouble with that in the sqm since betas of the 1.0 chinook, ages ago. None of the demos have the kiowa in the sqm. The bas_cargo.pbo entry has to be entered manually for the time being. Unfortunately the addon sqm system doesnt always work, so once you add it, the editor often deletes it. For the demo missions i added the soar, mh47 and cargo entries manually, then pboed them with makepbo, so the editor couldnt alter the sqm when saving.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sgt. Milkman @ April 19 2003,05:47)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Nagual @ April 18 2003,01<!--emo&)</td></tr><tr><td id="QUOTE">Here's a lil ofp gallery, still a work in progress: OFP Gallery<span id='postcolor'> Nagual, those are some very impressive pics!! What did you use to capture them? Are they edited?<span id='postcolor'> Thnx, yeah most of them are edited to some degree, usually only brightness and contrast, and sharpening. The sharpening works well on those pics due to the low-res. I always use this tool The Gimp, it's a free program, just press print screen ingame then file>acquire>from_clipboard in the gimp.
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Here's a lil ofp gallery, still a work in progress: OFP Gallery
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ April 16 2003,05:34)</td></tr><tr><td id="QUOTE">At the end, when I got killed, there was an ending screen with KIA displayed and then everything went black. Now in real life that may be OK but here I had to press ESCAPE to get back to something visible.<span id='postcolor'> Thanks avon, i will fix that bug later today, and plan to do more in the insertion side of thigs a bit later. And new island version sounds good, looking forward too it
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Very nice island Nomad Team, those buildings are very excellent. The final version of the map will be amazing. I couldn't resist making a quick mission for it: co@ 9 Urban Valley I made it very quickly so it's basic, just a bit o fun. Works for sp/mp.
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Nice idea. I havent fully read everything in this thread (in the middle of making an addon demo misison), but a few thoughts on some things i picked up. Demo missions with the addon: I dont think its always a good idea to pack the mission with the addon, in some cases that would work. But at bas we like to use music and large rsc files, which often makes the missions about the same size as the addon. So it is impractical in all cases to double the addon d/l size. Keeping them seperate is less limiting for addon maker and mission maker, and gives the end user the option to d/l only what they want. Extra addons in the mission: This is something bas have discussed, and came the conclusion that the demo missions should only require the addon of focus. This is good in theory, and can be workable, but in practice, it is not always a good plan. Eg, now that bas have released units (delta rangers), i prefer using them in place of the defaut nato units. So if an helo addon requires troops in the mission, it is generally better to use our addon troops for many reasons. So i think there should be some room to move regarding extra addons, especially if the extra addons are from the same mod / studio / team as the addon of focus. But if a "Demo" requires even more addons, say to set the scene in a desert / winter environment, the mission could be considered a "feature" mission, where the extra addons are known about and accepted. Templates: I've actually been working on a few templates lately. I was mainly making them for mates and bas, but they could be useful for people to set up fast but rounded missions. The general template (coop + sp) has everything needed for a complete mission, like a clean briefing, working endings and objectives, and dialogs for time of day and vehicle / option selections. Anyway, this idea sound good in general.
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Nice idea. I havent fully read everything in this thread (in the middle of making an addon demo misison), but a few thoughts on some things i picked up. Demo missions with the addon: I dont think its always a good idea to pack the mission with the addon, in some cases that would work. But at bas we like to use music and large rsc files, which often makes the missions about the same size as the addon. So it is impractical in all cases to double the addon d/l size. Keeping them seperate is less limiting for addon maker and mission maker, and gives the end user the option to d/l only what they want. Extra addons in the mission: This is something bas have discussed, and came the conclusion that the demo missions should only require the addon of focus. This is good in theory, and can be workable, but in practice, it is not always a good plan. Eg, now that bas have released units (delta rangers), i prefer using them in place of the defaut nato units. So if an helo addon requires troops in the mission, it is generally better to use our addon troops for many reasons. So i think there should be some room to move regarding extra addons, especially if the extra addons are from the same mod / studio / team as the addon of focus. But if a "Demo" requires even more addons, say to set the scene in a desert / winter environment, the mission could be considered a "feature" mission, where the extra addons are known about and accepted. Templates: I've actually been working on a few templates lately. I was mainly making them for mates and bas, but they could be useful for people to set up fast but rounded missions. The general template (coop + sp) has everything needed for a complete mission, like a clean briefing, working endings and objectives, and dialogs for time of day and vehicle / option selections. Anyway, this idea sound good in general.
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Topcover, unfourtunatley i think that part comes down to luck, i've had the same prob too sometimes. If i update that mission i think i will add an action for "all clear, return to base", to make that objective more smooth.
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Re the mission: The LTD, i've never had any prob at all with it. I simply tell the gunner to target each building, fire the laser onto it, tell the apache to target the laser,and he shoots it with hellfires. As it says in breifing to hit it with multiple hellfires, not "blow it up", i dont spend every hellfire on one building, but send 4-5 into each. There is no scripts running that part, its just plain simple parts of the game. And after the stinger part, when you land before CAS, alot of enemy units spawn, i dont have a problem with that section, if your computer can't handle it then its not really a bug. Any other "bugs" ?