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Ninja_STO

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Everything posted by Ninja_STO

  1. Just to start out, I myself am not an addon maker, not am I skilled at scripting yet. This is simply a topic that I wish to start to see if other players would also be interested in such an addon, and if so, are there any addon makers interested in taking up such a task. My idea is simple, and I'm sure that MANY others have had the same idea. Since parked aircraft have no reverse abilities (as in real life), being able to move them is a pain. Who hasn't seen the need or desire to move an aircraft, such as out of or into a hangar, or even across the deck of an aircraft carrier? If my guess is correct, pretty much everyone has wished they had one. So, this is where my topic starts. Many teams are making new objects such as camo nets, hardened aircraft shelters, and even aircraft carriers, all of which needs some kind of method to move the aircraft around with ease. And in most cases yes you can just drive out of them, but what about having to replace them in game? And what about being able to pull helos (simulated skid-wheels of course)? The only trouble that I can think of having is how to make the object being pulled not stay in constant same facing as the tractor? Such as to simulate a hitch-and-tongue or pulling fork? Maybe this is possible, I don't know. So, how many others really would like to see something like this? And do we have any good addon makers out there with some free time to give it a try? If an addon maker can't figure out the scripting, maybe some excellent scripters can team up with the addon makers to for a temporary project group? Good way to make some new friends Please post here any comments, suggestions, or volunteer info. I'll also post some example pics to show people what I mean, for any that might not be familiar with them.
  2. Ninja_STO

    Russian Enemies to Bas Rangers

    Would everyone agree that the Marine Pack soviet units are a fair equivalent of the BAS ranger units? For example, if a new CTI was made with West having BAS Rangers/Deltas, would the Marine Pack soviets be a fair East unit to use?
  3. Ninja_STO

    Has OFP Gone As Far

    I think that OFP1 will be around for quite a long time. Even as the game itself gets old, new addons and mods will always keep popping out. This will keep new players from always getting hooked, and it will keep old players coming back. It seems that almost every other day someone comes out with another breakthrough, either by making a new addon that has never been done before, or by completely opening a whole new category such as the reflective water DXDLL by Kegetys. And I'm sure there are many things possible that have never been thought of, or just waiting for the right person to come along and solve it. This game has already gone farther than any other combat simulation on the market, ever. Until another game comes along that even compares to it (like OFP2), then this game will remain active with new breakthroughs happening for a while still.
  4. Ninja_STO

    The king of pings

    This is a screenshot I took when I was looking for an online game to play once. Talk about low-ping servers! And no, I didn't edit this pic in any way. After I hit refresh, it showed normal pings. Just happens at times.
  5. Ninja_STO

    Fischkopp's hmmwv pack

    If you need RL sounds of the M2 firing, I can get them. I have my old video still of M2 livefire from my AIT video. It's about maybe 15 minutes of that section, including sounds of cocking the weapon (Cowboy! Cowboy!), and of using feedtray cover (which has a distinct "clicking" sound). If you think you can use these, let me know and I'll set up my recording system to get it finished. Edit: Also forgot to mention the video is on VHS, but the audio quality isn't bad at all. I can edit on PC before sending, but I think the end-user should do that, so I'll send the raw file as it is heard from the video. Let me know if you want this, and I'll get it done shortly.
  6. Ninja_STO

    bullet proof vest

    Wouldn't something like this have to be part of the original unit? When using the goggles, face masks, etc that are animated objects they are built into the addon units such as BAS troops. Another question, why use the backpack addon, when you would be remodelling it and taking away it's carrying function? Aren't you just starting from scratch then anyways? You would be changing that entire addon so you are really just making a new object. I have seen a few troops that have super-armor. Sort of simulating Terminator-style soldiers. They have extremely high hitpoint values, but this is coded into the troop itself and not any armor he wears. From what I assume, to make a vest addon you would have to model it to "fit" all known soldiers, or to make it a part of a new soldier addon. If you make it a stand-alone wearable addon like the backpacks, I don't see how it could be made to act as armor, unless it was heavily scripted to change hitpoint values of a soldier that put it on. To make a new unit or units that have this coded into them would be easier. Have the vest an object that can be picked up and worn like a backpack item, but it is made to fit all the units in the pack. A script might be used to detect if the vest is worn, and if so it can increase the unit hitpoints. Would probably have to be coded into the config or something for all this to work right? Not a bad idea, has been thought of before. But seems nobody has had enough interest to take up this project yet. We've seen the CoC Combat Swimmers, and many other interesting addons that allow possibilities once thought impossible. Maybe someone can figure this out in a way that looks good as well as reacts well. Edit: A few extra notes - The reason it would not work well as a standalone addon is that it will not "fit" all units the same, so with some soldiers it might not appear nicely, such as resting inside their torso model, or looking like it's too big for them and hovering around them. So by making it part of an addon pack is much better, just model all soldiers to have same shaped torso region so that it appears to fit them properly. Also, it might take a lot of scripts to work well. When a soldier wears it, it would add hitpoint to them, or better yet just detect hits and calculate the points that would have been taken. When a certain number of points are reached, the script stops and the vest is no longer "active", therefore the units now takes the damage. It would also have to detect what part of the body was hit, and only let the vest retain the shot if it was within torso region. Another small problem is that a vest object must "remember" how many hits it took. This would prevent people from taking a few hits, and then removing and reapplying the vest to reset its protection values. Sort of the same way a dropped weapon remembers how many rounds are left in the magazine and how many magazines are left. If possible, maybe the vest instead would work like a vehicle? The CoC Diver uses a method like this, maybe the vest could be set to work similar, allowing the wearer to still walk and run and crawl, fire his weapon, etc. But the protected area would absorb the hits the same as a light vehicle. Only when the vest is destroyed, it doesn't have some lame animation like smoke and distortion. Just ideas, and sounds like a lot of work either way. Sorry for this post being so long.
  7. Ninja_STO

    AH-64D Apache

    This shows an example of the additional hardpoint, one per wing for total of two extra hardpoints, allowing two AAM's each hardpoint for a total of 4. The ones shown are Mistral, I don't have time to get a pic of the Sidewinders or Stingers. As mentioned before, they have tested it with various loadouts of air-to-air missiles, and the chart shown is also accurate. There are a few AH-64's in OFP that use AA, including the one used in the MFCTI maps. Just need to look around for them, or just make a new one yourself. If it of this much importance, I'm sure someone with the modelling and config knowledge will get it done soon.
  8. Ninja_STO

    Trinity Island animation

    That was it alright. Damn that was fast! Thanks a million, I owe you one. This was part of the Baracken addon, and the mission mentioned above is included in the Baracken 1.1 pack.
  9. I have tried searching under "gate animation", "animate gate", "trinity", "power box", etc and have still been unable to figure this one out. If someone knows a link to another topic, please point me there and close this one. If this has not been answered before, maybe someone can help. Problem is that using Trinity Island, there are a few power boxes located in some of the bases. They have an animation using the action menu when next to it, which can open the power box and turn off the switch. One example of this is at grid Fd61, Object name is Green Current House, ID #46868. When the box is first approached, it is closed and action menu shows "Open trigger". When you use this action, the box door opens and switch is thrown into off position. You then have the action menu choice "Close trigger". First off, how can I use this animation for a script? The readme files with the island have no information about it, and since searching comes up with no clues, I am unable to use it. I would like a script to see if the switch is on or off, and when off it will activate another function or script. Also, I'd like to know how to change the action menu text, so instead of "Close trigger" or "Open trigger" it would be selectable. Maybe rename it to "Power On" and "Power Off". If anyone has figured this out please post the answer, I'd greatly appreciate it as it can find many uses in many missions.
  10. Ninja_STO

    BAS Tonali SF and BTR-T

    I think since you mentioned you were in 1st Person view when you took the hit might have done something similar to what I mentioned while in a Bradley. I was in 1st Person, the vehicle took a fatal hit, but I was still able to move and gun as if no damage had been taken. When I hopped out though, it was only then that I saw the vehicle was a total loss. This happened while in MP, with no lag or desync. When you viewed it in 3rd Person, did you ever leave the vehicle? If so, were you able to get back in? If the same thing happened to you that happened to me, then the turret would have been shown to blow off because the vehicle was in fact destroyed. You might have been able to still gun from inside for the same reason I was.
  11. Ninja_STO

    BAS Tonali SF and BTR-T

    Ok, for those that are having trouble with not seeing turrets blow off. I have done a fast test runs at smacking empty BTR-T's lined up five in a row, hitting with both T-55 and M1A1. Results and pics are below. First run I used the Rebel BTR-T, and after 3 runs of 5 kills, not one turret blastoff. That's 0/15 Rebel BTR-T vs Rebel T-55 Number 2 screenie Pic shows 4th of 5 Rebel BTR-T's exploding, no turret explosion Second series used the Gevernment BTR-T, only needed 1 test run. Out of 5, 3rd one blew turret off. Number 2 Government BTR-T Number 3 Goc BTR-T with turret explosion Notice missing turret Killing last of 5 Government BTR-T's Standing next to blown turret Here you can clearly see the turret on #3 Governemt BTR-T was blown off Hope this helps a little Â
  12. Ninja_STO

    BAS Tonali SF and BTR-T

    This is part of the readme file from the original BTR-T addon. Maybe this might explain why you do not see the turret explosion.
  13. Ninja_STO

    Making of Thermal Imagers

    I would think that doing this is possible, but would take so much work that it probably would not be finished any time before OFP2 is released. I am thinking, what about the method I have heard cheaters use, of making enemy units and vehicles appear as bright pink by editting their config files or something and changing textures? Maybe using a method similar to this, you could make it show all soldier units, vehicles, or other heat sources as more of a solid color to represent heat, while all else is an opposite color. It could be activated the same way NVG's are, turning the view into more of the monochrome image. Problem I see with this is that if that technique would work, you would have to code in the retexture for every single unit or object, and even with just the default units this could take a long time to do. Also making a new thermal device view and blending it all together smoothly would be a mind-job. Keg has made an outstanding breakthrough with his .DLL deal, maybe that is a sign that something like this is also possible. I do not know how long Keg was working on that system, but I can say that if someone did figure this one out, it will take a lot of hard work. I have heard before it can't be done, but we've all heard that before about other things that have in fact become possible. Who knows, just have to mash your brains together and think of a solution, if it's even worth the time.
  14. Ninja_STO

    BAS Tonali SF and BTR-T

    The exploding turret idea is a very nice feature I noticed with the original BTR-T pack, but have still not been inside one when the turret was blown. I do not know if there is a script built in for it, but I think best option is to make something small that detects if turret is present, and if not it kills any turret crew. It should also remove actions to get in as gunner or commander. I'm sure this has been thought of, but I have not seen if it is part of the addon or not. If it's not part of the addon, then maybe someone can write a script for us to use to have this more realistic option. I personally enjoy this feature, it reminds me of the days when I played Steel Beasts. It has pros and cons for both vehicle crew and enemy to the vehicle. But it adds a bit of realism and extra fun that adds more to the game. Hopefully this issue can be figured out and resolved. Maybe a little off topic, but it could also just be an issue with lag or the game itself. There have been many times that I have been in a tank or APC that was totally destroyed and I was still able to jump out alive. Maybe not in the best health, but still alive. Although one time I was in a M2, heard an ATGM fired and heard a hit nearby, but assumed it was a miss since my damage graphic showed no damage (all white). I was in the gunner's seat alone in the M2, and was still able to scan for targets and fire the weapon. But when I wanted to hop out, I looked behind me to see the M2 was a black mangled mess. Totally destroyed, and it was killed BEFORE I got out. Not sure how that was possible, but it happens in both MP and SP at times, both slow and fast PC. This might be related in some way to what happened to you Lt Hunter.
  15. Ninja_STO

    Meaning of F.U.B.A.R.

    FUBAR, SNAFU, BOHICA...and others. All are used in many places, especially in the military. I'm sure if you do a search for it on Google or something you'll find many more as well. A little on the subject, how many have heard acronyms for the US ARMY tapes? US ARMY Â --> Â Uncle Sam Aint Released Me Yet US ARMY Â <-- Â Yes My Retarded Ass Signed Up
  16. Ninja_STO

    BF42 is the most realistic military game

    WTF? Nerd? I happen to be a prior-service US Army soldier that knows what realism is about! I play games for realism, that is always my highest concern. So to see someone rate BF1942 as the most realistic military game makes me want to puke in the faces of those reporters. And I am not alone on this. Yeah, it might be a game, but all these people out here trying to help build the OFP community are getting a big damn kick in the jimmy from these tards. Trying to rank OFP so low on the list, while that unrealistic as hell BF1942 series sits on top, that is enough to make me never watch their entire network again. Game or not, that's just FUBAR!
  17. Ninja_STO

    AI Curiousity

    This is just a quick comment, but I remember before I got that to work by placing a gamelogic or invisible H, and scripting AI to dotarget and dofire or something similar. Been a long time, and I can't remember. I'll look for my old script again, but until I edit this post, maybe someone else can tell him what I am trying to.
  18. Ninja_STO

    63...is a magic number...

    The group limit is not negotiable. And each group can only contain up to 12 soldiers max. In other words, a group can only contain 4 fully-crewed tanks, etc. A good way to allow more units in a mission would to group them together, but remember that a group will act as such and will mostly stay as a group. How you will group units just depends on the mission you are making. If you like, you can message me with your mission problem, and I'll try and help you come up with a good solution for it.
  19. Ninja_STO

    BF42 is the most realistic military game

    JESUS F&%@ING CHRIST! BF1942?? Number 1?? YOU RETARDED BASTARDS!!! I played that crap game at an internet cafe for a while when my home pc took a dump, and I couldn't find my OFP cd to install it there. That game sucked sh*t through a tube! It uses "kits", meaning if you want a certain weapon you must take the whole damn kit that goes with it. And there are only 7 kits, each it goes with a certain soldier that has a certain use. That game is fine for little kids or for those monkies that love to play fast-paced gimp games like Counterstrike, but it is in NO DAMN WAY a realistic military simulation. Only ONE thing that it has that OFP doesn't, ability to swim. But I'd drown myself in paint thinner if I had to pick that crap over OFP! I got one thing to say to those TechTV people after seeing that... PULL YOUR HEAD OUT OF YOUR ASS, AND LEARN HOW TO DO SOME REAL REPORTING!
  20. Ninja_STO

    63...is a magic number...

    Pretty much, a group is a soldier or set of soldiers, with from 1-12 soldiers per group. If you place a single tank on the map, it counts as one group, but 3 soldiers. If you placed 10 soldiers on the map they would count as 10 groups, unless you grouped some of those units together. So yes, individual soldiers and manned vehicles do count as their own group unless grouped to other units. Empty vehicles or objects do not count as a group.
  21. Ninja_STO

    Looking for expierenced scripters

    Although I am not into this mission largely due to experiences with it before, I think the main problem it lacks now (which I have mentioned in another thread) is that without having set goals, it becomes a bit pointless. The main idea behind the current version is that it's a Roleplaying game, people need to get into a set attitude and play the role out for their character. But when lacking any set goals, every time I have seen this game it just turns into a game of Mafia running around killing everyone and robbing the bank, police running around trying to stop them, while the rest just do their own thing. I think that in order to make this game more interesting and successful, you will need to write out an overall goal or list of objectives for each group. This would give everyone something to do, and make each character more important. Instead of the game being about one mob having to beat the other mob, you should also include win goals for all the others. For example, the Police can win if all mob teams are either arrested or if all towns are "safe". And for each other character, such as Mayor/Car Dealer/Gun Dealer/etc., they will also need some sort of goal that is pointed towards helping one of the teams win the map. Make it fun for everyone playing, and that will draw more interest into it.
  22. Ninja_STO

    War Addons that noone has made yet

    Sticky Bomb Although you don't throw this one, I'm sure the same technique could be scripted to allow throwing. Regarding the weapons rack, the main concern or question is, how can you add weapons to it without having to model them as part of that object? They would need to be placed vertical, and would need to be the actual weapon placed. And modelling hundreds of weapons as part of the addon would suck ass. EDIT: And for the hostage animation, check out this link. It's the yellow highlighted one. Allows you to see all animations, playmoves, and switchmoves ingame using the action menu and radio. Might help you find the one you are looking for.
  23. Ninja_STO

    County Sheriff Police car

    I think what he is saying is he can take photos for anyone who wishes to convert them into textures.
  24. Ninja_STO

    County Sheriff Police car

    The "Stealth Car" is in fact a reflective decal used for undercover patrol units. It uses a special film that only reflects at night, so during night the car shows as a marked unit, and during day you see nothing. To simulate this in OFP, just make some sort of texture that can be applied and removed by script using the action menu. Not that important, but some might find it fun. These are templates from a law enforcement company I deal with often. They are in PDF format, so for the aspects I posted here I just took a screen shot and trimmed the edges. If you want to check out their site for different logo ideas, color schemes, etc the link is Galls Vehicle Graphics Store. A good example of modern law enforcement design here.
  25. Ninja_STO

    County Sheriff Police car

    Here's a cool idea for undercover cars. Logo can be made to appear only when "pursuit mode" is engaged, such as turning on lightbar etc. Or using an action menu, a pursuit mode can make graphic appear, lightbar on, and sirens wail. What do you guys think?
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