zwobot
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Medals
Everything posted by zwobot
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I sometimes play with crosshairs turned off, although I think it wont earn you more realism or such (you would know the general area you're aiming your gun at in reallife - at least more than you would in ofp) It would be nice to have a crosshair that has no real center, just 4 bars indicating the general area you are aiming at (like the one in the ofp demo without the dot in the middle).
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Maybe you should contact ofp.info yourself.
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Oh right I should have said that Jinef. My ingame name is zwobot. Well it was quite annoying last night as I wasnt able to play the first mission and the mission after "Hunt". I think I missed some Mapfact addons, but I wonder why they are not in the @zcommon package you can download via ofpwatch
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EDIT: sorry for double post.
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Trying to connect 6th time now and still have no clue which fucking addon I need to play this damn mission. I've had that avignong island or whatever it's called before. Taht is so frustrating
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Mh okay, but there is also a "light version" of the command engine. I cannot understand why people always have to do things from scratch that are already there
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This is about the same idea as the other DMA dynamic missions and I like it especially because you are in command of a whole platoon. But why haven't you used CoC's Command Engine ? It would fit perfectly.
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In the first two games I died in the first 5 minutes without seeing any action I hope I'm having more luck next time.
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Handsignals Command System Released!
zwobot replied to General Barron's topic in ADDONS & MODS: COMPLETE
Thank you Garcia, assigning "grpNull" as 3rd Fire team works, although it seems to produce some "problems" especially in squad rallys. I think I'll cope with the 3rd team -
Handsignals Command System Released!
zwobot replied to General Barron's topic in ADDONS & MODS: COMPLETE
I hope this has not be asked before: Must I use all 3 (three) fireteams in a mission? I only want 2 teams, myself and the radio for a mission so I have deleted the entries for the third group in the "hs_init.sqs". Unfortunately it doesnt work this way -
The missions "snake_nam_command2.seb_iatrang" and "snake_nam_command1.seb_iatrang" say they are missing "bas_weap" and "dkm_mod" addons when trying to load them.
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I've downloaded some of these CoC missions lately, and as far as I am remembering there are some addons in the mission(s) that are not listet in the readme. I'll check it again to give further details on which mission and which addons.
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Can AI units see through the grass?
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Operation Axe-point 1.2 by snypir It is an old mission with very detailed briefing. You take the role of a sectionleader of an australian mechanized infantry squad on Malden.
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Handsignals Command System Released!
zwobot replied to General Barron's topic in ADDONS & MODS: COMPLETE
hey General B. thank you for mentioning me in the credits Usually 50 to 70% of my squad gets wasted in a firefight, and its damn hard to control especially when the retreat command is issued during a gunfight. Are move or retreat commands more effective when cease fire is issued first? -
I just browsed around in the mission editing/scripting forum, and I found three scripts for CSJ's Hueys which is looking very promising. Here the topic which mentions the scripts/demo missions: Huey demo missions This is the topic I found the link in: Topic (scroll down to about the middle of the page) The script(s) form this mission are started via radio call and onMapSingleClick command. The chopper lands, two medics get out and carry the bodies to the huey which then takes off again. It would be real cool to get this thing into the template (single player should be possible at least). If you want to do it, it would be an honour for me to assist you Tacrod/Sanctuary  UPDATE: I have adjusted this script so far that dead units to be evacuated from the player's group are stored in an array via "killed" event handler. The array to store the deads is initialisied in the "init.sqs". -> So far only about 5 lines of code that made a standalone version which shows how it would work in the template What else has to be changed to fit to the dynamic template: -> Use default BIS choppers as medevac vehicle (UH60 and Mi17) -> at the moment the enemy earns +3 support for any dead unit from the players group - I would change this so that the enemy earns even more support for any body that was not medevaced -> dynamically create the rescue team after radio command from player -> search the scripts for overall optimization potential That's not all but I would like to get a feedback from you what you think. I also would like to get the permission from the scripts' authors to modify them.
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I have actually read the changelog Thank you for the links Sanctuary!
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The reason I ask for medevac: I'm trying around with such a script at the moment. I thought I get a little inspiration from your solution, but you say it's not a big deal so Well any suggestion is welcome
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I really fancy trying this mission, unfortunately all links to the mission aren't working for me. Has anybody still hosted this mission (and it's also hard to get the addons as most of the links lead to nowhere too)? I think I have just recognized that this mission is the origin of the DMA SP template, right? In this case forget about the above. But I have still one question about the dynamic war features: in the readme is something about medevac and so on (i think it says if you will not use medevac to extract the casualties you will loose support) - is this feature implemented or not. I've never seen it during a dynamic war?
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I have some questions regarding the use of some game logics (where they are supposed to be placed): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sad_ip_ (-> insertion point on search and destroy mission?) sad_1 (no clue what that is for) sad_ep (-> extraction point for search and destroy mission?) mo_home (no clue what that is for) Helo down mission: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hd_insertion hd_helo hd_enemy How do these three corelate? secretconvoy (-> position where convoy in trouble will be?) secretrotor (no clue what that is for) And last but not least <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dzsp_ game logics? Thanks in advance, and thank you for this nice template.
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Handsignals Command System Released!
zwobot replied to General Barron's topic in ADDONS & MODS: COMPLETE
I have re-read nearly the whole topic but I haven't found anyone mention some problems with rushing squad/teams. When you order a team to rush it is very hard to get it in formation again before the rush is completed (350m or what distance). A part of the team always doesn't come back in formation and sooner or later gets lost in woods, jungles whatever. Is this a feature/bug of Ofp or has it something to do with the rush script? I think I will inquire this by searching the addon scripts for AI's CombatMode settings which could be a cause for this. -
Handsignals Command System Released!
zwobot replied to General Barron's topic in ADDONS & MODS: COMPLETE
Well I'll dig this up again with a suggestion, and I reckon - or at least I hope - it will be rather easy to implement: When you issue an command to the squad, a team or the RTO you should be able to issue a command to the same squad element again without having to navigate to this specific element again. Example: When you tell Team 1 to "watch direction" the command list should not be reset to the Squad, Team and RTO selection page but should remain in the Team 1's "main" menue where you can select "Move" "Get down" and so on in order to tell Team 1 to rush that direction or whatever. Do you know what I mean? I tried to work this out by myself but I do not have enough clue with dialogues and/or multi-using radio triggers -
Handsignals Command System Released!
zwobot replied to General Barron's topic in ADDONS & MODS: COMPLETE
That would definately be a great improvement! When the fighting gets really hot and it takes you 20 seconds to issue a move command to one of your teams (select team->watch direction->select team->move out) - that can cost you half of your squad cause it takes too long But I really like this command system a lot since I have fist playerd your realistic combat patrol mission! Are you still waiting for the Unsung mod to release a good Nam island for your so long planned campaign Barron? -
I have a suggestion for your cheat problem (simply standing up again when you have been hit...) With "DisableUserInput true" you can deactivate the human player's controls so he won't be able to do anything. Unfortunately you wouldn't be able to turn your body and watch what happens around you I think. To make the AI not to shoot on sitting (-> "dead") soldiers, you can use "SetCaptive true", thus the selected unit will be neutral for all other AI units.