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Poet

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Everything posted by Poet

  1. Poet

    Ofp combat photography. No pics over 100kb.

    Yes it was. Nice mission! Took far too long to find that last survivor ( 2hours! ), but I ssincerely hope we see more like it!
  2. Perfect. I remembered my favourite Resistance Campaign Mission : First Strike. Took 5 minutes to convert to use the new Beta APC's. They look awesome and the mission runs fine ( I think, no time to test fully, off to lunch .... ) Get it here : http://quake3.barrysworld.net/poet/First_Strike_Akm74APC.zip Mirrors would be most welcome.
  3. Poet

    Ofp combat photography. No pics over 100kb.

    Vixer - Avons FAQ has a copy of the SNP2. ObiWan & CuteQa - I had a look at the other units in the editor and they look fantastic! A lot nicer than the bare-sleeved units in the 1969 Campaign AvonLady converted using the Marines : ( admittedly this was taken using my ugly fps boosting grafx settings ) Looks like they used some kind of hair removing tan cream. And I wouldnt want whatever disease the guy in the middle has, poor chap. Hmmm /me wonders how long it would take to convert the campaign to sleeved units ....
  4. Poet

    Ofp combat photography. No pics over 100kb.

    Which Nam Pack? I've got 3 - Kyllicki, SEB1 and SEB2.  And it doesnt  look like any of them to me ... All the units I got from the SEB2 pack look as though they have Orange Foam arms. I even downloaded it twice from different locations cause I couldnt believe SEB made addons that look like that! Â
  5. Poet

    Ofp combat photography. No pics over 100kb.

    Some nice pics there Gummi! but where did this Unit come from? http://www.mmedia.is/irg/gummi/gallery/pic_6.jpg I got both the SEB Nam packs and they look nothing like that!
  6. Poet

    PMC Ranger Path - OFP Campaign

    Thanks for the Tip John C, this is a great Campaign, I'm really enjoying it so far, lots of nice touches, its just as an English OFP player I find it hard to concentrate listening to those never ending corny cliche's. Its like a Jerry Bruckheimer film at times. I've looked at the same AI script myself and seen it in a couple of other missions. I think its fantastic when the enemy use it and you can hear them shouting at each other when you attack. Any idea how I can change the script to completely remove the Allies using the comments and let the Russians keep them ( I can handle cliche's in Russian, cause I havent a clue what they're saying ), still keeping the other cool enhancements the script uses?
  7. Poet

    Ofp combat photography. No pics over 100kb.

    Cause he'd look very silly in a Ball Gown. :P
  8. Poet

    Ofp combat photography. No pics over 100kb.

    I was bored and wanted to play with The Gimp ( Free Photoshop-esque app that Rox! ), so made myself some Wallpaper:
  9. Poet

    PMC Ranger Path - OFP Campaign

    I didnt mean "racist" as in I'm gonna pull the P.C card and start giving lectures ... But "Eat lead Commie Scum!" repeated every few minutes did get a touch irritating. And it was like a cough in a Doctors waiting room, once one got it, they were all at it. I'm sure some people will think its a really cool addition to the campaign, I personally would love to see the option to remove it or at least reduce the amount.
  10. Poet

    PMC Ranger Path - OFP Campaign

    Nice work so far. Can I make 2 requests/suggestions. 1. Please get rid of the ghastly inane racist cr*p that the soldiers are spewing. Yeah it was cute for about 10 seconds, but it almost never fit in with the action, even when we are silently moving towards a target they keep spouting their mouths off. Sure that may be quite realistic but its damned annoying, at least the option to disable it. PLEASE! 2. Can we have Campaign and Missions versions like other Campaign makers have done? It would be nice to have the choice of playing with teh same men and ammo, or starting each mission with a fresh squad. Good stuff tho.
  11. Operation Sweet Tooth. NEW VERSION! Play as a 12 man Ranger Team clearing Nogova of the Occupying Russian forces. Download : http://quake3.barrysworld.net/poet/Sweet_Tooth.zip From the readme : Operation Sweet Tooth. ------------- 4 x Operation Flashpoint Co-Op MPMissions By Poet. The Russians have been occupying Nogova for several years now, with our knowledge and assistance. We have armed them and assisted them through the CIA and NSA. But The President has an Election coming up and needs a War to win. So our Allies are now our Enemies. With the UN in pieces, we are now clear to launch an all-out offensive on the Enemy and wipe them from Nogova for good. All in a days work. ------------ Mutliplayer Co-ops suited for 1-12 players ( minimum of 4 recommended! ) Missions : co@ 12 Poet1 - LittleBird Surprise.Noe.pbo ( Raid several Enemy Positions ) co@ 12 Poet2 - Convoy Cream.Noe.pbo ( Stop a well-armed Convoy ) co@ 12 Poet3 - War Pie.Noe.pbo ( Launch attacks on The Bridge and nearby Bases ) co@ 12 Poet4 - Artillery Crumble.Noe.pbo ( Rescue the Captive and Watch the Fireworks ) Features : Artillery Scripts. Kegetys Spectate on Death script. Daddldiddl's View Distance script. ( adapts View Distance to weakest machine as default. ) Mutliple Mission Elements and Types. Briefing/Notes/Intel and all BAS weapons available at Briefing. Installation : Extract all .zip contents to your /MPMissions folder. Addons Required : BAS DeltaForce/Rangers. BAS LittleBird. : http://www.concept-5.com/ballistic/downloads.asp Thanks to Ballistic Addon Studios for their Great Work producing these high quality Addons. ------------------------------------------ Have fun!
  12. Poet

    All-time best missions list

    I keep hearing about "Flushpoint" and "Battlefield 1985" but have never been able to find a link to either. I searched all the usual Flashpoint sites and tried a few Google searches all to no avail. Anyone know where I can find these 2? I wanna see what people keep going on about.
  13. Hero of The Day from the readme : Major John Halliday was taken 2 days ago by some of the remaining forces in Afghanistan. Intel thinks they may know the location the enemy might be holding him. We are all holding our breath here. Â We want our man BACK! Features : Overview/Briefing/Notes and all BAS DeltaForce Desert weapons available at Briefing. Intro/Outro with Custom Music. Â Seek and Destroy and Hostage-Rescue mission elements. Radio Music on/off ( 0-0-4 and 0-0-5 ). Save Game at any point ( 0-0-9 ) Automatic Littlebird Insertion and Artillery Barrage scripts. Addons Required : Afghanistan Island Beta by Cat_Sh*t UCE Middle-East Resistance BAS DeltaForce/Rangers BAS MH47 Chinook BAS LittleBird : Mortar by GFX707 see readme for Links --------------------------------------------------------- This is a fairly Linear mission, though I've used quite a few elements to add randomness where it was needed. The mission was inspired by the fantastic Afghanistan Beta Map by Catsh*t, and by the song "Hero of The Day" ( which is featured in the intro/outro ) I have to thank Ahm at http://ofp.action-arena.com for helping me get it uploaded. And of course the wonderful Avon Lady! Download Full Version : http://www.filefront.com/?filepa....Day.zip Have fun and lemme know what u think! Â
  14. Thanks for the tip benu! Need to try that next time, though my addon folder ( folders! ) are in a proper mess... all over the place. Anyway, Here we go : http://quake3.barrysworld.net/poet/Sweet_Tooth.zip Changes : Added - "Mission Complete" text to all missions. Mission 4 - More units to increase difficulty. Fixed - All rogue non-existant or dissappearing Addon references. Changed - Mission 4 - Made Artillery Server only, to prevent client duplication. Various minor tweaks and improvements. ------------------------------ I seriously hope this is now the Final. Though the God of OFP Editing never seems to want me to use that word. Thanks to all involved for the help and testing!
  15. Poet

    New to 1.91 patch...need some help

    Have you changed the Mission Editor to Advanced Mode? Near the box where you set Weather etc...
  16. Ignore the above. That sorted it Cosmic Evolution! Works a charm. Thanks all for your help!
  17. Hello, I have a mission with a fairly heavy artillery strike. It works fine, in SP and MP, but in MP each piece of ordinance is duplicated for each player connected, leading to WAY TOO MUCH artillery ( looked great though ). I did some searching and found Snypirs cool Multiplayer Mission Tutorial. Got as far as this bit : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> If you went through the previous section of the guide you'll know about init.sqs. The init.sqs file will be launched at the start of the mission, on every computer. Make another file called server_loop.sqs (can be named anything). Make sure they are both in your mission directory. In init.sqs, put: ? local(Server) : [] exec "server_loop.sqs" In your mission, make a game logic unit and name it 'Server'. Done! server_loop.sqs will only run on the server computer - you have my word on it. This is because game logic units are local only to the server when the mission actually starts (don't ask me for specifics, ask BIS). In server_loop.sqs you would call other scripts as required, safe in the knowledge that they will only run on the server. <span id='postcolor'> So I added the line to my init.sqs no probs. But what do I add to the server_loop.sqs so that the script/s runs only on the server when its called by Radio Alpha? I need the exact code if possible. All help, as always greatly appreciated. Cheers!
  18. Ok, the scripts need some arguments to run properly e.g : [a,b,c,d] exec "arty.sqs" etc. Putting those arguments into the server_loop.sqs like : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[b3,b21,b1,100,24] exec "navalstrikeV2.sqs" ["arty", 100, 2, 11, 32, 19] exec "heavy_ari.sqs" <span id='postcolor'> stopped the error message, but now both triggers activate as soon as the mission starts, rather than when called by Radio Alpha ... Any ideas?
  19. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (benu @ 16 May 2003,16:26)</td></tr><tr><td id="QUOTE">Poet: convoy cream worked as beta5, but not the last version. "bis_resistance" was missing in the addon section of the mission.sqm. After fixing that the mission worked...<span id='postcolor'> Thanks for spotting that! How that happened is beyond me, though I have noticed Mission making is fraught with bizarre random errors that just appear. Or maybe its just me. Sorted now.
  20. Twas great fun! Thanks. Mission 3 can now be made even more evil, now the cause of the problems has been removed ( though not happy you know where my favourite sniper is , at least he had us pinned down for a while - that viewdistance script is a wonder! ). It did look great with all that artillery going off, though a little too much ( working on a fix as I type ). That Hind must have had SUPER! Armour or something though! God knows how it survived ( it wont next time )
  21. Yup got a gamelogic called "Server" Its what I put in the server_loop.sqs thats got me puzzled. Say I have 2 arty scripts that are both launched by Radio Alpha. Do I just put : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [] exec "navalstrikeV2.sqs" [] exec "heavy_ari.sqs" <span id='postcolor'> in the server_loop.sqs I get an error message when the mission loads to do with the navalstrike script, but it still works when I call it in via radio. Or do I need to add something else to the server_loop.sqs that only launches the script on the radio call. Sorry if I sound like a Dunce, I guess I am here. I can't get my head round it.
  22. Poet

    Un-official patch + upgrades

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpecOp9 @ 16 May 2003,11:30)</td></tr><tr><td id="QUOTE">I may sound like an idiot for trying this to some of you, but if these great addons that everybody made come together, this will be a OFP Community made Upgrade. Â Well worth it.<span id='postcolor'> Which is exactly the aim of an unofficial addon pack. I dont think you're an idiot for trying this, its just I would rather see an Unofficial Addon pack/s rather than having to deal with both. It would cause even more headaches for AllSeeingEye users than we have already with Mod folders and each server having its own addon pack. And what about version compatability with servers that dont want to use an unofficial upgrade patch? Thats another reason why an addon pack would be so much simpler. I applaud your efforts to get the community more co-ordinated, it needs it IMO. But I cant help get the feeling that this could end up in more duplication and hassle. Its like the 4 teams all working on AK47 addons. Each one thinks that they can do AK47's better than the other teams, so Mission Makers and Players are left with having to decide which of the 4 to use. And very few people will want to use all 4. Too many cooks ... !
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