Poet
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Everything posted by Poet
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Setting a time limit in a sp mission?
Poet replied to Poet's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the help and the quick response again RED! Certainly on the ball today. Â But, Â Can't get it to work. I have set it up exactly as above. But nothing happens. I have the player getting in the rear of the Chinook ( sniping from the rear of a BAS machine, is there anything more fun? ), with an AI as pilot. Will that affect it? ( though I also tested with the player getting in as pilot ... ) I have both Triggers I created set to Activation "None" though I tried with "Anybody" as well, and neither seem to work. I tried with "player in choppername" and "playername in choppername" ... I tried creating a new mission with just those triggers and the script etc, just in case anything in my mission was messing it up, and it still wouldnt work. Hope you can help! Poet. -
Where can i download the newest comref?
Poet replied to Loelein's topic in OFP : MISSION EDITING & SCRIPTING
Um, No idea how to help on most of your issues. But the latest ComRef and earlier versions are all here : http://www.flashpoint1985.com/docs/misc.html -
Wipe that smile off your face now!
Poet replied to Poet's topic in OFP : MISSION EDITING & SCRIPTING
Great Stuff! Thanks bundles RED! With a few lines you turned my characters into well-trained Method Actors! -
Cool. The Report form isnt too much of a problem, but I wish it would have indicated that it only accepts those characters BEFORE I'd started typing my mini-essay. Maybe have a lil pop-up box stating it, would have really helped. Anyway, I still have a copy of the original report, with brackets and all, and can send it where u like, as even after removing all the offending marks I could see, the form still wouldnt accept the report. Let me know.
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I sincerely hope 7th and the Composer of the OFP themes do get to work on OFP2. Its bad enough BIS have decided to make a Vietnam part ( I am fed up with playing Americans in these games, all those twangy nasally accents... at least Resistance had someone with a proper accent central stage , theres a few more countries out there you know! So what if the Americans wont buy it if they're not included as the All-Conquering Hero's? Â I dont care! Â ) The thought of having an OFP game thats a remake of Platoon or Apocolypse now ( i.e using the same soundtrack/songs ) is just sad. There will be dozens of user made missions that rip off those films anway! Let them do the cheesy missions with The Doors and Hendrix etc. Originality and being different from all the other games out there is what sets OFP way apart from everything else IMO. And the music/score was a big part of that. 0.02 Pounds Sterling.
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Only too happy to help. But, do you have an email address I can send the bug report to, or can I PM it through the forums? I spend 20 minutes typing out the report, and the webform wouldnt let me send it because it won't accept punctuation marks, even though I spent a further 20 minutes going through it and removing them all.
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Well, I have to admit I haven't a clue now. Its nothing to do with Group Rope. I stuck a group of 12 on the desert island with a Empty MH47e, and tried different combinations of just getting them onboard, moving the chopper a little distance and then getting them all to disembark. If I got in as Pilot, then they were happy to fall back in formation with me when we got out. If I put 2 and 3 as Pilot and Gunner, then when I told the AI to disembark they - with 2 and 3 still in the chopper, the Return to Formation command told them all to "Follow 4" and they just stood there. - with 2 and 3 OUT of the chopper, the Return to Formation command told them all to "Follow 2" and again they stood around ( looking pretty it has to be said ) I tried the same with standard BIS Inf. and Chinook, and didnt have any problem, they fell back into formation everytime. BUT!!! I tried once with no.4 and 5 ( BAS ) as Pilot and Gunner and when we all disembarked, they snapped straight back into formation! Could it be something that happens to your group when one of them becomes pilot? Though I finally found out how to get AI to land a normal chopper ( never realised "Disembark" would do that! ), so at least learnt something! ( and makes it a lot more likely I can convert my Co-op missions for SP! )
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I suspect maybe its something in the process you go through to use Group Rope ( Stop, Height, Group Rope ) earlier in the mission, as I was using that in my test mission as well with the same problem. When the rest of your men Rope, they're always told to Engage at Will, and when I Rope out, or land with them, and tell them to return to formation, they just get told to "All follow All." They'll still all follow commands like move to etc, but not in formation with me. Its like they create a seperate group that still follows my orders, but is not part of my group. Happens everytime with the MH47E, not just your mission.
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Love the addon, played the missions quite a few times and had some wicked fun! I checked the Readme's ( addon and missions ) and tried to read through this whole thread ( got to about page 18 where it turns into bash/counter-bash ) and couldnt see this mentioned. In the Intercept mission, I've been having a ball! But when I get the AI out ( 1-10 ) and get out myself, I cant get them to follow me. I tried all the usual commands, and can hear the "All Follow Group" command issued, but they just refuse to follow me or get into formation with me. ( I decided to get out with them all and take on the Convoy in Act3 from the ground ) Is that me? Am I missing something, or is this a problem with the way the group is formed with the pilot and gunner etc? Or is it Mission specific? I'd like to do something similar in a mission, but need the AI to be able to disembark and follow the player ...
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Spec-Ops Co-op Pack Bas MH6 Update AND! BAS BlackHawks All within "...the same time frame..." ? And Xmas is months Away!
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Thanks Pang! I'll keep an eye on the server, and maybe join in if I see you around ( there were only 2 people on last time I tried, both German speakers ... ) If you could test the missions that would be fantastic. If Mission 3 or 4 cause crashes, it would be useful if you could make a note of where in the mission, what point, what happened etc. Thanks again.
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Hiya, Wonder if anyone can tell me how Mod Folders affect online play? I have a few folders now thanks to all the cool mods out recently, and my lack of huge amounts of Ram. Do I need to copy all the Addons back to the normal /ofp/Addons to play on servers that require them? Or does it detect them in the folders? Or can I launch AllSeeingEye with the command switch the same as the Shortcuts, i.e -mod=@Invasion44;@Modern etc ? ? Any help appreciated.
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Thanks for the Invite PAng, I tried connecting but I dont speak any German, so didnt really get anywhere ... Anyway : http://quake3.barrysworld.net/poet/Sweet_Tooth_b5.zip Should be the last one. Fixed up everything playing it SP, bug free as far as I can tell. Would be great if someone could test it online. Im fairly sure I fixed any crash issues ... Thanks in advance!
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Ok, thought so, Thanks! In ASE, do I just add the command line switches after the .exe's location in Options/Games as you do with the Shortcuts?
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? I've had a good look round the major sites and can't see any Middle-East civilians anywhere... Has anyone made any/working on any? They'd be extremely useful with all the Addons and stuff coming out lately.
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No slouch here! http://quake3.barrysworld.net/poet/Sweet_Tooth_b4.zip Beta 4! ( yeah yeah Avon!  ) Changes : Mission1 - Reduced skill of some enemy AI for 1st part of mission. Mission3 - Removed lots of unneccessary Units/Decorations to reduce lag. ( possible cause of crash ) - Removed erroneous trigger left behind from previous script ( possible cause no.2 ) - Altered Ending trigger ( possible cause no.3 ) Mission4 - All 4 guards must now be killed a the same time or Captive gets shot. - Removed a few more units to help prevent lag. - Added "Special Guest" for last part  Removed "Remove Dead Body" script for missions 3 and 4 ( another possible cause of crash... )
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AWESOME!!!!! Â Online feedback at last! Â Thanks for looking at the missions, I've worried about how certain things would work online, and not had the chance to test ... "War Pie" - does it get to the briefing screen or does it crash even before that ( I have a couple of ideas whats causing it, most probably the remove dead bodies script ... ) "Artillery Crumble" - Do you get an End Mission debriefing? In front of the captive, there are 4 guards, if you shoot one, then the other 3 will turn on the captive and shoot him, ending the mission. Or did the end happen earlier? Your feedback is really appreciated! EDIT - Where/Whats your server called, I'd really love to try this online with you if you try them again ( with fixes of course ... ).
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"Can't please all the people all the time..." I'm sorry to hear you're struggling ( though happy you think the mission is well made ) , but as Avon points out, the first coupla versions were a lot nastier, with snipers who NEVER missed! They were dumbed down a lot. Also, the first part is easier in some ways due to the fact that the Artillery sequence now takes part on much more uneven terrain, giving you lots of opportunity to move out of line of sight of the snipers and get one of the 9 medics to make it all better... It was much more fun when it was an open plain! Anyway, I choose to take your comments as a great compliment! I meant the mission to be hard. No-one's going to remember a mission they completed on their first attempt in 2 minutes.... Thanks!
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LOL! Theres no tricky LB insertion script this time! And I doubt that BIS are going to redo Nogova and stick any huge new Terrain features in the middle of my missions ... Every mission runs fine, though I've not been able to test them fully online yet ... The only mission I have any doubts about is No.3 - only because its so bloody hard and I havent been able to get to the end of it with just the AI as Teammates. Yet!
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Much improved Beta 3 now available ( final? ) Edit - removed old Link.
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Thanks once again Avon Lady! The Chinook wasnt necessary, but I just couldnt bear to look at all that blank space... like I say, the final version will be determined by what happens with the map, and I might find a way to include it yet ... TBH I preferred the 1st person view ... just not particularly what you look at , but I always play OFP with graphics turned right down, partly due to my ageing Card and also to the fact that as an old Quake hand I'm used to squeezing out every little fps I can.
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On its way... The new geometry caused quite a few issues, Avon took care of the crashing ( well, it might crash occasionally, but with a success rate of 9/10 thats certainly close enough ), and I had a few problems with the look of the gorge and the barren desert where the buildings used to be. Seems thats all sorted now, not perfect, but when the map goes final hopefully some areas will be improved letting me return the mission to its natural sexy state. Of course the new version has further tweaks and baddies, and not all the geometry went against me, the valley at the start of the mission is wonderful now, and adds a real sense getting sh*gged from many angles! Not long ...
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I really like the new map, it still has missing textures, not been able to fix that yet, mainly on mountain tops ... Managed to redo my mission to compensate for the new geometry, and there are areas of the map which have been updated superbly. Getting some fairly heavy fps slowdown in the main City complex, could be my card GF2Ti, but it rarely struggles with OFP. I guess I need to upgrade ... he still says 2 years later ... Lots of great possibilities for this well crafted, lovely looking map, and I've not even got round to looking at any of the fabled caves yet. Keep up the good work! ( and keep down the random massive geometry changes, mission designers are people too )
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I got the same problems after I updated and re-pbo'd it. Quite a few missing textures, a missing sttdesertsoldier or something when the map /anim starts ... And some swine stuck a great big funky looking river and gorge in front of the flight path in my mission, causing much chopper crashing and swearing!
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Not re-pbo'd yet but from the screens I've seen looks amazing. A question though : Is Cat done with the Major Terrain/building layout? or does he plan to do more before the final release? I'm updating one mission, and want to make another one with this great map, and can get a start on it if the only things that are going to change are textures etc ...