suchey
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Everything posted by suchey
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I do plan on cleaning up the textures on the 'Current Conflict' unit and adding a medic. Hes not a dead project.
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Addon request "civilian dressed terrorist"
suchey replied to ruff's topic in ADDONS & MODS: DISCUSSION
this isnt 100% what you were looking for, but on my site there is a custom face available of a guy wearing a ski mask...you could use the soldier model of your choice and set his face in the mission to wear it...heres a pic: you can download the face at www.digitalgrenade.com hope this helps! -
Avon...that screenshot seems to be a little off kilter in regard to its sizing...it appears that the 'height' of the shot is too small as compared to what it should be...in other words, the Marine appears a bit "squashed". Thats probably why the M16 might look a bit long.
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The M1014 shotguns are still in the shop...so the assault units havent been released to the beta folks yet....but expect some new stuff to be shown in the not too distant future. Im sure more shots from beta will probably turn up between now and then as well.
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Everyone against the wall...those with clean hands will be shot.
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Heres some ideas... -Red Hammer Addons (retains some of the old name but gives a new flavor) -Soviet Strike Addons -Red Bear Studios -Iron Curtain Studios -Red Steel Studios Most of these retain some sort of 'Cold War' feel...not sure if your after that effect or not, but just a few ideas off of the top of my head.
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A little background on the shots: The screens were taken by one of the Beta testers Sh@dow Killer durring testing...thanks for posting the pics Sh@dow! All screens are of the 'Rifleman' unit...all of the Marines have a slightly different appearance which will be shown once we have moved the beta past the initial stages. Shots were taken in 3rd person view. Hopefully one of the testers will be able to get some good front shots which show off Earls weapons a little better. The M203 flip up site on the M16a4 is exceptional! I abvsolutely LOVE using the M203 now! My favorite weapon thus far is the M16a4 w/M203 and Reflex scope. The scope on the top is the view from the ACOG scope on the M16a4...Reflex aimpoint view pics are available in the forums at digitalgrenade.com bleeding pic...the picture of the wounded Marine shows the damage bleeding scripts written by Tactician. That particular Marine was laying on the ground for quite some time in that one area...you will usually not see that much blood around the unit in a single area, but rather, it will be strewn across the ground following the path of the unit. Blood will also dissapear when the unit dies in order to preserver multiplayer performance and minimize framerate hits. Bleed for too long and 'lights out'. The white area on the back of the helmet are 'catseyes'...its basically reflective tape worn on the helmet band in order to allow for better team visibility in low light situations. The catseyes on these USMC units will actually work at nightin OFP...its a kewl effect! Ill see if I cant get some screens of it. The cammo works VERY well...and until now I really didnt see the huge advantage that MARPAT has over woodland cammo...for an illustration of this effect, there is a screen of the acog scope trained on a soldier standing by a tractor on our forums in which the Marine is standing in front of some brush...check that out and see how hard he is to see. Durring beta testing we have found that movement is a certain key for seeing the unit when hes in cover...and that fighting with these guys requires a more vigilant eye. The MARPAT pattern really is a step forward in real life cammo technology!
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What would it hurt if someone made one...if you dont like it and dont wanna play it...dont download it. To answer the question...I think someone is actually making one...theres a web site out there somewhere devoted to sci-fi mods for OFP...unfortunately, I cant think of it off the top of my head, but I do remember some nice screenshots of Star Wars air units.
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Hello <echo> hello, hello, hello </echo>
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Hello <echo> hello, hello, hello </echo>
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Sorry about the lack of updates, but we HAVE been making progress! The pack has now entered internal closed beta. There is light at the end of the tunnel! Expect more screenshots and info as we progress through this stage of development.
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Does anyone know if there might be some sort of method to disable the use of the Yellow targeting box within an addon? For tournament use it would be nice to be able to create some units which are unable to assign yellow target boxes revealing the location of stealthy units. Best case scenario would be to still allow the use of "move" commands and such, but not allow units to be targeted with the yellow box. Thanks in advance if anyone has any ideas.
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Looks great! Finally some new toys to shoot down the multitude of planes that keep coming out
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I guess everyone has covered just about every angle of this proposed system. It remains to be seen what will happen officially, but I certainly hope that it some how incorporates easier distribution of multiple addons for the multiplayer front...players are falling off on the dedicated servers at a quick clip and a nice shot in the arm for the multiplayer community would be most welcome. BIS...any official word on how you have decided to handle this system as a whole?
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I guess everyone has covered just about every angle of this proposed system. It remains to be seen what will happen officially, but I certainly hope that it some how incorporates easier distribution of multiple addons for the multiplayer front...players are falling off on the dedicated servers at a quick clip and a nice shot in the arm for the multiplayer community would be most welcome. BIS...any official word on how you have decided to handle this system as a whole?
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Take away health little bits at a time
suchey replied to D.murphy man's topic in OFP : MISSION EDITING & SCRIPTING
perhaps soemthing like this? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #start ?(player distance zombie<5):goto "damage" ~5 goto "start" #damage _dam=getdamage player + .05 player setdamage _dam #goto "start"<span id='postcolor'> -
It MIGHT be possible to script in a targeting optiont of sorts...perhaps by creating a 'marker' at the place on the map (x and y coordinates) where the UAV is currently located...for example...a UAV operator is scanning an area of the map and sees enemy troop movement, he can then click a button on the interface which will setpos a map marker (possibly shaped like the UAV itself...much like the one present in the editor) at his current location...this will give the operator an easier method of explaining the situation to his team via chat...(ie: enemy armor moving north of current map marker) It wouldnt give an exact location, but that would probably make it even more realistic in that the common grunt on the ground isnt going to be able to get a 100% accurate location, but rather, a broad overview of enemy troop placements. Â Exact descriptions of the location would be up to the operator. Â Again...great work on this addon...I am enjoying it tremendously and I look forward to the next release!
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Take your time Oberon...I was just making sure it was still in the works!
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RalphWiggum @ April 22 2003,07:03)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ April 22 2003,14:10)</td></tr><tr><td id="QUOTE">On the rocks.<span id='postcolor'> got tired of shopping for dinner?<span id='postcolor'> Maybe she IS shopping for dinner... "I said PAPER NOT PLASTIC" ...clean up in aisle 4
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Any news on this one?
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yeah...thats what I meant...I wonder if using the accuracy or camo values would keep the yellow box from being able to be added to the commanders list so easily...currently simply shooting an enemy adds you to the commanders list of targets.
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I wonder if any of this would stop the commander from being able to show the yellow target box in multiplayer games?
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This one will be included in our MARPAT Marines/weapons pack...but if your looking for something available right now, the one pictured above is the only ghille suit Ive seen for OFP note- face is just my own personal multiplayer face...in game face will depend on what you have set up.
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I did some minor testing as well and found about the same thing whisper did..."real" damage dealt to a unit seems to be based on the 'armor' value while specific sections armor seems to control when a unit will go critical. 'ArmorStructural' seems to control how much 'real' damage is allowed through the armor itself. Critical (death/destruction) seems to occurs either when damage reaches 1 or at some other point (in relation to armor I would guess) Im stumped for now...would be nice if someone from BIS could shed a little light on how the engine works with these values.
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Cpt...I havent had the opportunity to check it out yet...some stuff has been going on in real life that required my attention (unfortunately) but I plan to give it a whirl very soon!