AdmiralKarlDonuts
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Everything posted by AdmiralKarlDonuts
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S'why I wrote a script
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Yeah, an M-8 would definitely be cool - a lot of people are screaming about the fact that we don't have a good light tank, and that leads to having to use the Abrams in less-than-ideal situations (supporting infantry). It looked like a very useful addition to the arsenal - hopefully it performs well in combat and they reconsider cancelling it. I'd download it
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No-lag script?
AdmiralKarlDonuts replied to AdmiralKarlDonuts's topic in OFP : MISSION EDITING & SCRIPTING
Heh heh, everyone was thinking "we'll hold his hand and walk him through the script," and then I slammed that down and everyone goes "holy crap, I'm not touching that!" -
Lol, everybody starts with a crap job...I did The key is not to work too hard and get a reputation as someone the managerial staff can count on...I made the mistake of doing just that and what did I get for my trouble? A raise? A promotion? Nope, just more work and responsibility Anyway, best of luck
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commando move getpos seal84 @unitready commando comando dotarget seal84 ~2 commando globalchat "Any more bomb-throwing and you're a dead man!" ~5 disableuserinput seal84 ~1 removeallweapons seal84 ~1 ?(getdammage pathy > 0): pathy setdammage 0 ~1 seal84 globalchat "Heh heh...all better now...*gulp*" exit Lol, no, I don't do complicated scripting...I pick little bits up here and there when I need them, but that's about it.
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A new slant on resistance
AdmiralKarlDonuts replied to wildbrumby's topic in OFP : MISSION EDITING & SCRIPTING
Jeeze, wonder why none of that 'liberated' oil is coming to Washington.... gas prices are still through the roof. And just how much Iraqi oil has come to the US anyway? Heh heh heh....if it's coming here, I haven't seen any of it But we digress... As m21man said, DON'T USE WAYPOINTS FOR THE PLAYER! Â It just doesn't work, especially since in many cases the player will ignore the route you have set for him and will go gallavanting off on his own, thus totally hosing the design of your mission (Sefe did this to one of my beta missions once...I had used waypoints and he, playing in veteran mode, didn't see any of them....thus things were happening out of order or not at all, oh man it was a mess. Â The mission was pomptly scrapped). You especially don't need a waypoint for something as simple as "drive from town A to town B" - that's why you have a map. -
Official designation for Higgins boats was LCVP (Landing Craft Vehicle, Personnel). They only carried infantry. M4 Shermans either "swam" ashore (Duplex Drive) or were deposited on the beach by LST (Landing Ship, Tank) - the huge ship with the cargo doors in the bow.
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#loop revenge = "laserguidedbomb" camcreate (getpos pathy) ~5 ?(alive pathy): goto "loop"
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?(seal84 in exam): seal84 setskill 1 ~1 setacctime 4 ~1 seal84 action ["Take test"] @unitready seal84 setacctime 1 ~1 seal84 move (getpos professor) @unitready seal84 seal84 removeweapon "test" ~2 professor addweapon "test" ~1 professor globalchat "Seal you aced the final!" ~.5 seal84 addrating 100 ~1 seal84 setmimic "smile" ~1 savegame ~1 deletevehicle professor ~2 seal84 move getpos dorm @unitready seal84 seal84 moveindriver bed exit
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Nope, the AKs sounded like default BIS versions to me.
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No-lag script?
AdmiralKarlDonuts replied to AdmiralKarlDonuts's topic in OFP : MISSION EDITING & SCRIPTING
Heh d'oh! But you forgot the unitcreate function -
No-lag script?
AdmiralKarlDonuts replied to AdmiralKarlDonuts's topic in OFP : MISSION EDITING & SCRIPTING
[snip] just taking up space... -
How they see me, I have no idea...next time I'm taking along an SR25 instead of the MP5... My teammates are great at spotting and killing the enemy with a few well-placed shots - except for the terrorists who can shoot straight
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Will finish tomorrow...had quite enough of mysteriously dying when trying to attack the main house.
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Heh, raise your hand if you remember when Dberka's stuff was cutting-edge... *raises hand* D/ling now....comments when finished
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Agreed, you can take out Sigma's M1A2 with a single RPG16, and can flip over a regular M1A1 with a single round as well. Unless you're using tactical nukes, I doubt that's possible
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three bugs noticed... 1. XM8-SD has absolutely no recoil. 2. Empty mags can be destroyed - they make the "collapse" sound and produce smoke. 3. I dropped the baseline carbine and picked it up again, and when I changed mags, 2 of them would appear on the ground instead of just one.
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I think some effort should also be spent on the AI for tanks or other armor, and the interaction between tanks and foot soldiers. Tanks should be hesitant to move into areas without having some friendly infantry nearby - armor unsupported by infantry is generally vulnerable to AT ambushes and such, so it would be cool if there was some way of making AI tank commanders keep their armor close to friendly infantrymen. Ideally the infantry should be out front while the tanks hang back a bit. Though I'd really like to see the ability of tank crews to detect enemy infantry to be lowered substantially when buttoned up. Even with periscopes and thermal imagers and stuff, tanks should have a hard time spotting infantrymen. This of course wouldn't be a problem when the commander is turned out, so that should probably be worked out at as well. I'd also like to see crews and pilots act like crews and pilots - I know that they're armed, but they just aren't infantry. Just the other day I knocked out a tank and the crew bails out, but they continue to advance on foot and were engaging guys with their small arms. They should be inept or damn close to it when it comes to using their personal weapons - IMO they should make a run for safety when their vehicle is knocked out of action. If there's any chance to flee, they should, and they should only use their weapons to defend themselves instead of going on the attack. Along those lines, what's with tank crewmen and pilots carrying a standard infantry loadout anyway?
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One would assume that "complete M72A2" would already factor in the weight of the rocket, since it is a one-shot weapon and to not have the rocket inside would mean that it's now a non-functioning weapon and you might as well throw it away. Even if your figures are right, it totals to 4.1kg for one of them, and that's a far cry from your numbers. I am quite aware when the M16A2 was introduced, but that doesn't change the fact that his unit (1st Armored Division) was still wearing OD greens, steel helmets and lugging -A1s and Colt 1911's until the late 80s. The units stateside got all the new stuff before those deployed in Germany did, for whatever reason. Â Only when he rotated back to the states did he get the new gear (save for the BDUs, which they ended up getting in Germany). Â Nobody waved a magic wand in 1978 and gave everyone brand-new rifles. I apologize that this pic is kind of crappy but it's the result of a quick search: Armor, AK, RPG, LBE, helmet...admittedly I can't tell if he's carrying extra rockets but he's already got some of the gear you say RPG gunners don't carry. Â Most of the time locals, guerrillas, militia, etc, don't have all the extra gear to lug around - it's got nothing to do with any sort of "optimum load." Anyway, it should be fairly obvious that if a LAW can't take out a T-55, it isn't going to take out anything tougher. Â BTW, that's a from a book, not some fantastic claim I made up *EDIT AGAIN* - alright, I'm done....not going to fan the flames anymore...seems like it might get a little hot in here, so I apologize Let's all be friends
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I know a guy who was in the Army back in the mid-80s... Said that on one road march he packed 2 LAWS, a Dragon AT missile, 6 grenades, an M16A1 and 8 mags, plus a ruck and all the usual stuff on his LBE - and a steel helmet, for these were the days before Kevlar. He had his hands free and didn't have any problems carrying it all. Â According to fas.org, a complete M72A2 LAW weighs in at a whopping 2.3kg / 5.1 pounds. Furthermore, the LAW was NOT to be used as an AT weapon - that's what the Dragon and the modern Javelin are for. The LAW was for jeeps, trucks, houses, and general bunker busting. Firing a LAW at a T-72 (to say nothing of a T-80) would just make it mad. LAWs were skipping off the armor of T-55s back in the early days of Vietnam - they're little more than "feel-good" or "sure, you have a fighting chance" weapons for infantrymen.
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Lol, how often do you see this... A gun with its very own website http://www.saiga-12.com/Photo_Gallery.htm
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B61 mod 10 tactical nuclear weapon (5kt)
AdmiralKarlDonuts replied to xenom's topic in ADDONS & MODS: COMPLETE
LOL excellent! See my sig....that's one of my favorite movies of all time. Question about the addon though - do they actually use parachutes in real life? Â I mean, this is the kind of bomb they can drop from tactical fighters and I've never heard of a retarded version... I could be wrong (and probably am) but I was just wondering *EDIT - nvm, found it....nice* -
Depending on the time period you want to place it in, you could use the new HYK Modern US Soldiers...they're regular old grunts but they look sharp.
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Two pretty nice stories from recently... First was in the PMC single mission "Search and Rescue" where you're looking for a pilot in Northern Malden. Â I find a nice cozy place up on a mountain to stash my Blackhawk and divide my team in two, taking a medic, a machinegunner, and a Carl Gustav guy with me and leaving the rest of them to defend the bird. The area we had to cover is pretty damn big and is patrolled by dozens of small Russian squads all set to "guard" or "sentry", so I set the guys into a staggered column and we move out, slowly and making maximum use of concealment. Â Quite a few times we lay low in some trees as Russian squads go about their patrol routes at a distance and then we pick our way towards the crash site. Well, the trick is finding the damn crash site, so we're walking around and trying to avoid contact, and I move us into one of those patches of weed-looking things that you'll find on Malden. Â We go prone and take a timeout to check the map and plan our next move, only to have a Russian patrol walk right by this little hideout - there were six of them probably twenty feet away, and as luck would have it they decided to stand around for a few minutes. Â I've told my team to hold fire and I'm trying to move my guys deeper into the cover - I can't understand how they haven't seen us because one or two of us were relatively exposed. This Russian squad starts to walk away, and I think we can finally move, but sure enough they wander around a bit and come waltzing right back to our little hideout. So for about ten minutes we're pinned there, nobody moving or making a sound, and the Russians finally decide to continue on their patrol route. Â They walk off over a hill and we run like hell to get out of there. That was tense...had a bead on the squad leader the whole time in case he looked my way, and had assigned all my other guys targets so we could get rid of them quickly if need be. The other story is a WWII one....I set up a quick mission where US paratroopers and some Shermans attack a town, but there's really only one road in and thus one narrow lane to attack through. Â Naturally I was liberal with mortars and MG42s, and even threw in a Panther for good luck. Well, the attack kicks off and all our armor is destroyed within a minute and a half, and they've got our platoon pinned down behind cover like 400 meters from the town. Â The Panther is blasting anybody who stands up, so most of the guys are just crawling around in circles... So, feeling adventurous, I grab a pair of Hawkins mines and some extra Garand ammo and head off on a 5-minute flanking run through the hills over this town. Â I slip into town from the rear - the direction nobody's looking - and run from building to building without getting spotted. Â I low-crawl up behind the Panther, watching the turret the whole time with my heart pounding, plant my mines right behind the treads, and speed-crawl behind a rise. Â I blow the mines, the crew bails out, and then the tank explodes. Â Meanwhile, all the German infantry have no idea what the hell just happened, but the paratroopers have gotten to their feet and are moving on the town again. Â I figure what the hell and start popping guys with my garand, and as the paratroopers start firing, the Germans fall back, so now i've got like a dozen guys all running my way without realizing where I am. Â I bust out my .45 and start blasting guys as they run by - somehow nobody thought to shoot the paratrooper laying next to the destroyed tank - and one guy almost left bootprints on my face, but I blasted him with the pistol and was rewarded with a hearty THUD as he dropped right next to me. Â So the paratroopers finally get into the town to be greeted by me standing there next to the Panther with about a dozen German corpses all around me. Â
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How often do tanks and other vehicles actually explode, anyway? I don't think they do very often - from what I understand, they burn, break, have pieces fall off and holes blown in them, but they don't explode and become the "deflated" model that we're all so used to in OFP. All the tank wrecks I've seen have been burned-out and more or less in one piece, whether they were Shermans blasted with 88s or Abrams pummelled with RPG-16s. Â Droopy gun barrels, holes, and broken tracks, sure, but the hulls looked mostly intact. Though I did see that video of a T-72 disintegrating after getting hit with a Javelin