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AdmiralKarlDonuts

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Posts posted by AdmiralKarlDonuts


  1. Asked it what SEAL is....

    SEAL is About to be Rescued.

    - ?

    SEAL is a significant player in the Southern California manufacturing scene.

    - Look out Trump...

    SEAL is the official device of the municipal government.

    -  I always liked civics.

    SEAL is found only in the Caspian Sea.

    - Wait, I thought I was a Captain of Industry in Southern California??

    SEAL is an enabling technology for high performance systems.

    - Booyah!

    SEAL is university property and under the law enjoys protection from use by unauthorized groups.

    - Hmm, Angela won't like that...

    SEAL is designed to deter individual piracy and aid in prosecuting piracy rings.

    - I'm the PO-LICE!  King Kong ain't got shit on me!

    SEAL is included free-of-charge with a VeriSign SSL certificate.

    - I see...

    SEAL is extremely strong.

    -  biggrin_o.gif

    SEAL is in the custody of the Secretary of State.

    - Colin and I go way back.

    SEAL is on a mission of mindless revenge.

    - Mwahahahahahaha!

    SEAL is optional.

    - Damn sad_o.gif

    SEAL is listed as critically endangered by the International Union for the Conservation of Nature and Natural Resources.

    -  crazy_o.gif


  2. Ditto all the above...no heavy units or aircraft factories.

    Actually, no ammo depot, no heavy factory, no repair depot...nothing. This sure makes taking over a town guarded by a pair of T-80s fun crazy_o.gif

    Played a bit on Treah and Trinity, didn't see one Russian, but plenty of Resistance guys.


  3. Ah what the hell, might as well dig it up again tounge_o.gif

    Playing MFCTI 1.16 Everon....had taken Montingnac and set up some defenses there.  For a few hours we held off disorganized Soviet attacks until they finally overran the town...so I headed back to base to round up some more troops and armor, and within ten minutes the Badass Brigade was headed back to Montingnac with 4 M-1A1s.

    We roll in there with some metal playing on the old CD player, looking around angrily for those little AI bastards...sure enough there's a squad made up of mostly Spetznaz with a couple of snipers - no heavy AT weapons to speak of.  They're prone near the flag, and for just a second they stare at us with looks of disbelief (if AI could have looks of disbelief tounge_o.gif), then they jump up and decide to re-enact part of Monty Python's "French Taunter" scene....

    Me:  "Ah-ha, there you are!  Mwahahahahaha!"  *selects Ma Deuce*

    Them:  "RUN AWAY!!!!!  RUN AWAY!!!!!" crazy_o.gifcrazy_o.gif

    Me:  "AHAHAHAHAHAHA!!!!!!"  *.50 cal thunders* (more maniacal laughter)

    You had to have been there tounge_o.gif


  4. One of the best Nam books I've read is "Pathfinder" by Richard Burns - at the time of publication it was the only book written about Nam Pathfinders IIRC.

    "Steel My Soldier's Hearts" and "The Cat from Hue" were also good reads.


  5. *Removed ammo from MHQ & repair trucks (to help avoid ammo bug)

    Which scripts do I have to change - and how exactly - to get my ammo crates back?  I've never had any ammo bugs and I'd like to keep that capability for the repair trucks.

    Oh yes, the other thing...how do you change the AI difficulty? I don't see that option in any of the MP setup screens and I'd like to have a choice other than "insane" for the time being crazy_o.gif


  6. Iroquois = Huey wink_o.gif

    Captain Moore made some UH-1Cs in Marine colors a while back - check ofp.info for them - though the -C is the shorter version.

    SelectThis also has a Special Ops UH-1H which I think is pretty much the same model as the Nam Pack Hueys but is a standalone addon - can also be found at ofp.info. Be sure you get the Resistance fix for it too.


  7. I'm in favor of being able to hurdle over low fences and stuff, as long as when you're jumping, you've got your weapon close to your chest and you need to get a running start.

    If you needed to be moving forward already to jump, and if you had to take a few steps after to recover, that would eliminate a hopping problem. In other words jumping in place should be totally impossible.

    Though if we're going to add more gear and rucksacks to OFP2, it should definitely depend on weight, too. A guy lugging an M60 and a rucksack is going to be sucking wind a lot faster than a guy with just his M16 and webbing. So maybe the guys carrying more weight have less of a chance to actually clear obstacles...

    *tries to jump fence and trips... rest of squad has to go haul him to his feet*

    tounge_o.gif


  8. So I talked about a stamina script a while ago and Spinor managed to whip up something that altered a unit's skill based on loadout, speed and posture.

    I got to thinking...how about a morale script?

    My idea (I can't script this but someone might find it really useful) is to weigh a bunch of factors and derive an overall "morale" rating for the individual soldiers.  As OFP stands now, a soldier will always perform the same way no matter what the circumstances.  This script would alter his skill and the collective courage of the squad.  For example, a soldier with good morale would be at his normal skill, whatever that is.  If all the soldiers in a squad are at good morale, the overall morale of the squad would be high, thus meaning that the group's courage would be high.  

    Anyway, here are some factors that could be used in a basic version of this script - for the individual soldiers:

    - ammo:  if the soldier is low on ammo (however OFP determines this), then his morale goes down a bit.

    - stamina: spinor's script already calculates this, but for this script it would not affect the skill on its own - this result would be another factor.

    [here's a link to the stamina script so that it can be incorporated here:]

    http://www.flashpoint1985.com/cgi-bin....t=36657

    So take a look at Spinor's script, then see if you can apply the same idea to this morale script.  Obviously the rate of fatigue in his script would be made much lower so that the AI wouldn't be sitting down and having a rest.

    Basically take the results from the computation of the factors you choose to include, then use the combination of the factors to arrive at a morale modifier. Simple, right?

    I dunno, maybe this is impossible, but I figured I'd throw the idea out there in case someone was interested smile_o.gif


  9. Terrorism is what we like to call "war," boiled down to its most base elements.  It's what we call war fought using the most basic elements - fear and death.  If you stripped away all the things that have been added to war over thousands of years, the point is to either kill every last one of the enemy or scare them into giving up.  That's what war is all about.  We western nations have put a lot more time and energy into trying to make war more palatable in the current era.  We've introduced the idea that civillian casualties are a thing to be avoided and we try to fight our wars in a neat-and-clean fashion.

    On one hand, that's good - random people going about their business in Iraq or anyplace else shouldn't be getting bombed or shot up - but in a way it's bad, because we're trying to make war into something that it isn't - nice.

    I think many people forget that war is war, and war is hell, no matter what kinds of ROEs, technology, or ideology you throw behind it.

    I'm not trying to excuse or justify terrorism, but I think we're glossing over the fact that it's not as foreign and unthinkable as we consider it to be.  It's one of the core principles behind the art of warfare. At the moment we're taking a big step back in time and coming face to face with the fact that other people hate us and want to kill us, but they don't have a prayer of taking us head-on (would that be more "civilized"?) so they make do with what they've got.  When you really, really want somebody dead, you'll find a way to make it happen.

    Reactions?


  10. Hehehe yep....just as you're about to take the most incredible sniper shot in the universe, one of your buddies runs right in front of you crazy_o.gif

    Happens to me all the time...and the rifle grenadiers in the I44 demo are always hitting me in the back with the M7 rock.gif

    '"Oops, sorry sarge..."


  11. Okay well I think I've got the creation part down to the point where I can implement it, but I've realized that this only works one way - it deletes initially, re-creates when you get close, and that's that.  There seems to be no way to delete again if you move too far away, re-re-create, etc.

    Here's what I've pared it down to:

    init.sqs - going to check if this really needs to be in the init file.

    Quote[/b] ]requiredVersion "1.91"

    unitcreate = loadFile "unitcreate.sqf"

    the slimmed-down unitcreate.sqf...

    Quote[/b] ]private ["_type", "_pos", "_group", "_magazine", "_weapon"];

    _type = _this select 0;

    _pos = _this select 1;

    _group = _this select 2;

    unit = objNull;

    _type createUnit [_pos, _group, "unit = this", 0.35, "MAJOR"];

    if (_type != "SoldierECrew") then {

    unit setBehaviour "SAFE";

    };

    unit setCombatMode "RED";

    unit setSpeedMode "LIMITED";

    if (random 1 < 0.3) then {

    unit setFormation "COLUMN";

    };

    unit

    units.sqs - this is what's executed by the pair of triggers (one covering the units you want deleted, one detecting when you're close enough).  I still need to sift through this and yank some of the superflous parts.

    Quote[/b] ]?not local Server : exit

    ~1

    _list = _this select 0

    _trigger = _this select 1

    _vehicletype = []

    _crewtype = []

    _pos = []

    _group = []

    _i = 0

    #load

    _obj = _list select _i

    _vehicletype = _vehicletype + [typeOf vehicle _obj]

    _crew = []

    "_crew = _crew + [typeOf _x]" forEach crew _obj

    _crewtype = _crewtype + [_crew]

    _pos = _pos + [[getPos _obj select 0, getPos _obj select 1, 0]]

    _group = _group + [group _obj]

    "_x exec ""delete.sqs""" forEach crew _obj

    vehicle _obj exec "delete.sqs"

    _i = _i + 1

    ?_i < count _list : goto "load"

    _count = count list _trigger

    #empty

    ~2

    ?count list _trigger == _count : goto "empty"

    _i = 0

    #create

    _vtype = _vehicletype select _i

    _ctype = _crewtype select _i

    ?_vtype == _ctype select 0 : [_vtype, _pos select _i, _group select _i] call unitcreate; goto "next"

    _vehicle = _vtype createVehicle (_pos select _i)

    ~0.1

    _j = 0

    #move

    _unit = [_ctype select _j, _pos select _i, _group select _i] call unitcreate

    ?isNull _unit : goto "next"

    ?_vtype == "M2StaticMG" or _vtype == "M2StaticMGE" : _vehicle exec "mg.sqs"; _unit moveInGunner _vehicle; goto "next"

    ?_j == 0 : _unit moveInDriver _vehicle; goto "continue"

    ?_j == 1 and (_ctype select _j == "SoldierECrew" or _ctype select _j == "SoldierEPilot") : _unit moveInGunner _vehicle; goto "continue"

    ?_j == 2 and _ctype select _j == "SoldierECrew" : _unit moveInCommander _vehicle; goto "continue"

    _unit moveInCargo _vehicle

    #continue

    _j = _j + 1

    ?_j < count _ctype : goto "move"

    #next

    ~0.1

    _i = _i + 1

    ?_i < count _vehicletype : goto "create"

    and the grand finale, delete.sqs

    Quote[/b] ]~1

    deleteVehicle _this

    tounge_o.gif

    Anyway, I've tried to rig this up to work repeatedly - no dice so far.  Setting the default triggers to "repeatedly" and adding another pair seems to delete them, re-create them, and promptly delete them again.

    Does anyone see a way to make this delete them when the player moves AWAY? Not necessarily in the script itself, but maybe another snippet/trigger combo I can throw in to match up with what's already here.

    As it stands it's just going to keep adding more units, and by the end of the mission things are going to be just as laggy as they would be without the script crazy_o.gif

    I'll keep working on it but if anyone has any suggestions, I'm definitely open to them wink_o.gif


  12. Hehehehehe nationstates...I "played" that for a while, but eventually decided I was wasting my life (moreso than I do with OFP tounge_o.gif)

    Actually I used to run a kickass weapons store in the International Incidents boards....if someone wants to dig it up, it's all yours blues.gif


  13. Well, I'm messing around with this and trimming the fat myself, so....it looks like I might be okay after all.

    So much of this is specific to his demo mission (parachutes, custom loadouts, eye-candy surrending and sitting down animations) - it would have been nice to get the bare-bones scripts and add to them if need be instead of having to rip out whole parts because I don't need them crazy_o.gif


  14. Quote[/b] ]Was expecting terrorist reinforcements to arrive in vehicles as soon as I pulled the officer out of captivity,(paranoid) had some men guarding the roads in case, but sadly none arrived to be ambushed

    I didn't add terrorist reinforcements at the house because I figured that the player would lose enough men while trying to enter the compound.

    Lol how perceptive of you wink_o.gif

    I have a massive paper to finish but I plan on wrapping up this mission soon.

    I think that it would be a good idea to add silenced sidearms though, that way you could carry a primary and use the sidearm for when you need to quickly dispose of a couple of guys.


  15. Heya Footmuch, I was wondering if you could give your Strike Eagles a new paintjob so they look something like this:

    http://www.globalsecurity.org/militar....29b.jpg

    IMO the grey is too light and the black is...well, black...these are a very dark grey as you can see.  Another thing about the Strike Eagles that I saw was that all the munitions seem to appear in the exact center of the plane for just a second as I drop them...strange.

    If you could take care of that and maybe improve the ground handling a wee bit, that would be mint.  They're already great planes.


  16. BUZZARD @ May 03 2004,15:07)]
    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).

    Well, what do you have the M60 for?  tounge_o.gif

    Its gun is also 105mm...  biggrin_o.gif

    AFAIK, we don't anymore...

    Last time I heard of the Patton seeing combat was Desert Storm with the Marines. I'm pretty sure that when everyone got the Abrams, the Patton went the way of the Dodo as far as combat deployment goes.


  17. Marksman, I guess....not sniper, mind you - what I mean by that is I'm a regular grunt with good aim. I can command troops well enough to get the job done but I've got no problem with letting someone else do it.

    Though I've always wanted to play multi as a medic - I just think that would be sweet.

    I suck at CQB - I tend to panic and blast widly at people if they get too close to me. wink_o.gif

    Favorite weapon: M4A1/ACOG/M203 from the USMC MARPAT units, or failing that, a regular old M16.

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