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AdmiralKarlDonuts

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Posts posted by AdmiralKarlDonuts


  1. -At some point, after my second recycler was destroyed i noticed that one of my recycler was at the base and the AI driver was out of it , in "safe" mode (its gun in the back).

    As there was several destroyed vehicles around (and one enemy tank ruined at 100m of us) and as he never tried anything, i shot him , destroyed the empty recycler and build another automated one.

    This time the AI driver stayed in, but it never moved for the duration of the game, i built another a same problem , he stayed in the base, never moving.

    This occured after i was killed in Montignac (there was a big battle there , and i helped to win it with 3 M60 but was killed by a T80).

    Maybe the recycler scripts was puzzled by my death/respawn ?

    -The East AI built several T80 and Shilkas (i had -not- voted the extra money ON), while despite i assigned some AI teams to tank , i never saw from the hour i played a single M1 or better.

    I saw 2 M60A3 some Vulcans but that's it.

    I forgot to mention that those things happened to me, too. I did see one or two friendly M-1s built by the AI (though I manually gave some of the AI teams M-1s when I was overall commander) but most of the tanks were M60s. M-1s *are* expensive so it's not really that surprising, I guess....but the enemy seems to have no problem cranking out tanks and choppers.


  2. We played again - the Everon coop this time - and things got screwy...

    The Russians again had choppers coming out of their ears very early in the game...towards the end I jumped in an Apache and shot down 2 KA-50s, 3 Hinds and like 4 Mi17s in the space of 5 minutes. They must have built 50 choppers in a game that lasted maybe 3 hours, and we weren't using any of the chopper cost modifiers.

    Also at the end, we got lag - this error would pop up and things would just stop for like 5 seconds. This happened every minute or two until we quit.

    error1.jpg

    I played as the overall commander, so I was able to help the AI along...for some reason none of the AI is set to "independent" at the beginning of the game, so I had to manually toggle them all...after I did that they seemed to take the initiative in purchasing more gear, but didn't build that many tanks, even after I designated a couple of groups heavy armor and transferred them some money.

    Also noticed that the mortar, the AK101, and the AIM-9s are missing textures.


  3. Played the Malden Coop z-version with a friend for about 2 hours last night...had the same problems with the enemy having 2 choppers very early on. Our AI commander built all the necessary buildings but I never saw any tanks, just a few Vulcans. Also no additional salvagers were built.

    We started in the northern desert and for quite a while our AI squads were just sort of wandering, but about 2 hours into the game they went on the warpath and took a few towns - we didn't see how those teams were equipped though.

    Hopefullly you can get those bugs worked out...if you have a new version ready tonight we plan to play again, so we can test it for ya.


  4. Unless someone's going to quote chunks of the Geneva Convention to nail it for good shall we put this one aside?

    As the author of the thread, I'm satisfied wink_o.gif

    Feel free to offer your thoughts on any of the other questions, folks biggrin_o.gif


  5. Hey SpongeBob, I am getting ready to head to work right now, but I will give you a full response later. I am currently serving in the U.S. Army with Delta Co. 4/101st Aviation Regiment. I am stationed at Fort Campbell, Kentucky with the 101st Airborne Division (Air Assault). I can answer all of your questions when I have more time. You can PM me if you have more questions. Gotta go!

    Monty

    Ah, someone from the 101st.....eeexcellent... wink_o.gif

    Perhaps you could answer #4 from my original post:

    Quote[/b] ]4. What sort of gear would a Black Hawk crew have at their disposal in the event of a crash, aside from sidearms and the standard stuff in the survival kits? As I understand it, every chopper has M-16s aboard...how many? Just two for the crew chiefs? How much ammo for each?

    Anyhow, check PMs smile_o.gif


  6. Codemasters never advertised the game in the US - ever. That is why it was such a "failure" in the US. I would have never learned about this game unless a friend hadn't told me about it.

    If Codemasters follows this same path, screwing up the marketing part of OFP2.... then that will suck.

    I saw a two-page spread advertising OFP in an issue of PC Gamer a couple of months before it came out...

    It was then that I said "I MUST HAVE THIS GAME!"

    They also had the demo on their CD, dunno if it was the same month though. Played the demo, loved it, immediately ordered version 1.0 and got it before it was released in the US (hell, 1.0 was *never* released in the US!) and have been playing it religiously ever since smile_o.gif


  7. I'm writing a novel (or trying to tounge_o.gif ), and since I haven't been in the military, I need some help ensuring accuracy on some things contained in it.

    I've talked extensively with many people who have been in, so I think that most of it is on the money, but there are things that need clearing up. Let me preface the points by saying that this is a modern-day story involving US Army infantrymen and an army Black Hawk crew. OPFOR = a few thousand rebel fighters, location = mountainous jungle

    1. Are combat medics usually armed? I've been told both yes and no from different people. The platoon is nearly wiped out and the medic ends up joining one of the mostly-intact rifle squads trying to find its way back to friendly territory. Is he carrying a weapon? If not, would it be unrealistic to have him scrounge one, given the circumstances?

    2. What sort of radio equipment does a platoon carry? Here's what I'm assuming: squad leaders (sergeants) carry the PRC-126 short-range radio to stay in contact with the platoon leader, while the platoon RTO (in the LT's command section) carries a larger radio. What's the designation for this one? PRC-rock.gif

    3. How are AT4's distributed? From what one guy told me, riflemen seem to get them at random, as long as you have some experience with them in training.

    4. What sort of gear would a Black Hawk crew have at their disposal in the event of a crash, aside from sidearms and the standard stuff in the survival kits? As I understand it, every chopper has M-16s aboard...how many? Just two for the crew chiefs? How much ammo for each?

    5. Now the fun one...help me out here: you're a rifleman going out on a sweep with your company expected to last 2 or 3 days. How often will you be resupplied, based on duration alone and not factoring in any enemy contact? What will you be carrying when you leave camp? I mean EVERYTHING that you'll be carrying, down to spoons, socks, and all that. Most importantly, how much ammo will you be lugging if you're a rifleman/auto rifleman/squad leader/grenadier? BTW this is a jungle environment and the troops are Air Cav.

    Thanks in advance for help...if anyone would be interested in being a sort of "technical advisor," I'd like to have a resource to check these details with from time to time - I'd prefer current or former US Army people.

    Again, thanks for reading, all!


  8. You need to use the radio (0-0-7 "Call Support", I believe)...wait a few seconds then single-click on the target location on the map. A dialogue should pop up and you can sift through the plethora of support options.

    Just be sure to keep VERY far away from a napalm target....had a short drop fry my entire team once crazy_o.gif


  9. So after 52 game-hours, 186 personal kills, and the lives of 2 of my Marines, I finished the mission...

    Only problem was that the end didn't work properly. I had steadly whittled down terrorist support to "low", and after my last mission I checked my campaign progress - again, "low," but then right after that I get an outtro saying that the terrorists won and we're getting pulled out. I checked progress.sqs and the code looked fine to me, so I have no idea what happened.

    Hmmm.

    If support was calculated at low, I can't even guess at how in those few minutes my score got high enough to trigger the "lost" ending.

    I also had a strange problem where, after repeated rests to skip the night, my men continued to wear their NVGs during the day. I figure it was due to the variables being saved, but I had to order everyone to drop them and pick them up again before they went back to normal. Also along those lines, you should take the binoculars away from most of the men, because they stop every few seconds to look around. Keeping formation is impossible when they keep dropping out.


  10. - then there's this:

    [ig]http://img.photobucket.com/albums/v422/seal84/error.jpg[/img]

    This pops up when I play for a while, save, leave OFP entirely, then come back and try to resume the mission. In some cases it has been "item87" or "item89" as well. Something isn't saving properly?

    Are you using ECP or Y2K3? Sounds like the ECP save bug.

    Nope, I haven't used ECP in months now...I'm waiting for the next version, which I hear fixes most of the bugs and includes lots of cool new stuff. It's not even on my HD anymore.

    Anyway, as far as more terrorists go, true they won't have armor or air or any of that stuff....it just seemed to me that there were very few of them in some of the missions. Others, on the other hand, were total bloodbaths. Perhaps I was thinking along the set-missions mindset, like a big terrorist training camp with tons of baddies and stuff...in retrospect I'm not sure.

    I think a sort of sniper/recon mission where you get dropped off via chopper somewhere and are told to stay out for a while seeking bad guys would be cool - if you run into something big you can call in an additional squad or two, but primarily you'd just be stalking bad guys.

    Finally, as far as the voices go, General Barron used that idea in his latest mission - I can pull up his scripts and see how he randomized the samples. If things go well this weekend I can record the lines, update the relevant scripts and write up the description.ext stuff.


  11. Played some more this afternoon...points in no particular order:

    - technical spawning is fixed...rescue missions are now possible biggrin_o.gif

    - you fixed all my other little nitpicks about hold fire and all that stuff.

    - Sometimes on the ambush and defend missions, the enemy spawned immediately. It looked like they spawned right on top of the objective marker - obviously this gives me no time to set an ambush or defense. This didn't happen all the time though.

    - the triggers fire based on percentages of enemy killed - I would get "mission complete" updates in the status window even though I was still engaged. I realize that's the whole point - you must kill most of them - but perhaps at that point the rest of them try to break contact and flee? I dunno how this would look ingame as far as appearing strange in the middle of combat, so it's just something to consider.

    - then there's this:

    error.jpg

    This pops up when I play for a while, save, leave OFP entirely, then come back and try to resume the mission. In some cases it has been "item87" or "item89" as well. Something isn't saving properly?

    Okay, now for some suggestions....

    - switch to voice files for your CO instead of just text. You can very easily swap the titletext commands for "say" commands in your existing scripts; if you want to do that I can record the necessary lines and send them to you. Actually I could do all of that myself and send you the updated stuff if you'd rather concentrate on bug-killing.

    - Add some manned .50 cals in those towers around your base. 4 more units shouldn't be a problem, and you can just add something into your existing scripts that will replace the gunner if he's ever killed. I had one mission where the terrorists actually attacked my base, so it would be nice to have some help.

    - What happens if the CO dies? I only wonder because the rebels were right outside the perimeter in one mission.

    And in general, when you get this current system working smoothly, do you have plans to broaden the scope at all? By this I mean adding more units of all types - friendly, enemy, civvie - and possibly adding bigger one-time-only missions to complete?


  12. Some further play-testing reveals that the UAZs almost always spawn incorrectly. Every ambush mission has them spawning about 20 feet behind me, and the rescue missions have them spawning right on top of the downed chopper - those poor SOAR pilots are dead as soon as I insert.

    I also noticed that you need to add NVGs to the troops' loadouts, because there are none to be had anywhere.

    Lastly, I think you should drop the line that puts your men in hold fire mode whenever you deploy. It doesn't seem to serve any purpose as-is.

    You've also made me appreciate the double-edge sword of using brutal tactics a bit more - in order to crack a couple of those rebel strongholds I had to resort to carpet-bombing the living shit out of the place before we went in on the ground. Sorry civvies, we had to destroy the place in order to save it crazy_o.gif

    That's all for now...still monkeying around with it.


  13. Heh, I was in a 16-player launch party a couple of hours ago - a solid 3 hours of carnage. Lots of cool shit but all the same fun as the original.

    Though I thought it was dumb that they renamed Blood Gulch to something stupid (I forget what), though the level is a lot bigger and the bases are bigger with multiple levels and stuff. Battle Creek somehow became "Beaver Creek"....I dunno what that's all about but it's still friggin great.


  14. Hey, pretty cool mission, though I can't believe you didn't put any save points in anywhere. Next time I play it I'll have to add my own save trigger.

    I got an ambush mission way the hell over in the western jungle islands by a brige - funny because we reached the ambush site and 2 technicals were camcreated right in amongst my men. Since I had them all on 'hold fire' all I had to do was walk up to the occupants and shoot them in the head. Simple, but strange. Then I saw the enemy infantry coming towards me from the other side of the bridge, but rather than cross it, they walked down into the river and most of them drowned. My Marines picked off the last of them and we RTB'd.

    On the way back, I was crossing the main bridge north of my base and to my surprise there were a bunch of civillians laying along it, blocking the road for my Humvees. Clever little bastards, those civvies. I was tempted to plow through them but I realized that would be bad for our image, so I selected RTB and left the Humvees where they were.

    The second mission was an attack south of our main base, but the foliage was so thick that my men started getting separated. Despite that we approachd the castle ruins and started taking out the perimeter sentries, but as we neared some random dudes started knocking a couple of us off. Why is it that my medic is ALWAYS the first man to die in a firefight?

    So I got shot in the head and restarted from the very beginning, but since it's late and I have to register for my next semester's worth of classes in like 6 hours, I figured I'd wait a bit before trying it again wink_o.gif

    I like it though; I was a big fan of Thruyersternum's Unscripted War so I think this is pretty cool.

    BTW you didn't list the BAS helos as addon requirements but I had to download them all before the mission would load.


  15. Oh very nice, very nice - and you've included my favorite attribute for addon weapons...

    It's fecking loud!! biggrin_o.gif

    Nice models, nice sounds, no bugs to report yet. Gonna give the missions a try to see if anything crops up, but so far A+ work smile_o.gif


  16. It would be cool if we had a standalone radio pack tounge_o.gif

    Some units like the BAS De/Ras or the PUKF troopers have their own radios as part of the pack, but most other addons don't...I figure it would be extremely useful to have standalone radio weapons (secondary weapons if you're not sure what I'm talking about) that you could give to trooper to make him a radioman.

    This way you could give a standard BIS squad (or any other unit that doesn't come with its own) a radio and use it as the tool for calling in support - make it CoC Artillery compatible so you could call in arty, etc. For example, General Barron's "Realistic Combat Patrol" puts emphasis on keeping your RTO alive, because without him and his radio you can't call in air support or artillery.

    Basically it would just be more realistic than using OFP's default radio menu.

    But rather than just make one generic radio, it should include country-specific and era-specific radios as well. All it would require is a few radio models and whatever code is needed to make them CoC compatible.

    What do people think about this idea? Good? A waste of time?


  17. *Please* include a patch system similar to the one BAS used for the Rangers - an init field command that allows us to pick patches for the troops. If you do include this feature, please include these units:

    1st Infantry

    2nd Infantry

    3rd Infantry

    4th Infantry

    25th Infantry

    10th Mountain

    1st Cavalry

    1st Armored

    2nd Armored

    82nd Airborne

    101st Airborne

    173rd Airborne Brigade

    It would also be cool if you could include rank insignia - arm for enisted and helmet front for officers - using a similar patch system, but that may be asking for too much wink_o.gif

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