Skumball
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Everything posted by Skumball
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5128 - New: Any combinations of two keys can be used for user action mapping Who's your daddy! (<- not included in this patch)
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Red Orchestra gets thumbs up from me. Think Call of Duty but with much more emphasis on realism. It uses the UT engine so you get some pretty large maps. It has armour penetration and you can rest your gun on ANY surface to brace it. Very nice balance of playability and realism.
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Good idea. I'd like to try scripting this at some point. Moving from town to town, cleansing the area of the enemy. It would be a challenge to see how long you could last.
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Owning the game, I can say that all MaddMatt's points are valid. Helicopter flying is much better because it is more realistic, e.g. flying height does not match the terrain height
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P4 3.2 HT, 9800XT, 1gig dual pair 3200, Audigy 2 ZS. 1024x768, all low detail, except terrain and shader detail @ very low. I average maybe 35fps? It varies greatly. Open fields I get 60, stand inside a tree with the foliage up against your face and I get 20. First mission in the campaign riding in the Humvee I get 25. 25-30 in a city. I hate the mouse lag at times.
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I've tried a few weapons on the Humvee and cannot penetrate to kill the guy inside. Can you give me the exact name of the rifles you want tested as I'm not sure which are .50 cal. No idea about your other two questions.
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Holey cheese! I pre-ordered second class (I'm cheap) earlier this week from Amazon.co.uk and it arrived today! How splendid is that? If Amazon were a human female and lived next door, I would marry her!* *if said female met certain criteria.
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Mouse + Keyboard.... What? Where did everybody go?
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I think we will only see the destructable environment in the true sequel. But here's hoping we'll get some cool advanced features in AA.
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I love this game: fact. I don't need to go into all the details of what makes it so good, but I know it's good because I'm still playing and editing it 3 years after it first came out. The thing that generally annoys me is the way it feels to play. I like how the developers have added restrictions to the player to make it less 'arcadey' and more realistic, but have you seen how slow it can be to just turn around on the spot? In RL (real life) I can turn around in a fraction of a second, more in line with how fast you can turn in a typical FPS, and in a combat situation you know that you'd have quick reactions! In OFP there are heavy restrictions on movement and which therefore do not help the suspension of disbelief that you are actually that soldier. In OFP2 I would like to see a similar method to that found in Call Of Duty. Standing or ducking allows freedom of movement, fluid and easy to use. But when prone there should be a fluid arc to shoot at but anything beyond, say 90 degrees, should be slowed down to simulate having to drag your body around on the floor. I liked the almost revolutionary style of aiming to start with, whereby the gun looks elsewhere to the head, but I would like to see a more classic approach in OFP2. What do you lot think?
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That too. The game engine just needs an overhaul. Roll on OFP2.
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Yes I do like how the developers have made the game more realistic, but the controls DO feel 'clunky'. Because of the slight lag in turning around (due primarily to the gun being independent to the head view) it makes the user feel less in control of their character and a decrease in enjoyment. Hey I'm a gamer, I can nit-pick the stuff that can get frustrating
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All units should be group-independent. No ties to groups, but the option to group players should be available. In other words, a unit can be spawned from a script without specifying a group for it to join.
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In the final 1.91, please BIS can you intergrate any campaign fixes like the Redhammer and 1985 ones. I think the Redhammer was to fix a bug in that mission where you have to hold Montignac and place down barricades. (not too sure). (sorry if this has already been asked)
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In the final 1.91, please BIS can you intergrate any campaign fixes like the Redhammer and 1985 ones. I think the Redhammer was to fix a bug in that mission where you have to hold Montignac and place down barricades. (not too sure). (sorry if this has already been asked)
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what we REALLY need is to be able to name a unit which has been created by createUnit and that it doesn't need a group: _bob = "soldierWMedic" createUnit [(getMarkerPos "spawn")]
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Request for new scripting command in next patch
Skumball replied to toadlife's topic in OFP : MISSION EDITING & SCRIPTING
what we REALLY need is to be able to name a unit which has been created by createUnit and that it doesn't need a group: _bob = "soldierWMedic" createUnit [(getMarkerPos "spawn")] -
Killing a player when they leave the area.
Skumball replied to beno_83au's topic in OFP : MISSION EDITING & SCRIPTING
How about sticking in a Game Logic named "centre" and having a script which goes: #loop ? ((soldier distance centre) > 2000) : soldier setDammage 1 ~10 goto "loop" -
Yes. I have done exactly this: http://www.ofpec.com/editors/index.php The one problem I have discovered with moving an invisible H is that it's z coordinate needs to be manually specified at 0 otherwise it tends to move below ground and cause the chopper to crash upon landing. It might also appear above ground depending on the original position and the terrain and cause even stranger results. Anyway, have a look at my script, I think it will help