Spinal Tap 84
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Everything posted by Spinal Tap 84
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FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I completely agree with Olemissrebel on this one. Â While the new woodland units look decent with the exception of that US SOCOM patch, it is kind of wasted effort seeing as woodland is obsolete. Â I prefer to stick to ACU, but having the option is nice for others. Â It just seems that all that energy, time, and resources could be better spent. Â But TB (and team), this is your mod. Â Do what makes YOU happy and the droves of fans will follow. Â Thanks for all the updates by the way, it seems like you guys must be working overtime on this patch. Â I will be waiting patiently for the release. -
Yeah we do have multiple threads, I was originally gonna name this thread favorite islands so I didn't get any duplicate search results when I typed "favorite island." Â Thx for all the responses, and sorry for the mishap.
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Using setPos with preset building positions
Spinal Tap 84 posted a topic in OFP : MISSION EDITING & SCRIPTING
Hey everyone, I am a long time Operation Flashpoint player, but a very poor mission editor.  I am trying to make a mission with enemy units inside of buildings.  I have done some searching and found the following code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [(getpos this select 0), (getpos this select 1), 15] You would place the unit where you want him and manipulate the value for the altitude, but I am curious to know if there is another way.  My question is if I am using buildings that have predetermined positions, what line of code do I use?  I found the following code in the readme for philcommando's embassy addon: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos (embassy2 buildingpos 1) or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this move (embassy2 buildingpos 1) I cannot, for the life of me, figure out how to do this with buildings that are part of the map and not addons.  Is it even possible? "Embassy2" is the name given to the object in it's name field.  I have heard that you need to use the object's id number, but I have unsuccessfuly tried to implement it.  For reference, I am currently using AfganEveron v2.0.  I think the problem may arise from the use of spaces. For example one building is called "caravenserail-sand 7," and I always get errors when I input this and the id number where "embassy2" is in the above code. I have searched the forums, google, and this forum's FAQ thread, but I have been unsuccessful to find a solution that works for me (it's entirely possible that I have missed it, which is kind of sad on my part because I have been searching for a couple of days now).  I know it's not the most complicated problem, but nonetheless it has been bugging me.  Any help would be greatly appreciated. -
I'll make the first contribution. Â I prefer maps with lots of enterable buildings personally. Â The two islands I will post have a fair amount of enterable buildings. I have been using HeinBloed's Freya island alot recently. Â It is a large, hilly, wooded island that uses BIS buildings. Â There is one medium sized city in the center with approx ten more smaller cities/towns, around five military bases, and three airports. Â Excellent for combined arms operations. Â The island could logically be devided up east/west for campaigns and a CTI version is included. Â Freya Remo's Afghan Everon v2 is another favorite. Â Obviously it is a mountainous desert map with some green areas and farms. Â Two or three smaller cities with a good number of large villages. Â One airfield, two bases, and one training camp. Â Lots of enterable buildings. Â Works with a variety of missions. Â No additional addons required for either map. Afghan Everon v2
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FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Sorry, typo...King Homer is right. fas.org -
FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Disclaimer: I am by no means an expert on American or Russian military tactics/hardware, but I can hypothesize about the use of tracers in FFUR. Â Well my memory is a little shaky but I know tanks' coaxial mg's and soldiers with mg's have tracers, but it is the riflemen who are missing them in FFUR. Â From my understanding ammunition load outs for the infantryman in real life differs on the situation, but usually riflemen do not use tracers (may have something to do with the old saying "Tracers point both ways"). Â I have heard of riflemen using them for the last three rounds of their magazine so that they know they are going to have to reload soon. Â Usually the machine gunners use a combat mix of 1 tracer every third round. Â In keeping with their mission of making the game as realistic as possible, FFUR got rid of tracers for rifles and kept them for mg's. Â We all enjoy seeing lots of tracers fly around, but it is not entirely accurate, so kudos to the FFUR team for doing their homework. A couple of side notes: 1. Â Shouldn't the M2 Bradley have some tracers on the bushmaster 25mm cannon (it has them on the mg)? Â I know I saw some videos of the M2 Bradley shooting the 25mm with tracers every fifth round or something like that. 2. Â Should the AH-64 have tracers for every round for the 30mm cannon like it does currently in FFUR? Â Again I am no expert, but I am not sure that this is entirely accurate Good news is that as dedicated as FFUR was to realism before the release, now they have even more military knowledge with the addition of olemissrebel who would have alot of first hand knowledge about this from the US perspective. Â Maybe he or another fourm member more informed than I can shed some more light on to the subject. Edit: BTW I love the bouncing/disintegrating tracers on the tank's mg's. -
MIRAGE F1 CT AND EQ (IRAQUI VERSION)
Spinal Tap 84 replied to renton's topic in ADDONS & MODS: COMPLETE
First of all, amazing addon! Â I just downloaded them today, and they are a blast! Renton, all of those numbers are taken from the Iran/Iraq war which occured from 1980 to 1988. Â B_ringer25 was refering to the decimation of the Iraqi Air Force in Operation Desert Storm (1990-1991). Â While I do not agree with b_ringer25's comment about the F-1 being a poor aircraft, it is true that alot of them were destroyed either in the air or on the ground (very few Iraqi aircraft ever made it into the air). Â The first American air to air kill of the war was an EF-111 Raven (a large electronic warfare aircraft) out manuvering an Iraqi F-1 Mirage causing it to crash into the ground. Â This link, acig.org, shows the American air to air kills during the war incase anyone is interested. Â Iraq flew 115-140 aircraft into Iran to avoid destruction, which included 24 Mirages (Source: globalsecurity.org). Â Iraq never got their aircraft back. Â They did have some fighter aircraft during the US invasion during 2003, but Saddam did not see the point in mobalizing them, so he buried them in the sand instead (in effect destorying them). Today as the Iraqi Air Force rebuilds, it has to purchase "new" aircraft or recieve them as gifts from other countires. So far to my knowledge they have only recieved helicopters (UH-1's), transports (C-130's), and observation aircraft. -
FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Edit: Wilco beat me to it. I have to learn to type faster. -
Using setPos with preset building positions
Spinal Tap 84 replied to Spinal Tap 84's topic in OFP : MISSION EDITING & SCRIPTING
Thank you very much for the fast replies snuffles and Sanctuary! Â This should be more than sufficient! Sanctuary, thanks for the extremely detailed walk-through. Â The extra effort you put in is a really big help. Â I am a big fan of your animations work and the rest of DMA's projects as well. -
I think that Marine Force Recon would be an excellent idea. Â It would be nice to see USMC units using LSR's weapon pack for once. Don't forget to give them a .45 pistol. Â In real life they use the MEU(SOC) 1911 .45. EDIT: Oh yeah, thanks jonny and everyone who contributed to this addon. Â Awesome quality. Â I have been waiting for ACU units using LSR's weapon pack for some time.
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I have been waiting for a stryker for operation flashpoint for some time. Glad to see talented people take up the challenge. Looks excellent so far Wilco, keep up the good work.
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FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
^ Â Thanks for the info ebns72. Â Yeah I edited my post because I could not find out for sure what the regulations were. Â Don't want any falsehoods flying around. Â All of the pics that I was finding were like you described with the flag on the right sleve. Â I couldn't find any more of a flag on the body armor that were recent. Â FFUR has olemissrebel now, so they have plenty of firsthand knowledge. -
FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I agree with mp_phonix that if the PSO-1 is not going to get a magnification, that a cobra would be better, but I know that is probably too tall of an order. Â It is probably just easier to add the proper magnification (4x like the ACOG on US SF) or just leave it as is. The M4 scoped really should have some magnification as well. Â Funny because it had magnification and was able to zoom in FFUR 2006 1.0. The new models look amazing. Â Personally I would have kept the US SF with a MICH helmet and not the boonie hats, but it's your mod, do as you like. Â The main reason I wanted to make this post is to find out if FFUR was able to squash that bug that occurs when you are an ACU unit inside of a vehicle. Â The camera shows the ACU helmet, chin strap, part of the face, and the goggles sometimes. Â It obstructs your view and ruins immersion. Â It is the only bug that I find annoying. Â If you reference page 9 and look at Bobor_SK's post you can see what I mean. Anyways I can't wait for the next release. Â Thanks for keeping us updated TB, we really appreciate it. -
FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Yes you are correct. Since the m4's used in FFUR are infact M4A1's they SHOULD have full auto capabilities. The problem is, as oldmissrebel pointed out from experience, the m4's used by regular US infantry in real life are vanilla m4's that have single and burst. M4A1's are only used by special operating units. So FFUR should have used regular M4's for the regular infantry, but since they went with M4A1's they are correct in giving them full auto. Hope this clears some confusion up. -
FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Ch_123 you are right on the money. Â Not sure where the m16a3 sees action today, but they are not very common. Â As olemissrebel also correctly noted, frontline regular infantry would never have a fully automatic rifle as their standard issue weapon. -
FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Yeah, it is strange that the m16a2 is used instead of the m16a4. Â Sure the m16a2 is very prolific, but you would be hard pressed to find a US soldier or marine carrying one while deployed. Â Most army personnel use the m4, and most marines use the m16a4 (although you would obviously see both rifles in both braches to some degree). Â The air force is in the middle of replacing all of it's m16a2's with m4's as well. But since Operation Flashpoint does not allow us to take advantage of the modular design of the m16a4 (you can't go to an ammo crate and start putting accessories on to the rails), its not that big of a deal that they went with the m16a2 for the few roles that it is used in the mod. -
FFUR 2006 2.0 Total conversion pack
Spinal Tap 84 replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
It is good to see FFUR back. Â I really appreciate the dedication that the team has put in to all of their projects and cannot wait until their next release. Â TB I can only imagine how difficult it must be to juggle managing a mod team and your real life responsibilities, so THANK YOU! Â And props to all of the addon makers, I have most of their stand alone releases on my HD already because they are all top-notch. Â The weapon sounds and tracers are awesome, but my favorite aspect of this mod is the iron sights. Â Absolutely the best array of iron sights that Operation Flashpoint has ever seen! In regards to page 9 of this thread, there is a post made by Bobor SK with a picture of a FOV bug while inside of a HMMWV. Â I had the same problem with EVERY crew station in EVERY vehicle while using ACU units. Â No matter what I do in the config, I cannot fix it. Any help would be appreciated. While perusing the config I saw that some of the bullet types are wrong for the weapon. Â For example the Uzi (in FFUR it is the mp5SD) uses 9mm single, 5.56 burst, and 9mm auto. Â You can fix this pretty easily. Â The FFUR M4 (I forget what it replaces, probably the m16a2) uses 5.45 x 39mm (the AK-74 round) for single, burst, and auto. This is easily remedied, if you want to know how I can tell you where to look in the config. Â For the future patch, could anyone tell me if TB or team plans to incorporate an RPK-74 (possibly the RHS one)? Â The Americans get the m249 squad automatic weapon and the m240b machinegun. Â The Russians only get the PKM machine gun, but no automatic rifleman i.e. the RPK. Â Incase anyone is interested on the load out, the RPK gunner is issued 8 45 round magazines (5 of which he can use at will, and then he must request a resupply from a squad leader and get permission to uses his last 3 magazines). Â It would be nice if the patch got rid of the subsonic ammunition for the silenced weapons. Â They are unpredictable as to where they will fall in game. Â Is subsonic ammunition really used commonly by US SF and Russian Spetsnaz? Â I would not think so due to the reduction in range and stopping power. Â Personally I would prefer a(n) m4/ak 74 with normal ammunition that has a somewhat reduced report due to the silencer and no significant change in bullet trajectory. Â But that is just personal preference.