Tactician
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Everything posted by Tactician
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Depends on what server has players waiting during those rare moments I can relax and play OFP.. sigh ;) For WGL I go to Citadel, for casual CTI I go to one of 1-8th's servers.
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ZiRo, all the soldier configs file were edited. GanjaSmuggler, sounds like there's something wrong with your 1.85+ installation. Make sure you have O_wp.pbo in your res\addons. If not try to get them; they were part of the 1.85 patch.
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We would make the new wgl_version addon totally optional for maps (and servers) that depend on the addon version being correct. You'll still be able to create normal WGL maps without the version thing every time we upgrade.
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The original author of a script, if he knows his work inside and out, can spot his own "style" in another script. Different people use different syntax, and a copy+paste of a few lines here and there can show it.
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There's all kinds of "plagiarism" in scripting. The difference is that no one gives a damn.
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Has the deployment of RPO changed since the 90's? I was going by the 1996 U.S. Army OPFOR field manual (FM 100-63). We use published data first, unless we get good first-hand info (like yours). Were there such RPO specialists in 1991-95?
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If the installer reports invalid data it probably means your download is corrupt. Download it again, maybe from a different mirror.
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The "Flame Thrower" is an RPO-A Schmel, an incendiary rocket weapon deployed by ze Russians. IRL one member of each infantry platoon gets one. They're great for clearing buildings/bunkers. I commented out the "Flame Thrower" troop because the weapon wasn't quite done yet (hadn't been tested, didn't have a WGL gear pic yet). But it should work in 4.1. Weapon: WGL_RPOLauncher (disposable) Magazine: WGL_RPOMag (takes up 3 slots) No ruck mags. It's a large device, as you can see from the proxy (I don't know if the proxy is scaled correctly, we'll see).
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Talk about gulf war ii modification
Tactician replied to bmgarcangel's topic in ADDONS & MODS: DISCUSSION
I was thinking of what kinds of missions you could create around GW2. The offensive, of course, was one-sided, but it's events after the war that present the challenge to coalition forces. Instead of a campaign representing the opening offensive, these kinds of missions could be represented.. - Going into a city to eliminate a rebel leader (see Fallujah) - Storming rebel camps and concentrations (this type of mission has occured at least once as I recall) - CSAR of victims of an ambush along a highway - CSAR of downed gunship pilots - Scramble: mortar attack on your barracks, find the buggers before they can get away - CAP (respond to calls for support) Plot elements: - Gathering information from civilians - Hit and fade tactics of rebels (slippery) What else? -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;; init.sqs snippet WGLRespawn = false ;; end snippet
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You could be even sneakier and make the server wglevents publicVariable WGLRespawn = false after the game starts ;)
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For the record, it's WGLRespawn = false not "false" and yes, it works.
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This stuff looks good. Will help a lot to not use any enterable buildings in the thick areas, I think. I think this city needs a parking garage, that could be relatively easy to make I think, bunch of ramps all textured as concrete, right? (says the non-modeller) :P
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Sorry that the wglevents variables weren't in the tech manual, t'was an oversight. WGLRespawn will default to false in the future.
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Sure there is. It's just quieter.
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As a temporary fix to the black screen, set up a trigger to detect the player's death and titleCut in. Â Example: Trigger activated repeatedly condition: !alive player activation: [] exec "respawnfix.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;; respawnfix.sqs ;; wait a second then fade back in ~1 titleCut ["","BLACK IN",0.5] exit Another thing. You can set WGLRespawn = false in init.sqs to turn it off in your mission. This should be in the tech manual. Can't check on that right now.
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Yup.
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The more you read about disasters in Chernobyl, Bhopal, etc. the more you realize why a small faction is against further technological progress. Humans (corporations) just aren't responsible enough to take care of it properly. Radiation from Chernobyl made it at least as far as New York. People in Germany couldn't go outside in the rain because their eyes burned. Challenger's next scheduled flight (after the one that exploded) was supposed to bring plutonium fuel up to a satellite. If it had been carrying this plutonium during its final flight, the lead container holding the plutonium (which was not known for its structural integrity) could have ruptured, spilling more radioactive material into the upper atmosphere than all A-bomb tests in Nevada combined.
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Gaia is relatively pretty laggy, really.
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There's a CTD problem with rucksacks and picking up MG's from bodies that also have pistols. When you pick up an MG from a body, it puts your rucksack and all ruck mags on the body because you can't have primary and secondary weapons at the same time. Since MGers carry pistols IRL, they all have their secondary ammo slots already full. Overfilling secondary ammo slots = CTD. We actually fixed that by removing WGL pistols and their mags from all dead bodies. No one's noticed yet that pistols can't be scavenged, so I guess this is an acceptable procedure ;)
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I think MigEBuff's will work; you can deleteVehicle the existing crater and replace it with a new one that you've set up in cfgNonAIVehicles. Â However, be aware that craters are not formed outside of the client's view distance. About avoiding the tracking script: I believe smokeshell-type objects have different air friction values. If you can get around that, you can probably get a smokeshell object to follow a bullet's trajectory. However, how will you know when the smokeshell has impacted something? With a tracking script :P
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Machine guns are powerful weapons, much more powerful than portrayed by the stock config. Yes, lightly armored vehicles and aircraft can be disabled or destroyed by high-caliber gunfire. This is not unrealistic. The best defense, when using light vehicles or aircraft, is to not expose yourself in the first place. BRDM's, for example, are scout vehicles, not front-line combat units. If you expose yourself to a well-armed enemy, you deserve every bit of what comes your way ;) I think I can get a fix on the Mk19 fx next time around.
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We didn't remember to mess with aimPrecision until release day, a little late obviously :P Look for this in 5.0.
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About the blackout on death. In SP missions, usually the death dialog comes up even with the blackout on death (Abort, Retry, etc.). I'm wondering if you're using a modified scripts.pbo or, in the mission, a modified onPlayerKilled.sqs? In missions in which respawning is not allowed, you can set WGLRespawn=false to disable blackout-on-death. You can do this in init.sqs or ant any point in the mission. If you really don't like it, you can open up wglevents.pbo\wglinit.sqs and change the default to false.
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As I already said, config replacement is on the agenda for 5.0.