Tactician
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Everything posted by Tactician
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I think there's something to the AI AT still shooting a little high. I just realized the other day it was probably a bad idea to have the AI shooting from higher ground in testing.. mess with the maxSpeed in wgl_wep_config/cfgAmmo.hpp if you want a local fix. Lower maxSpeed makes them shoot higher, and vice versa. We can't fix it til 5.0, but it's on the list.
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Config unit/weapon/vehicle replacement is on the agenda for 5.0, due in about 12 weeks. Remember that we only started using a modified master config a few weeks before 4.0's release :P
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The bradley group is one of the three dismounted infantry squad of a Mechanized Infantry platoon. There are actually three squads spread across 4 IFV's, so it's sort of difficult to model ingame.
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Here are some Command Engine missions. ftp://ftp.squadengine.com/opflash....ce2.zip If we come across any more they will be posted here.
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Everything you need to edit the addons is in wgl_men, basically. Just inherit from WGL_SoldierWB and you're golden.
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I believe most of you will find that 4.1 is less of a "disaster" for SP than 4.0. In fact, I think 4.1's AI even goes above and beyond OFP's. All gunshots and explosions are audible from much further away, and this seems to affect AI; troops set on "guard" waypoints respond to gunfire beyond their visual range. All troops are better at searching, and their ears are more sensitive (airborne and special forces troops are even more skilled). AI troops are no longer immune to the effects of gunshot wounds, as their skill is temporarily nullified after being hit. Soldiers will engage with their weapons at more realistic (much longer) ranges. They can finally aim AT weapons correctly too ;) Here are some missions I made during the course of 4.1's development using CoC's command engine. No AI scripting is used for the OPFOR, only waypoints. All AI are set for default (low) skill according to rank. ftp://ftp.squadengine.com/opflash....ce2.zip What I'm trying to say is.. if you tried 4.0 and didn't like it because the AI are crap, it's worth another shot ;)
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I think they're compatible with the current UA release too, I haven't tried it. We also bribed Dinger into adding our radios to the next UA's radio bridge
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Good idea!
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A tool to make odol explorer....
Tactician replied to SNIPER_SKULL's topic in ADDONS & MODS: DISCUSSION
It took years to give up the institution of slavery in America, too. Take it easy. -
I thought we established that binarize is an optimization and not encryption? I'm pretty sure it still works.
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Where else would I get that one model? What if I wanted to reanimate proxy positions for vehicles? I'd need an MLOD for each one. Exporting to MLOD has a purpose. Why do you want to nix a useful feature?
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Ever feel like your trying to headbutt a concrete wall? I do. Ive been making the same point as you have over and over and over, and ive yet to see an answer. People just keep skirting round it.....and usually come back to the "Oh my, i cant learn from a tool WITHOUT a save function on it, OMG, what AM i going to do?".......which is exactly what we've just dissmissed in the prior argument we made......and round and round it goes......with nobody actually answering....... If no one ever used the countType function in OFP scripting, should BIS remove it? When developing software should features be cut just because they're unnecessary or because no one used them? The answer to your question is, why the hell not? I happen to need MLOD models for animating. The civilian (released by BIS) doesn't have all the selections animated. The demo models (already in MLOD) don't have resistance selections either. Without P3Dedit or ODOL Explorer I have to ask people for MLODs that I don't even intend to edit. What's the point in that? I'd rather not waste bandwidth or space in my email box receiving MLODs when I can do it myself. Why would you take that option away?
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If you see making addons as a competitive business, if you want to be "the best", of course you want to protect your trade secrets. If you see it as a productive hobby, to fill a niche in the global addon collective, of course you want to learn from someone else's work, and allow others to learn from yours. This is the gap I see. An ego issue.
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If you want to keep a monopoly on editing talent that's an excellent idea. Microsoft could learn from you. This kind of thinking hinders new editors getting into the game with no practical benefit to the end user.
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The Apache's Hellfires in 4.0 can only lock on a laser designator target. That may change. The USAF Combat Controller carries a laser designator.
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I think WGL units use the OFP NVGoggles, "NVGoggles". this addWeapon "NVGoggles". Sorry that I can't check that right now. If it's not "NVGoggles" it's probably something like "WGL_NVG" or "WGL_NVGoggles". I'll let you in on a little secret, killagee.. we don't make very many custom models ourselves, we just use things others have made. Angus whipped up some things like deployable weapon components, the new M2 on tripod, the mortars, and some others, but making our own new soldiers and weapons is not on our agenda. And besides that, we only plan on representing American and Soviet military equipment in the 1992ish era. So you won't see west-euro weapons, even for resistance, until we don't have anything better to do (it'll be awhile!) Phaeden is almost done with the technical manual, which lists classnames for pretty much everything in WGL.
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Loss of sound on death is fixed for next version, also the instant respawn after being in an armored vehicle that was destroyed. We'll also probably redo the stringtable entirely because special characters were converted to ? somewhere along the way, and we don't want to alienate foreigners ;) We're also reorganizing and redoing some things within the pbos and configs, and in the process finding all kinds of nasty little inconsistencies. Hopefully this will fix many little buggers you may or may not have noticed.
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The lockup problem during a mission only seems to occur in the editor. If you export to single or multi and play outside the editor, there will be no lockups. This is vexing; I suspect it's because OFP handles addons differently in the editor. Will be looking at ways to fix this.
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If you can't play in HW T&L to avoid the missing .p3d error, you can rename the wgl/dta folder to anything else, and it will use the default files. We've isolated the problem to the sky installer. We're planning a patch to fix the highlights, stay tunded..
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da_ofp_man, sounds like a corrupt download =/ Downloading again would probably help.
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To those having trouble with missing .p3d errors: try running the game with HW T&L enabled. Dissonant had success with that.
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Thanks MSpencer, I can probably use that in my editing as well ;) I've talked to some other people getting the missing p3d error. Very strange, I'm thinking it could have something to do with the sky installer or incompatibility with some other replaced file. It's difficult to release a proper mod into a world of replacement files. All I know is that I can install it onto my Win2k machine with clean files and it works as intended. If you have the p3d problem, you're desparate, and willing to be a guinea pig, reinstall the whole game and try installing WGL 4.0 again (without any other addons in /addons or /res/addons, or other modified files) and let me know how it goes. One of the reasons we included the new sky was so we could check more mod files in league play. Shouldn't be difficult to remove/replace with another sky; just replace or remove the wgl/dta files. I suspect we can release a simple batch file to fix Win98 compatibility.
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Currently only as a full install, weighing in at 92mb for addons sans islands.
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Don't be put off by the weaker ammo, it's not easy to return fire after being shot like "most other games on the market". Your view blacks out and you're forced to the ground; sometimes you'll start bleeding. Your aim is knocked to the side. You may lose your control for a moment. Plenty of time for your assailant to hit you again, much less chance of returning fire successfully, especially at long range.
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Our configs for weapons, ammo, and vehicles (the most important aspect of WGL gameplay) are open, within the three _config addons. Any addon author wanting to release a WGL variant of their unit or weapon could inherit their config from ours. The only hangup is weapon effects; it would be easiest to use currently configured WGL ammo types, anything else requires attention on a mission-by-mission basis. Our modified master config is binarized as a technical necessity, but nothing terribly important to addon conversion is included there. All eventHandler classes are mirrored in wgl_veh_config I think.