Trapper
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Everything posted by Trapper
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'New known bugs' section added to first post. I have no clue about the evac interruptions. Now it happened to me also one time in the mission and I had to load the savegame to continue. At least it happened near grid HA61 for me. If they happen close to grid HA61 or GA60, this is an old bug. Thought I fixed it completely long ago. But the area D.murphy man reported won't cause this bug. Finished my mission the first time alive... Time: 2h 56min Rescued: 97/164 civilians (Maximum is 164 not 175 as long as the Tormes evac is bugged) I was a wimp and concealed dead zombies all the time
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I'm happy to hear that. That they just stopped somewhere, is a bug. If it happens again you can first try to "rearrange" them with your own HMMWVs before you reload. (The evac HMMWVs wont take any damage, as they are in "godmode") Do you remember, if all four ai soldiers were sitting inside the evac HMMWVs?
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Choose open areas, like the ones marked in this image for best evac results... http://img204.imageshack.us/my.php?image=dxdshot11229095615bw.jpg (The evaczone selected on the screenshot always worked fine for me at San Alto) I hope this image will help everybody with ai evacs that get stuck. The evac script is very detailed, and I'm 99% sure the ai is able to handle evacs in areas like this. Optimal is to have enough space for two HMMWVs turning around when returning to base. Even space for 1 1/2 should be ok. (The second is scripted to hold until the first found its way back) Also make sure you won't block the evaczone with your men or cars. If it is still getting stucked, you can always choose a better evaczone after reloading the automatic savegame. Yes, the whole zombie addon seems to be heavily influenced by overall performance. The slower the missions runs on your PC, the slower the zombie addon gets. The many targets zombies have to choose from, make them stand around for minutes sometimes. (I've already reduced the targets. Before that it seemed like they wouldn't move for hours.) Also the resurrection time seems to increase if the overall performance decreases. I think there will be times, the player will be thankfull for these "bugs"... One thing I forgot: As increasing gametime can cause strange things in big missions, better don't use it. - Even if I couldn't find any problems caused by it right now.
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Added a mirror to the first post. @D.murphy man I'm not sure how this grab would change the mission. I've based the whole mission around "stay at home" civilians, so the zombies have a chance to find and kill them. How you described the script, I think there is still the need for close distance. But civilians and zombies running across a whole island at the same speed would reduce chances for that extremely. It's all about simulating how civilians stand no chance over time, within OFP limits and the most possible visualisation: The civilians wait at villages and fight back the zombies as long as possible with their few random weapons. If I would give them the ability to run far away, or to the rescue center on their own, no zombie with grap script would have a big chance to grab them. And how would the player find them? Zombies are extremely dangerous for now, with 2 hits to kill a healthy human. I think this has equal results for (not) surviving attacks. If I would reduce the damage, for using the grab script, would it take them longer, until they kill 10 not moving civilians one after another? Unfortunatly that would slowdown the "disease spread" and effect the balance. Maybe you can tell me more about these thoughts after you played the mission with your grap script in mind.
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Some problems/bugs I've found, using the Civil Pack 2.0: - It is not possible to use the "setface" command? (on the priest without hat) Tried to set the new priest face for a priest, but every missionstart a face is set randomly. Only sometimes the new priest face. When I tried the same commands with standard BI units/faces there was no problem. - The sample mission script for "Human2ZombieMap" uses mostly wrong unit names and is not working correctly. (A Farmer is not "Farmer", it is "Baseman" ect.) - All ingame unit names should be included in the readme. It's annoying to search them in .pbos or to create minimissions to find them out. - I think it would be more easy (for mission editing) if you use a standard naming system for zombies. The Civil Pack zombie unit names differ from the Unified Zombie Mod unit names in some cases. Overall it seems that they are named randomly. Bugreport for NBC Units 1.35: - The singleplayer units forget that they are wearing gasmasks when I reload a game (at least in editor). So the only singleplayer unit I use in my mission is for the player, everyone else is a multiplayer unit, so they just wear the masks all the time. Also the missing breathing script is better for a bigger mission. - The breathing sound screws the vehicle sounds of my ofp. If i wear the mask inside of a vehicle the enginesound is almost completely silenced. - That you see parts of the maskmodel in 1st person also, when you use it inside of vehicles, is already known I think. - Mission Editors should be able to finetune the included effect scripts. I would like to use the injury blackouts, but I have no use for MaxPayneSlowdowns in a mission. A new zombie mission in alpha status with Civil Pack 2.0 and NBC Units 1.35: http://www.flashpoint1985.com/cgi-bin....t=47669
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@honchoblack I appreciate that, as this mission was also inspired by Dynamic Afghanistan. One big difference is, that instead of many random tasks, it covers one big task that plays out random.
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Dialog & scripts for a inventory / ammobox
Trapper posted a topic in OFP : MISSION EDITING & SCRIPTING
I'm trying to script an inventory/ammobox dialogbox for a mission. To make the rearming of a squad more easy than radio-6-x and waiting a long time for one ai, thats running for an ammocrate, was the main idea. What I also added is that the ammunition is "stored" as rounds instead of magazines (ie 100x 9mm rounds give you the possibility to generate the kind of pistolmag needed). Somekind of selfmade JAM-ammocrate. The dialog only works correct with predefined weapons and ammunitions, but thats ok for this mission. When finished the Player should be able to transfer weapons and ammo of the whole squad in and out of this "inventorybox" The dialog and scripts are almost done, but with some annoying compromises: 1. Addmagazine command can only add full magazines. So 9 rounds left in inventory are useless, if the smallest magazine needs 10 rounds. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? ammo >= 10 : character addmagazine "xzy" 2. Its also a problem backwards: If the player brings 4 almost empty m16 clips, i can only add 120 rounds to the inventory, even if there are only 4 bullets left inside of them. Ammo command is no help, because only ammo in the loaded magazine is returned, but removemagazine grabs the unloaded magazines first. Also i dont want the player to -close/open the dialog then select weapon x ect- for every magazine he wants to store, just to check the true ammocount. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #loop ? magazines character select _x == "M16" : ammo556 = ammo556 + 30 ... goto "loop" 3. But thats not all, if the player goes into battle with M16+grenadelauncher, 4x M16 magazines, 2x handgrenades, 2x riflegrenades and he returns with zero ammo, the magazines command still would count ["M16", "HandGrenade", "GrenadeLauncher"] If I allow the player to "Remove all magazines" no matter what, he gets 120x 5.56mm rounds, 1x Handgreande, 1x Riflegrenade stored for nothing. If I allow it with >1 magazine of a kind only, he won't be able to store one last (notempty) magazine or grenade. If ammo command could help, it would still require the player to close/open the dialog, just to change to the weapon (rifle, pistol, ...) for counting. Someammo command looks for all kind of ammo, I dont think it can help here. 4. Another magazine-adding problem: Player has to count for himself how many magazines he can issue to a unit (otherwise the overflowing ammo disappears), because i can think of no easy way to count its available magazineslots. Ok, I can find out what vehicleclass the unit is (10 slots for soldier, 6 for police, 4 for medic and civillians (yes, i want to use them all)) but, then again: I would have to count the magazines they already have. ...see 3. for the the problem that arises. Maybe there is a scripting solution i can't imagine, or anybody has easier ideas for the inventory thing? PS: Perhaps the secret is kept in the normal ammocrates and vehicleweaponcargospace. They store all magazines added with the right bullet count. But even they need the player to have the right weapon selected, so he can store its magazinetype. -
Dialog & scripts for a inventory / ammobox
Trapper replied to Trapper's topic in OFP : MISSION EDITING & SCRIPTING
Thanks Karrillion, but I'm busy right now and will have a look later. I'm downloading your sample mission already. You're right about the inventory function, it's the most important part of the dialog. It's supposed to replace the briefing weaponselection in a one-mission-campaign. -
Preventing respawn.
Trapper replied to Baron Hurlothrumbo IIX's topic in OFP : MISSION EDITING & SCRIPTING
It is possible to put a computer on this empty island where the "dead" players can activate the camera.sqs script with the action menu. In the mission I've seen it, the camera is limited to only lock on the east or west players still playing. Maybe you can use this way of activation with Kegetys spectator script instead to achieve what you want. This mission also makes use of limited respawn, but the respawn limit counts for the whole east/west team not single players. download the mission (you have to play it with at least one more player or activated AI in your team to be able to see the camera script working after respawnlimit is reached, but I think you will just unpbo it  ) -
If I remeber right that is an old problem with AI/player transports in multiplayer. If you play it on a dedicated server you even will have the problem with both helicopters I think. Try to make a condition that the 'load' waypoints are only finished if the right player entered his chopper. But the players will have to wait until their squad is loaded before they board the chopper, or the problem will repeat. Another solution is to just let the two squads start inside the helicopters.
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Maybe you can add some kind of security check or note to the next full installer please? - Just to make it foolproof for guys like me. It looks like I have corrupted my OFP, because I didn't scroll the installationpath-line to the end. Seeing only "C:\Program Files\Codemasters\OperationFla" I started thinking instead of scrolling... a bad mistake. Â So I selected my OFP folder for install, without adding a new addonfolder like \Y2k3 to the path. Unfortunately no overwrite warnings ect showed up. I'm rebuilding my OFP installation right now. Â
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@ Doc. Zaius Thx, but all credits belong to 'The Phoenix' @ kris018 The file, like it is, won't work as a coop mission. It would be a great piece of work to make it fully functional in coop. Adding another player as Copilot would be the easy part, but it would be hard work to get the artillery, SFX, radio transmissions and day-transitions right for both players. I don't want to do all this work right now, I am sorry. But Naguals' missionpack includes a 16 player coop mission.
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Ok, I will send you a PM. Maybe you would also like to play another mission with the BAS-Kiowa in the meantime? Hunter-Killer (BAS)
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In Asmodeus mission Chemical Warfare the enemys of the counterattack have the possibility to surrender. If they they do it they stop fighting, stand up and play the captured animation. But I can't remember if they do it because they are wounded or because the cassaulties of there squad reached a certain number.
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Great Addon BAS! While doing a ladder extraction I found one little thing that should be fixed: It slowes down every (quick) ladder extraction if you have to scroll through all the "Raise Goggles" commands in the actionmenu until you can climb aboard. It always happens to me when I'm in command of the crew and the extracted squad. - I don't know if it happens with members of another squad in cargo or pilots not under my command. btw: nice evac mission TJ, but look what it does to these pretty helicopters Â
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The last time I replayed the campaign, I was sure that it was better in 2001, too. I think to get the most fun out of the CWC campaign you have to play it with OFP v1.3 (the last ultimate uppgrade) or lower. All those AI units are not like trains, traveling only on stationary tracks. - Even in the most scripted mission there are situations where the AI has the possibility to make its own decisions. At first view improving the AI has to improve the gameplay, but thats not always true in such a complicated game like OFP. (F i c t i v e  Example: A group of 10 Enemys attacks the whole moving company of the player in a mission. - After a new AI improvement, even with maximum courage set, this group would refuse to attack beacuse now they "know" none of them would survive it. - Many players replaying the mission after that would wonder why the little ambush is no longer there.) None of the mission makers can imagine what the next patch will change, they can only rely on what they see in their actual mission testing. - They have to script everything if they want to make sure that the AI does exactly what THEY plan. So they just hope some basic things in AI behaviour will never change. But Murphy's law is always true, so you can be sure that more than 50% of the OFP Missions play only correct with the version they were designed for. Maybe with more versions if you're lucky but sooner or later the mission is screwed. Now it seems like finaly the allmighty CWC Campaign has scrumbled under the AI improvements of more than 10 patches. It would be nice if BI makes a bigger fix for this campaign. But I wouldn't do it, because it will be almost as time consuming as creating a new campaign. Sad but true, mostly the biggest and best missions are not compatible to all patches. Only the little boring missions are working fine with every version, and sometimes they play even better with new patches and improved AI behavior. Another problem effecting everything before resistance, is the "better" viewdistance and terraindetail. - Enemys will detect you earlier if you want to see more, and all vehicles move slower offroad if the terrain detail is higher than "very low".
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Filling more than 1 ammo crate
Trapper replied to RedRaider's topic in OFP : MISSION EDITING & SCRIPTING
Call the script with this exec "WestCrateGuns.txt" and change all global "this" in the scripts to local "_this". I think it screws up the script if you use a global "this". Noone can't tell what it stands for in the moment of multiple script executions. -
Use the drop command to create your own kind of smoke that you can attach to any object. Here you can find a good tutorial and examples to get into it: Vektorbosons homepage
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I thought about adding pistols and unlocking the copilot, but there's no need for it. Like you wrote: This could be used for "cheating" on foot only. Yes, the Apache can trigger an instant death, but high casaulties on the ground also. If there will be a V1.2 I reduce the two triggers to the high casaulties trigger. So if the player is fast enough after the apache is downed, he can fly back, rearm and try to win the battle alone. I know that these instant death triggers can be annoying sometimes, but in the end it doesn't matter if you lose with instant death or an instant debriefing. - It's just something special of the original mission.
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This is a modification of the old OH-58 Kiowa mission 'Hunter-Killer' by The Pheonix: New features: * One of the 3 Camps in the first Mission is now randomly placed.   (15 possible locations, but still all are inside the red marked area) * Ballistic Addon Studios Kiowas instead of BIs Kiowas. * Different weaponloadouts each day. * Old artillery system replaced by a single-mapclick system. * New artillery is capable of different and multiple fire missions. (more than just one shell at a time) * White phosphorus fire mission. (added for spotting, not for incendiary) * Added sound for all radiotransmissions. * Burning tanks. * All helicopters with dust effect. * White phosphorus effect. * UH-60 landings in second mission improved. * AIs at one forrest camp man the MG one after another if the gunner dies. (but only if the camp is still ok.) Operation Flashpoint 1.91 and BAS Kiowa Pack needed. (Download Kiowa Pack here until damaged zip on the BAS homepage is replaced: Operation Flashpoint CZ - BAS Kiowa Pack 1.1) I hope it's ok for Pheonix that I modified the mission. His email is dead and he didn't respond in ICQ. The only thing I need right now is a host for the 1.63MB zip or 1.52MB rar...  UPDATE July 8: Version 1.1 is out - lasertarget referencemapmarker added - enemy attackers of 2nd day repositioned and deadzone trigger deleted - grunt attack of 2nd day modified - 2nd day intro improved - corrected subtitles and briefing Downloadlinks: Avonlady FAQ mirror (zip) my own webspace (rar) - limited traffic. Use the mirror if possible, please.
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If I remember right, I crossed the runway near the mountains in the south and approached on the western side of the runway. So the hangars blocked the view of most of the defenders. Guys that i couldn't avoid I had to kill on my way. After reaching the planes like that it was quite enough to setup all satchels. Maybe the direct way saved time, the enemy reinforcements didn't arrive before I started my retreat to the mountains. - I wasn't sure if I would make it, and was already thinking "The campaign was so good until now, why did they put such a Red-Hammer-Hero like mission in?". But before I had to worry about covers and unrealistic heromissions, the outro took over and prooved me wrong...
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Search for a better hideout, were you can take cover after your first shot and hope the enemy won't hit you before you hit the dirt. For the next shot wait until they stop watching your direction or choose another place for your shot. Or try the mission with satchels, that way not all enemys are detecting you at once, but it's dangerous to get in and out. This mission is difficult in both ways but I prefer satchels after the same bad experiences with RPGs. The desert is just to open to get away after they detect you, and they are very good in detecting rocketlaunches.
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Hunter-Killer (BAS) V 1.1 is out. new: - lasertarget referencemapmarker added - enemy attackers of 2nd day repositioned and deadzone trigger deleted - grunt attack of 2nd day modified - 2nd day intro improved - corrected subtitles and briefing Until Avonlady has setup a mirror you can download the mission from my new webspace, but sooner or later the traffic limit will be reached. Hunter-Killer_BAS_V1.1.rar
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It's a bit weird with waypoints and conditions for them. If you activate waypoint '3' with a trigger countdown 20sec the unit moves to wp '3's position and waits there until the trigger gives a go. If the trigger is miles away the 20 seconds are over long before the unit reaches it, so you can't notice any waittime ingame. So if it's the first waypoint where you want the hind to go only after a condition is ok, you have to place a new first waypoint where he should wait and give this waypoint the trigger go. (But when the unit is a helo it will of course take off and wait hovering at a blocked wp.)
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Keep the Hind. Just set it's fuel to 0 in the init and make a trigger condition "true" with countdown 20 secs, OnActivation set the fuel back to 1.