Trapper
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Everything posted by Trapper
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I think there is something to worry, because you have to learn by doing and this costs a lot of time. Ive made a Multiplayermission for 1.46 and loaded the respawntrucks with a widerange of weapons and ammo. now they are overloaded and i can't just say, ok 3 rifles less and it' works or lets see how the new loadlout should look like. It will slow the work of the missioncreators down.
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The answers: 1. First it didn't work by me, because I had made a stupid fault: false: setterraingrid=50 right: setterraingrid 50 2. Of course you can set this command somewhere in an init trigger or init.sqs or in the init string of one soldier. You don't have to put into the init strings of all playable soldiers. 3. What happens if you write different settings into the init strings of a couple of playable soldiers? It seems that when the mission runs on a server and there are multiple and different setterraingrid commands at the sametime the lowest one is choosen for all clients. But that was a fast test, so I'm not 100% sure.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NEO [PZ] @ July 08 2002,16:38)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hugo2020 @ July 08 2002,10:22)</td></tr><tr><td id="QUOTE">I know that Suma wrote somewhere that with 1.75 something with the ammo capazity of vehicles and crates is changed who konw something about it?<span id='postcolor'> Earlier they could carry unlimited amount of ammunition and weapons, now a couple of hundreds of each, I don't know exact numbers but it's in some topic.<span id='postcolor'> Were can I find some kind of a list or at least some infos in a thread about this limits?? I've used the search, I've opend a thread, I've asked in chats, but the only thing all the people can say is "Yes, there seems to be cargo limits"...
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And i've read the Army is only trained to hit at ca. 100m. And there are only Army troops in OFP... *g* I think they didn't want to make OFP a rambo like game. Sure you can shot and hit at 500m, but at a shotingrange your enemy doesn't shot back, or will be alerted after your first shot. If you would make it like this (iron sight&500m) on a battlefield with more then 10 enemys in front of you... In the end you are low on ammo and the surviving enemys (i dont think you've got many: 4 mags, 0,5 mag/runningman = 8 deads under best circumstences.), will now were you are and start hunting you.
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And i've read the Army is only trained to hit at ca. 100m. And there are only Army troops in OFP... *g* I think they didn't want to make OFP a rambo like game. Sure you can shot and hit at 500m, but at a shotingrange your enemy doesn't shot back, or will be alerted after your first shot. If you would make it like this (iron sight&500m) on a battlefield with more then 10 enemys in front of you... In the end you are low on ammo and the surviving enemys (i dont think you've got many: 4 mags, 0,5 mag/runningman = 8 deads under best circumstences.), will now were you are and start hunting you.
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The difference to my test is, that i put setterraingrid into one little trigger of the mission and thought every client would get this setting. I'm glad there is a way to get this command working @PRiME I will try it, too. But it shouldn't be possible, because then clients with high settings can hide behind hills, that clients with low settings don't see.
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So any mission in a multiplayersession will always run in normal 'terrain' on every kind of server? Damn, now my old mission is unplayable until they make it possible to choose.
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Sounds not good. Perhaps im playing to carefully to never get in such a situation, but if it's really like this: walking/1shot/dead/enemyrealfaraway and it happens to often... I think this has to be corrected, too. One last thought: Perhaps you use inoffical adddons, and one of them creates this effect? Make a last try, move them all to a backupdirectory an try this "walking over open field" thing again, a last time. Maybe it helps.
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Sounds not good. Perhaps im playing to carefully to never get in such a situation, but if it's really like this: walking/1shot/dead/enemyrealfaraway and it happens to often... I think this has to be corrected, too. One last thought: Perhaps you use inoffical adddons, and one of them creates this effect? Make a last try, move them all to a backupdirectory an try this "walking over open field" thing again, a last time. Maybe it helps.
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Are you really sure AI shot its first bullet and hit your head??There must have been some shots before, that didn't hit you, or SuperAI was enabled. Who says the AI aimed for your head? What if it aimed for your torso and the weapon spread the bullets?
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Are you really sure AI shot its first bullet and hit your head??There must have been some shots before, that didn't hit you, or SuperAI was enabled. Who says the AI aimed for your head? What if it aimed for your torso and the weapon spread the bullets?
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from userinfo.cfg: very low: terraingrid=50.000000 low: ? not time for test normal: terraingrid=12.500000 high: ? no time very high: i've heard that's 5
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I've made a Trigger like this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> position[]={10244.604492,-36.142406,8857.337891}; a=0.000000; b=0.000000; age="UNKNOWN"; text="intro"; expCond="true"; expActiv="setTerrainGrid=50; setViewDistance=900; [] exec ""start.sqs"""; class Effects { }; synchronizations[]={}; <span id='postcolor'> Is there fault i haven't seen? Even on a dedicated server the terrain of the mission ist still 'normal' and not 'very low'~50.
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Yes the videooptions of the clients will stay on there choosen values. But for this experiment i had choosen a special point on Kolguyev were you see great differences between 'very low'/50 and any other value. And the terrain was still looking like normal detail at setterraingrid=50. it had no effect on a not dedicated server.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (madmike @ July 07 2002,20:22)</td></tr><tr><td id="QUOTE">I cant stand how the enemy can snipe  you with one shot from a AK at a range of over 200m. The accuracy of weapons really needs to be changed becuase this would be a miricle in real life<span id='postcolor'> Maybe you should disable SuperAI? With SuperAI you can see such miracles. Without it they wont kill you with the first shot, but some of their bullets sooner or later have to hit if you don't disangage, because otherwise they wont shot at you.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (madmike @ July 07 2002,20:22)</td></tr><tr><td id="QUOTE">I cant stand how the enemy can snipe  you with one shot from a AK at a range of over 200m. The accuracy of weapons really needs to be changed becuase this would be a miricle in real life<span id='postcolor'> Maybe you should disable SuperAI? With SuperAI you can see such miracles. Without it they wont kill you with the first shot, but some of their bullets sooner or later have to hit if you don't disangage, because otherwise they wont shot at you.
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I have tried setterraingrid=50 in the inittrigger of a mp mission, and then hosted it as LAN game, but the terrain was still "normal". I'll now try it with a dedicated server. Perhaps normal servers take the terraindetail from the host graphik-options.
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I agree with the 200m/500m setting for the different AIs. I think it works like this: They are engaging, because these are the combatranges for the different rifles. Why are the enemys shooting at you from more than 200m? At first: They only start shooting, if they recognize you. If you're carefull they wont notice you before you're really close (remember to order "go prown" for your team). But if you make the fault, to show the enemy were you are with shooting at him, this happens: ------------------ -enemy soldiers search for cover -they start to scan horizon for the sniper (you) -soldier of the enemy squad reports your position or the officer himself sees you first with his binoculars distance 201-500: -officer orders all longrange weapons to shoot at you: Sniper, MG -and orders the rest of his squad to advance to your position until distance ist less than 200m, while the long range weapons keep you low. distance 0-200: -officer orders his entire squad to shoot at the reportet enemy ------------ Im sure the only soldiers firing their weapons at you, when you are trying to kill(snipe) them without your squad (>200), are the MGs/Sniper of the squads you are shooting at. while they are shooting and you are busy, you didn't really recognize that all the other enemys with assaultrifles advanced, until they reached 200m and then opend fire, too. This means for the Player: Work w i t h your AI squad! You are "Officer", and you have to play as one in resistance for victory. You can't you just run around with a group following you, hoping they know what to do without orders. Like in reallife: Its no good idea to show the enemy your position, when you are not ready to attack. When only you, your sniper, and your machinegunner are able to shoot at a large ammount of enemys, and the rest of the squad (7-9 guys?) are not able to hit them because >200m away, you are not ready to engage. Before the attack, make sure that all of your men are in position and able to fire at the enemys. If something happens, that you don't have the time to make all this things sure you're ambushed, have failed your mission and possible your squad will be eliminated. how to tell all this your AI teammates: -order to "hold fire" -when approaching the target area order "danger" and "keep low" -as soon as you see enemys (even really far away) order your team to "hold" -advance as a scout and and make sure to learn as much as possible about the enemy in the targetarea -with this knowledge search for a good position near your scouting position, fitting for the attack of your team. (distance to enemys <200m! -if its an "easy to use" position, get in the middle of the  natural cover, and order your team :  "formation: line", "return to formation" -if its a "difficult to use" position place all youre men with ordering them by mouse to all the different covers in the are you've choosen. important is that most of your team has a line of sight to the targets. -be sure to watch how you're men approach you, and in the moment the enemy possibly could spot them order "go prown" for the remaining way to the attack position -when all of them are in postion, order "look at direction" enemys -get your binoculars and start with rightclicks to "report" your team all enemys you can see. every single soldier/tank if possible. (this way you make sure youre squad knows the same enemy targets that you know, beacuse they only "know" enemys that are reportet over radio. thats why they allways say "enemy,soldier,100m" even if they were surprised and killed him in a second.) Another good thing about your reports: If your AIs know enemy officers, mgs, snipers these are their primary targets, even if there are 30 other enemys. - action: first order only your sniper to attack someone important, repeat, until the enemys are alerted (they go prown search for the sniper ect) this is the time to order all of your squad "weapons free" - if possible continue your work with the binocular, to report new targets. if they are in range and a AI has nothing to shoot at it will open fire on the new target. - after most of the enemys are mowed down, order "hold fire" if you have to watch your ammo. - ether wait till the fleeing enemys return, or advance to the target area, ready to engage enemy survivers. Noone can tell me that he really can h i t every running enemy soldier 200m or more away with an M16 or AK47/74. Yes it's possible in ofp, but its ineffective compared to doing the same at <200m.
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I agree with the 200m/500m setting for the different AIs. I think it works like this: They are engaging, because these are the combatranges for the different rifles. Why are the enemys shooting at you from more than 200m? At first: They only start shooting, if they recognize you. If you're carefull they wont notice you before you're really close (remember to order "go prown" for your team). But if you make the fault, to show the enemy were you are with shooting at him, this happens: ------------------ -enemy soldiers search for cover -they start to scan horizon for the sniper (you) -soldier of the enemy squad reports your position or the officer himself sees you first with his binoculars distance 201-500: -officer orders all longrange weapons to shoot at you: Sniper, MG -and orders the rest of his squad to advance to your position until distance ist less than 200m, while the long range weapons keep you low. distance 0-200: -officer orders his entire squad to shoot at the reportet enemy ------------ Im sure the only soldiers firing their weapons at you, when you are trying to kill(snipe) them without your squad (>200), are the MGs/Sniper of the squads you are shooting at. while they are shooting and you are busy, you didn't really recognize that all the other enemys with assaultrifles advanced, until they reached 200m and then opend fire, too. This means for the Player: Work w i t h your AI squad! You are "Officer", and you have to play as one in resistance for victory. You can't you just run around with a group following you, hoping they know what to do without orders. Like in reallife: Its no good idea to show the enemy your position, when you are not ready to attack. When only you, your sniper, and your machinegunner are able to shoot at a large ammount of enemys, and the rest of the squad (7-9 guys?) are not able to hit them because >200m away, you are not ready to engage. Before the attack, make sure that all of your men are in position and able to fire at the enemys. If something happens, that you don't have the time to make all this things sure you're ambushed, have failed your mission and possible your squad will be eliminated. how to tell all this your AI teammates: -order to "hold fire" -when approaching the target area order "danger" and "keep low" -as soon as you see enemys (even really far away) order your team to "hold" -advance as a scout and and make sure to learn as much as possible about the enemy in the targetarea -with this knowledge search for a good position near your scouting position, fitting for the attack of your team. (distance to enemys <200m! -if its an "easy to use" position, get in the middle of the  natural cover, and order your team :  "formation: line", "return to formation" -if its a "difficult to use" position place all youre men with ordering them by mouse to all the different covers in the are you've choosen. important is that most of your team has a line of sight to the targets. -be sure to watch how you're men approach you, and in the moment the enemy possibly could spot them order "go prown" for the remaining way to the attack position -when all of them are in postion, order "look at direction" enemys -get your binoculars and start with rightclicks to "report" your team all enemys you can see. every single soldier/tank if possible. (this way you make sure youre squad knows the same enemy targets that you know, beacuse they only "know" enemys that are reportet over radio. thats why they allways say "enemy,soldier,100m" even if they were surprised and killed him in a second.) Another good thing about your reports: If your AIs know enemy officers, mgs, snipers these are their primary targets, even if there are 30 other enemys. - action: first order only your sniper to attack someone important, repeat, until the enemys are alerted (they go prown search for the sniper ect) this is the time to order all of your squad "weapons free" - if possible continue your work with the binocular, to report new targets. if they are in range and a AI has nothing to shoot at it will open fire on the new target. - after most of the enemys are mowed down, order "hold fire" if you have to watch your ammo. - ether wait till the fleeing enemys return, or advance to the target area, ready to engage enemy survivers. Noone can tell me that he really can h i t every running enemy soldier 200m or more away with an M16 or AK47/74. Yes it's possible in ofp, but its ineffective compared to doing the same at <200m.
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If you pick up equipment at a ammobox/vehicle and have to leave some old equiment behind, because you can't carry anymore, it is no longer automaticly placed in the storringobject. It will be placed as a little package on the ground near this Object. In multiplayer it slows down the performance, so after a while ofp starts to delete all this packages, and many equipment is lost. Is it because the actionmenu says "Take RPG-Launcher (Drop AT4-Launcher)", even when you pick something up from a Ammobox/Truck? A "Take RPG-Launcher (Drop AT4-Launcher into Truck)" action would be more usefull an the old way.
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The new clipping creates new problems: i.e. you can't get on the top of the Everon castle tower! Even entering the basement is difficult. Not good. How to talk to the rebel leader on the top of the tower, in the main campaign? Correction: Its still possible to get upstairs, but you have to make real crazy moves. Yes the 7.62mm rifles don't make enough dammage. A OFP shootingrangetarget needs 3 shots M16/AK74(5.56mm) or MP5 to be destroyed. The G3, FN-FAL, and all pistols need 4 hits for this effect. Ok, 7,62mm/8mm and 9mm are almost the same, but they have to make more and not less damage then 5,56mm bullets. btw: Sag mal Nyles kann es sein das Du vor ein paar Jahren begeistert AHL gespielt hast und AY-Trapper noch kennst?
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Until a patch arrives, make sure you only stop playing the campaign after a briefing, inside the mission. Then only continue it with the 'continue' under the missiontitle on the left page of the book. This way you will always keep youre stored equipment. Remember to not return to a briefing from the campaignbook. Not even to that from the newest mission, this will always delete stored weapons! If you still find some stored AK47s ect in the briefing after such a fault, it's because they are a bonus that you always get when this mission starts.
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Until a patch arrives, make sure you only stop playing the campaign after a briefing, inside the mission. Then only continue it with the 'continue' under the missiontitle on the left page of the book. This way you will always keep youre stored equipment. Remember to not return to a briefing from the campaignbook. Not even to that from the newest mission, this will always delete stored weapons! If you still find some stored AK47s ect in the briefing after such a fault, it's because they are a bonus that you always get when this mission starts.
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My favourite one is the Outro-Cutscene, as good as a movie. But don't watch it to often, because the AI can't always manage it to let 2 helicopters fly without a midair crash
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My favourite one is the Outro-Cutscene, as good as a movie. But don't watch it to often, because the AI can't always manage it to let 2 helicopters fly without a midair crash