USMC Sniper
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Everything posted by USMC Sniper
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Eastern european buildings and other stuff...
USMC Sniper replied to USMC Sniper's topic in ADDONS & MODS: DISCUSSION
Agent Smith already made an awesome nuclear reactor; but the prison and fire department are a good idea. For the prison I might make it a big penitentiary and I'll also makea gulag. -
Eastern european buildings and other stuff...
USMC Sniper replied to USMC Sniper's topic in ADDONS & MODS: DISCUSSION
Nope, CCM was supposed to be in Florida. @D.murphy man: hopefully I might learn how to make an island myself, but I still hope that someone makes a good European city with these buildings. -
Almost 99% likely is that even one texture from Resistance will be used, and that will make it unuseable for anyone without resistance.
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Eastern european buildings and other stuff...
USMC Sniper replied to USMC Sniper's topic in ADDONS & MODS: DISCUSSION
I have GR, so that's ok, but I'm actually basing most of this stuff on the buildings in Republic: The Revolution. -
I don't see how someone without Resistance can run say a winter version of Nogova, since you would still need O.pbo for the buildings. Unless O.pbo was included with the island (highly doubtful), I really don't know why BIS is so concerned with someone playing Nogova on 1.46.
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Eastern european buildings and other stuff...
USMC Sniper replied to USMC Sniper's topic in ADDONS & MODS: DISCUSSION
No, the apartment is closed off (for purposes of framerate when used in a big city), but I'm considering making a few enterable ones. As for the "dirty" looking bottom of the apartment, I guess your right, also the squares of the bottom arent even with the "squares" of the upper section. -
Lol I can't believe anyone here has ever known about "ponczki", I think they are OK but I like American-style (whatever you want to call them) donuts better.
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Which addon has been done to death?
USMC Sniper replied to Acecombat's topic in ADDONS & MODS: DISCUSSION
Definately MP5's and M4/M16 weapons, altho I think that Suchey's AR15-type weapons will set the standard, they are fantastic. -
Amazing work! It's really cool someones making a Canadian prairie setting, especially since I live in Canada. I love the Petro Canada station, plus the whole environment looks really good. Beautiful work!
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Great work, but maybe in the next version they can be on Resistance or East or West? I really don't know why people put police units on civilian, that way they aren't fired upon unless you change them in the mission.sqm to whatever side. Also, theres a problem with the siren, I can hear it normally when I'm in 3rd person, but in 1st person (dashboard view) the siren stutters and it's all messed up. Besides that I have no problems, absolutely amazing work.
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I'd like something like in the original Hitman, where anywhere you shoot a small bullet hole texture is applied, but to add to that, make the area around it bloody. With explosions, I would'nt want gibs (where the body blows up into chunks of meat), maybe dismemberment. This kind of stuff would be very realistic, maybe a bit over the top (not like SOF2 though), and really convey the message of war being terrible.
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Spearhead44 by [hc]para ww2 map - absolute class
USMC Sniper replied to subfaction's topic in ADDONS & MODS: COMPLETE
Wow, this map has some quite nice urban areas, I just don't like how its split up into two really small island. Nevertheless it's pretty good. -
I agree with Waffendennis, there are too many mods of the same type, but almost every moddable FPS has this "problem" (ie: Half-Life with WW2 and Counter-Terrorist mods). However, it is a person's choice to make a team and make a mod, and it's their choice on what kind of mod to make. It just seems like people don't have any creative ideas and just go for WW2/BHD/Iraq.
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Yeah, the map is awesome, but I think all of the enterable buildings except like 1-2 should be closed, when theyh are enterable it adds quite a lot of polys. ALl of the huts at the outskirts should not be enterable, when I view that area my comouter lags like hell.
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THe OH58 is a modified Bell Jatranger, and Martin's is better than BIS's so it'd be better if he used his own and retextured it for an OH58.
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Addon request: animation replacements
USMC Sniper replied to Jinef's topic in ADDONS & MODS: DISCUSSION
Yeah, the kneeling pistol anim is pretty annoying as well. -
Addon request: animation replacements
USMC Sniper replied to Jinef's topic in ADDONS & MODS: DISCUSSION
Ya I agree, I especially never liked the standing up rifle holding animation, I've never seen a photo of anyone holding a rifle and being slumped over like that, not to mention you would get severe back pains being slouched like that. -
Nice work on the motorcycle, but i have a suggestion, can you use some more green on it, maybe some more parts of the frame?
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I have a few interesting script ideas, and since I can barely make a simple script, I can't do them myself: -Water/Food: You have to eat and drink, if you do not your health will lower after 3 game hours (no one plays for a whole week straight ), same with eating. Of course any food addons needed I can make if the scripter wants to (MRE's, canteens, etc). Also if food is bad and you eat it,it can lower for example 20% of your health. -Sleeping: You must sleep for at least 4 (for example) hours a day, or else after 1-2 days you will pass out, where you won't die but you will lie there and be vulnerable, also maybe 10% of your health will be taken away to make things interesting. Might be a bit hard but nonetheless possible I think. -Weapon malfunctions: perhaps an eventhandler can be used for this? I don't think randomization is possible, but say 300 shots from an M16 (Vietnam model) and it will jam, in which you will have to fix it (the "adding on mortar" animation would suffice). Obviously just 300 rounds because again for gameplay purposes no one would play long enough to fire more than 1000-2000 shots. -Engine problems on cars: Perhaps on crappier cars (Russian cars come to mind) the engine can overheat, but I think it would be better if something like this was incorporated into the addon rather than an external script. I think these sorts of scripts would be extremely cool since it would add tons of realism to the game.
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Some interesting script ideas...
USMC Sniper replied to USMC Sniper's topic in OFP : MISSION EDITING & SCRIPTING
I have another question (I know, I know, I've been asking a lot), I want to make a banking system, and the abilites to deposit, and withdraw, as well as cashing paychecks. I want to have one of those grey interfaces with buttons and stuff for each of the options, and then the possibility to type in the amount you wish to deposit/withdraw. Is this at all possible? -
Some interesting script ideas...
USMC Sniper replied to USMC Sniper's topic in OFP : MISSION EDITING & SCRIPTING
Thanks for the help, worked. Anyways, I'm going to attempt to make a few script myself, one of them a realistic police script. Here's the things I want it to do: (All of these things come into play ONLY when an authority figure [police, KGB types, etc] sees you doing it) -Arrested when you break into a car (there is a command for setting a car from locked to unlocked, right?) -Fired upon for firing a weapon (I do not want to use addrating because then EVERYONE will consider you an enemy, I'd rather set the player to setcaptive first off, and then use an eventhandler for fired and set it to setcaptive false, when a officer is within 60 meters for example, and can see you) -Having a visible weapon on you will get you arrested, this includes any rifles on your back, so only pistols can be hidden in public, and rifles must be stored in cars. -Speeding will get a police officer to stop your car, and you must pay for a speeding ticket, or if the speeding was WAY above limit, your license will be revoked. -Firing at someone and killing them makes all police officers be on alert for your presence. Every factor runs out after a while if you are not spotted after being caught for a while by the same person who spotted you or evading a whole manhunt team. Being arrested means you have a to pay a fine depending on the offense and you are stripped of all your possesions at the time of the arrest (weapons, items). I want to make it so that if anyone from the east side spots you commiting a crime, you will not be setcaptive = true, and they will fire on you, and for a smaller thing (visible weapon), they will run up to you and after two seconds, the screen turns black and you teleport to the police station, with all of your possesions removed. Can someone please help me do this? -
Some interesting script ideas...
USMC Sniper replied to USMC Sniper's topic in OFP : MISSION EDITING & SCRIPTING
I have a question, how can I make an animation loop? Say I want a civilian to look like they're talking through "effectstandtalk", but when I do that they stop playing the animation after like 30 seconds. So how can I make it loop? -
Some interesting script ideas...
USMC Sniper replied to USMC Sniper's topic in OFP : MISSION EDITING & SCRIPTING
I found a sleeping script, but I really don't see the point of it because you don't have any negative effects if you don't sleep. Also, adding to my original suggestion, you can only walk if you don't sleep. -
Ya, thats a good list, but if someone does make a boat or a helicopter, make sure NOT to arm it with a PKM or 2.75 inch rockets or whatever, a police force deals with lightly armed criminals not a military force. If a boat or a helicopter should be armed at all the only weapons should be the officers'/pilots'/cargos' own personal weapons.
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Some interesting script ideas...
USMC Sniper replied to USMC Sniper's topic in OFP : MISSION EDITING & SCRIPTING
Ya I see what you mean but these things are fun in a way...Imagine having a mission say set in Iraq and your squad is cut off, with water running very low and you have to scavenge water from anywhere you can, same goes with food. These things are sort of the mundane everyday things, but they add tension, especially jams and engine trouble. Trust me, done right, these things definately would be fun. "Flashpoint is fun because it takes action scenarios and adds immersion through realism in firefights." Weapon jams are exactly realism through firefights, and they DO add immersion. If you've played Americas Army, you know what I mean, weapon jams add a ton of tension, for example if you run up to an enemy position and shoot at them from behind a sandbag, and then your weapon jams, and you hear enemies coming up towards you. That would be pretty fun IMO.