Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Zak3056

Member
  • Content Count

    21
  • Joined

  • Last visited

    Never
  • Medals

Everything posted by Zak3056

  1. Zak3056

    Lights on

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (russin @ April 02 2002,02:07)</td></tr><tr><td id="QUOTE">how can i make it so when my mission starts the ai units lights come on it night time but there lights are off ?<span id='postcolor'> Set them to SAFE or CARELESS and they will turn their lights on. If they're more combat aware than that, they'll be stealthy and hence, lights out.
  2. Zak3056

    Do you want a herc?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PHY_Hawkeye @ April 01 2002,20:38)</td></tr><tr><td id="QUOTE">Could the engine support something the size of a C-130?<span id='postcolor'> Why not? It supports an LST, after all.
  3. Zak3056

    Arctiv warfare magnum

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I dont think the G36 was out in 1985. or the Steyr Aug<span id='postcolor'> You're half right. The Austrian military began the AUG project in the late 1960s. The G36 began life as the HK-50 in the early 1990s. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">http://home.swipnet.se/longrange/british_army%20L96A1.htm nope, British army.<span id='postcolor'> That's a rifle, not a cartridge. See http://www.custer.com.au/Lap/pages/338Hist.html It reads like a commercial (it is one, in fact) but contains all the applicible information.
  4. Zak3056

    Arctiv warfare magnum

    May I suggest you look into Counterstrike if you want an AW/M? Past that, the .338 Lapua Magnum wasn't developed until 1983 (for the US NAvy, oddly enough,) and it was considered a wildcat at the time. It wasn't exactly common in 1985.
  5. Zak3056

    Fire mission !

    How are you going to handle VT and proximity fuses? Sorry, sorry, just kidding!
  6. Create an infantry unit. Select it, then switch to the waypoint tool. Create a MOVE waypoint where you want the end of his "beat" to be. Select his combat mode to be "safe" and have him "open fire, engage at will." Set his speed to limited. Create a CYCLE waypoint where you want the other enf of his beat to be. Leave everything else unchanged. The unit will, with his rifle on his shoulder, pace slowly back and forth between the two waypoints, and engage targets he sees. For a more complex sentry, add additional MOVE waypoints before the CYCLE, to have him walk around an airplane hangar. for example.
  7. Zak3056

    Possible weapon addon for sf teams?

    I have to agree with this, it's just a solution looking for a problem. Strip the weapons off the blackops and equip them as you wish. Adding an M60 (or better yet, an M249 from Red's weapons pack) solves the firepower problem quite nicely.
  8. Zak3056

    Slow moving planes = better

    K is the designation for tanker.
  9. Hello, I'm trying to figure out how to handle the following situation: Â I have an AI squad that spawns at an arbitrary location. Â The player-led squad's task is to link up with them, and guide them to an LZ (helos should also be flown by players) and board for an extraction. The AI squad members cannot join the player squad (both will, hopefully, be full--here's hoping no combat damage! so issuing orders that way is out. Â I'm pretty sure that I could write a script to send them to the nearest LZ, but then the two squads will likely separate. Â Is there anyway to get the AI squad to simply follow the player squad to the LZ? Once that's done, how do I get them to board the helo? Â I could use an invisible H pad, and a radio trigger to accomplish this, but I don't think a player pilot will have the precision to set it down on a pad he can't even see. Â A visible H pad would cut down on realism. Any ideas? John (Edited to clarify: Having a single LZ is impractical, as the positions the AI squad might be at are at least 10k meters apart--I need a minimum of three usable landing zones.)
  10. ^BTT Hate to do that, but I'm stuck and could use a hand.
  11. Zak3056

    Lights out

    Has anybody tried "m2 InFlame false"?
  12. Zak3056

    Starting lying down

    make sure the unit is in combatmode "SAFE" or it'll just get back up when the mission starts. In the init field, use: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">this SetUnitPos "DOWN"<span id='postcolor'>
  13. Zak3056

    Noob question

    In the unit's init field, enter: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">this removeweapon Rocket57x64; this removemagazines Rocket57x64; this removeweapon HellfireLauncherHind; this removemagazines HellfireLauncherHind<span id='postcolor'>
  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DodgeME @ Mar. 16 2002,22:14)</td></tr><tr><td id="QUOTE">Well AP mines were a key factor in WW wars but now that philisophy has changed. (snip) I watched this in a military program in my country. AP are also about to be phased out.<span id='postcolor'> Are you being serious? AP mines continue to proliferate--they're the best thing in the world at denying a large area to infantry. Just look at Korea.
  15. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Duke_of_Ray @ Mar. 16 2002,22:24)</td></tr><tr><td id="QUOTE">What good is the OH-58? I mean it only has 14 rockets and the laser bomb guide,which I have no im not to surte how to use.<span id='postcolor'> The OH-58 is a scout helicopter, and should be employed with that in mind. It's role is to hide behind hills, with only its mast visible and find targets for the apaches. It's just as useful in that role in OFP--stay low, go slow, call out targets you find to the rest of your squad, and guide in the LGBs if they're available. I DO find the gunner to be pretty useless, though if you have a human in that slot, he makes a good navigator.
  16. Not sure about your addweaponcargo problem, but your issue with "setdamage" is that you've spelled the command wrong. For some odd reason (my guess being that BIS are not native english speakers) that command is actually spelled "setdammage" (edited to correct my own horrible spelling.)
  17. Chartier, Thanks for the suggestions, they sound workable (and clever as hell) but an added level of complexity is with that many bodies running around, multiple helos will be required to transport them all. There are a total of five helos available in the missions (3 Hinds, and a pair of Kiowas--if the players want the Hinds, they have to fight for them) which should be enough transport even if a helo is shot down. Breaking up the player squad is easy, breaking up the AI squad is something I can't, for the life of me, even theorize how to do--too many variables to keep in my head (just what combination of helos will be landing at the LZ? Total transport capacity of those helos?) Okay, I can theorize. Radio trigger (Call the choppers) creates another trigger thats got a 50 meter radius (the LZ.) The first helo that enters the LZ has a Get In waypoint for the AI squad assigned to it. A script is run when the AI enters the helo, removes the AI from its group, assigns it a Get Out waypoint at the friendly base, and counts the total number of people in the chopper. Once the chopper is full, the script reassigns the "get in" waypoint to the 2nd chopper that enters the LZ. Wash, rinse, repeat. Anybody see any hangups with this?
  18. How about using the radio to order the plane to drop the bomb? Setup the "Radio Alpha" trigger, and in the on activation box, enter something like: "a10 Fire ["LaserGuidedBombLauncher"."LaserGuidedBombLauncher"]" Haven't tested it, but it should work... you might also need to set up a pair of waypoints to force the plane to fly in a nice, straight line before it drops the bomb.
  19. Zak3056

    Random locations?

    Chris, That did it! Thanks for your help! Playing in the mission editor was something I WAS doing to keep me occupied while I waited for the rest of my squadmates to log on--but now it's rapidly becoming an addiction!
  20. Hello, I'm trying to design a mission where the objective changes locations each time it is played. The one way I can think of to accomplish this is to set a units probablility to 0, andset its radius very large, and make it the objective--but I'd like to locate it within one of several cities, and not just randomly on the island. Is there anyway to accomplish this?
  21. Zak3056

    Random locations?

    Chris, Thanks ALOT! The only problem I have is that if I group multiple units, and then group the leader to multiple objectives, the group is spawned at multiple locations. Â Is there anyway to fix this? (Edited to clarify: Multiple instances of the group are not spawned--the individual members spawn at random locations, then make their best speed to join the leader, whever he is. I'd like to have the entire group spawn at one location.)
×