

arkadeyevich
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Everything posted by arkadeyevich
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From a purely esthetic point of view Triumph of the Will (1935) was better.
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If someone had killed Hitler before he started micromanaging the war, or maybe even before Barbarossa, could Germany have won?
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Trenches are hard (impossible) to do because the map is a grid of 50 meter squares. You don't want 50 meter wide trenches. Of course you can use a hack like gfx707's trenches, but unless the engine gets modyfied in a future version of OFP, trenches will be impossible to implement properly.
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This is the most pointless poll ever.
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Communism might work good in a village where everybody knows eachother. This will keep people from taking more or doing less than their fair share. Unfortunally once the village grows to more than a couple of hundred, is gets impossible to know everybody.
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I have an idea that might reduce the addon bloat for certain types of addons. Most infantery addons consist of a retextured model and a custom weapon. Why not seperate the skin and weapon data from the rest of the addon? If there is N uniforms and N weapons, the max number of usefull addons will be 2N instead of N^2 if the skin and weapon where modular. desert woodland jungle urban snow black ghillie crew officer M16 M4 G3 SLR MG3 FAMAS M21 SA-80 M-60 Here I have listed 9 weapons and 9 uniforms, 81 different addons with the current system. If the weapons and skins where kept seperate, there would ideally be 63 (9^2 - 2*9)less addons cluttering up the addons directory. The number of addons would grow linear instead of polynomal with the number of weapons and uniforms.
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Read very sticky its very important voor operation
arkadeyevich replied to Hercules-200's topic in OFFTOPIC
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NOOOOOOOO I hope this game never get made. Not that I have anything against using the american missions in Somalia as a background, but this one is made by Novalogic, and their games tend to suck. I would like to see a Black Hawk Down game made by someone other than Novalogic. The Delta Force/CS crowd will probably love it.
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I know how to place objects in wrpedit, but is there a way to place lots of bushes, forest and roads all over the place without having to place them by hand one and one at a time? Also, I am not looking forward to placing almost 256^2 texture tiles by hand, so to those of you that have released new islands, how do you do the texturing?
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @ June 08 2002,12:05)</td></tr><tr><td id="QUOTE">I'm not fat. Â <span id='postcolor'> No, you are just big boned
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Problem is that if you extend the LAW and then decide not to use it, its a bitch to collapse, some of the versions older than M72 A1 is even impossible to collaps once extended. It takes about 5 seconds to get it ready to fire if you are fast, and a minute and a lot of cursing to get the sling and end covers back on. This is one area where a bit of un-realism world be welcomed. And you would only be able to carry two launchers instead of 3 reloads. // Large rocket launchers are carried with both hands. The Carl Gustav 84mm comes with a (painfull) sling, but gunners usually mount it the frame of a backpack. This is also done with the ERYX missile.
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A very nice model, but WHY THE FUCK would anyone want an interceptor in this game?
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I work out at the gym several times a week. I also skydive when possible, and yes it is fucking expensive.
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Jumping with a backpack tied between my legs. 1. How do you land a square chute with a backpack. (is it a good idea to try to land a square chute with a backpack in the first place?) 2. Is it practical/possible to freefall with one? Not that I am going to try it, I am just researching the possibillity.
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A real hot lz landing?
arkadeyevich replied to drkhrt532's topic in OFP : MISSION EDITING & SCRIPTING
Try this one I posted it about a month ago in another thread. It basicly takes the chopper down to about 2 meters, puts everyone on the ground in a circle to cover in every direction, and then makes the chopper fly away. Works every time. -
I think the aiming system should be like the artillery script that used tanks to fire real shells. Should be easier to implement if you can fire the rockets in a high trajectory between 45 and 90 deg.
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Make the helo land.
arkadeyevich replied to PopUpTarget's topic in OFP : MISSION EDITING & SCRIPTING
I have found that the only way that works every time is to make the heli land on a invisible H, and when the heli is 3 meters above the ground eject everyone then teleport them to a circle on the ground. Then teleport the heli to the corner of the map, and replace it with another with the same pos and dir. This is to prevent the heli from trying to land completely. Probably the only way that works every time. Example mission -
Could someone take a look at this mission?
arkadeyevich posted a topic in OFP : MISSION EDITING & SCRIPTING
It is basicly a airmobile chechenya style raid on a resistance controlled village. All the fancy scripting and objectivs etc works ok, but how could I make it more fun in coop? What could I do with the story to get a more interesting mission? What do you think about "bad guy" missions like this one? Download mission -
Could someone take a look at this mission?
arkadeyevich replied to arkadeyevich's topic in OFP : MISSION EDITING & SCRIPTING
Hmm maybe I could borrow that get out by ground covoy idea from Black hawk down? If any of you have tried the mission, what do you think about the scripting/scripted events/effects? -
Get out of the truck!
arkadeyevich replied to lonesoldier's topic in OFP : MISSION EDITING & SCRIPTING
This is the same method that I suggested could be used to get the team to disembark from a boat. 1: Place some gamelogics around where the truck will be when you want to disembark. One for each team-member. Give them different names (for example lz1 to lz4). Also give different names to your team members (for example p1 to p4) 2: Place a trigger around the gamelogics. 3: In the activation field on the trigger type: p1 setpos (getpos lz1); p2 setpos (getpos lz2); p3 setpos (getpos lz3); p4 setpos (getpos lz4) This will probably work every time. Better than messing around with waypoints. -
I have another way, but it involves some scripting wich seem to scare some people. 1: Place some gamelogics on the beach. One for each team-member. Give them different names (for example lz1 to lz4). Also give different names to your team members (for example p1 to p4) 2: Place a trigger somwhere where the boat will drive through close to the beach. 3: In the activation field on the trigger type: p1 setpos (getpos lz1); p2 setpos (getpos lz2); p3 setpos (getpos lz3); p4 setpos (getpos lz4) This will probably work every time. Better than messing around with waypoints.
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It is easy to make a script that makes the tanks keep a custom formation using some trigonometry. I made one to command a squad, but it shoudn't be hard to implement for tanks.
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Instead of having to switch weapons all the time, would it be possible to let a single trigger pull fire a good burst of 20mm, some 40mm and a 105mm shell?
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Do you want cheese with that whine? Seriously, Paste this into a file named blowpath.sqs ; ///////from here: ;By Arkadeyevich ; ;Based on blowup script by MP - [email protected] ;[objectname,#explotions,delay,"ammotype",distance,spread] exec "blowpath.sqs" ; ;example [gamelogic1,10,0.01,"Heat120",20,2] exec "blowpath.sqs" ; ;will make a path of 10 explosions starting at gamelogic1 ;with 0.01 seconds and max 20 meters between each, in the direction of gamelogic1 with ;a spread of max 2 meters _Unit = _this select 0 _excount = _this select 1 _delay = _this select 2 _AmmoType = _this select 3 _length = _this select 4 _with = _this select 5 _Explosion = GetPos _Unit _Udir = getdir _Unit _cx = _Explosion select 0 _cy = _Explosion select 1 _cz = _Explosion select 2 _i = 0 #exstart _randomLength = random _length _rtmp = (random 1 - 0.5) *2 _randomWith = _with*_rtmp _cx = _cx + (_randomLength*sin _Udir) _cy = _cy + (_randomLength*cos _Udir) _cx2 = _cx + (_randomWith*sin (_Udir+90)) _cy2 = _cy + (_randomWith*cos (_Udir+90)) _tempObj = _AmmoType camCreate[_cx2, _cy2] ~_delay _i = _i+1 ? _i < _excount : goto "exstart" #end ~0.01 _tempobj = objNull exit ; //////to here. This is how to use it: [object,number of explosion,delay between each,"ammotype",distance between each,spread] exec "blowpath.sqs" put [g1,10,0.1,"shell120",20,10] exec "blowpath.sqs" into the activation field of a trigger. Put the gamelogic g1 where you want the explosion to start in the direction you want it to go. Use [g1,1,0,"shell120",0,0] exec "blowpath.sqs" to make a single explosion at g1. Example mission here:
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V22 osprey not a good add on
arkadeyevich replied to Rain of bullets's topic in ADDONS & MODS: COMPLETE
Why the V-22 is a bad idea: -You can't put a gun on it, it needs escort from gunships (therefore the extra range and speed is useless) -Stalls if it is decending too fast -Evasive manuevers has been redefined to "manuevers within the safe envelope of the aircraft" to hide the fact that it could stall if it is turned on more that 1 axis at a time. -No autorotation -Huge downwash -Fucking expensive The tiltrotor consept was tried by the Soviets, but abandoned because it was unsafe. Why aren't there any civilian tiltrotor aircraft?