

arkadeyevich
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Everything posted by arkadeyevich
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I have put up a link instead to make the board less estetical displeasing, but I don't think it really matters if it is linked or on the board. If the image where unsuitable, I am sure I world have heard from one of the moderators by now. Anyway, I think the "happy website" pictures really set the standard for ugliness on this forum. That unlucky cow wasn't even close.
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Does anyone recognise this island?
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I think it was an AT mine. I can't see how an AP mine with 30-500 grams explosives could lift a cow ut there. There was also a big crater not far from the cow. Another theory was that someone had put the cow there as a warning, but why the fuck would any sane person walk into a possible minefield to lift the remains of a cow up in a tree? Â </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> kosovan delicacy?<span id='postcolor'> -No such thing. I think I would rather BBQ the cow.
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Over a year ago I did a tour in the lower right corner of Kosovo, close to the Presevo valley. Lots of fun. Take a look at this: Cow Try to guess what it is and how it got there.
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I have heard a similar story about some norwegians SFOR who wanted to see if the SISU (probably XA-185) really could swim. It didn't. In fact it sank like a rock. When the vehicle was recovered it became obvious that someone had forgotten to close a valve in the bottom somewhere.
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I have used both the west and harness. Good things about the west. -You can put water, ammo, food, NVGs, binos, radio, maps, clothes, camera, knife, baton, camo net, candy or coke into it without having to rebuild it every time. This might also be a drawback because it can get quite heavy if you are not careful. -Snow doesn't get into it as easely. This probably has everything to do with badly designed pouches for the harness. I have not used a harness with body armour, but I can't imagine it being any better than using a vest This might have been coloured by the fact that I have served in the Norwegian army, and used a harness that I think was once part of the Marshall aid.
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I think MG-42 is in use in the Balkans. I remember seeing it in a weapon familiarisation leaflet. IIRC it was used by the Serbian VJ and was in an oddball caliber (maybe 7.92mm). It is not an unlikely weapon for a guerillea force.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> I can see how, if you don't know how to use the mission editor properly, it can get boring, but with the mission editor and the countless new units that are coming out you can have endless fun making levels! <span id='postcolor'> I haven't even played through the campaign, nor all the single missions. I find multiplayer and editing much more fun.
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Where is my MG-42? Untill recently and not counting the designs derived directly from it, the greatest machinegun ever. You think 600rpm is too fast? What about 1200? There is a good reason why they called if Hitlers Chainsaw Even a MG-34 would be great.
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Unit: NORBN (or NORBATT as we where usually referred as by foreigners) When: Autumn 2000-summer 2001 Where: Under that fucking huge powerplant you could see from KFOR-HQ. It was a wonderfull neighbourhood, right next to said fucking huge powerplant, with NGO sponsored gypsi camps on two sides. At least the concertina wire could keep the gypsies out.
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Remember: Every time you masturbate....
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denoir, where you in Camp Victoria? At least it had the best PX in MNBC. I think it was the only place that had enough sense to import enough snus. Somethimes it looked like you had a "Norwegian problem" with norwegians crowding the PX and buying all the snus and porn. I learned to read swedish by reading all those interesting articles.
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Here is some methods I think world have made the life of the scripters easier or more interesting. Object SetVelocity [vX,vZ,vY] Object SetVelocity [speed,direction] Object SetVelocity [speed] // Using current direction AbsAltitude Object //Returns height over sea level Object SetAltitude Altitude  //Would simplify some things SetSealevel level //I know it is impossible, but it would have made some interesting maps Unit FireAtArea [center,radius] Unit FireAtArea pos Group RandomPatrollArea [center,radius] Object Burn boolean //Make an object burn with some smoke object lightUpArea [colour,intensity] //Great for night missions Is there any kind of garbage collection in OFP? What methods do you think is lacking?
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Is it possible to put the player in "limbo-land" for a limited time so more than one player is parachuted in at the same time? What about using moveInCargo to move the respawned players to a Chinook flying high over the ocean far away from the action? After a minute or when there is enough players in the chinook, all the players are teleported to a point 1000 meters above the current squadleader, or to a predefined DZ, and after 500-700 meters of freefall the players chutes deploy. Of course, the players must be properly re-equipped when respawned. I could probably help with some of the scripting if it is needed.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @ April 21 2002,20:08)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (IceFire @ April 21 2002,19:26)</td></tr><tr><td id="QUOTE">7) Which one is stronger, the American LAW, or the Russian RPG?<span id='postcolor'> Both have the same power. Â <span id='postcolor'> The puny 66mm HEAT warhead in the LAW is good for making dents in small cars. The rpg uses a bigger (what do you call a warhead bigger than the tube?). There is a reason why the newer versions of the LAW has a bigger warhead and why the UK has developed their own: The weapon sucks huge amounts of donkey cock.
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I have made a parachute that flies like a square chute. Does anyone knows how to move the camera from its current butt-ugly position to somewhere around the players head? Please try it and suggest improvements. You may need a stick to steer the chute. Download addon and example mission The .pbo file goes in the \addons directory, the rest in mission\chutedemo.Abel\
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Try this mission and you will se why a speedometer is no good idea. Without one you don't know that you can fly past terminal speed and that your landingspeed is just too fucking high. I have scripted an altimeter and a speedometer, I don't yet know how to make a real one. I am trying to make a chute that doesn't fly like this. About that view: It gets that way when I change the simulation from "parachute" to "airplane". Have no idea why or how to fix it. I don't really care about a proper model yet, I want it to fly right first.
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This is how it looks like Yes, the speed is way to high. I usually land it at 80 km/h, but have been able to get as low as 40 by stalling the canopy just over the ground. Still way too fast. My RL parachute flies so slow that with a good landing fall it is possible to fly it right into the ground almost without flaring (done that a coupe of times).
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Scud vehicle - is there a way to target missle?
arkadeyevich replied to kimble275's topic in MULTIPLAYER
Why the fuck would anyone want to uses a missile with 180 km range on a 10 km island? -
Topics to avoid: -SAS vs Delta vs SBS vs SEAL -5.56 vs 7.62 in combat -Andy McNab vs Chris Ryan -Any other topic no one on this forum have any usefull info about.
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M113 mortar carrier A 120mm mortar
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How about making a quick and dirty 82mm M113 mortar carrier? Untill soneone makes a model of a proper one, could the M113 be modified to fire 73mm shells at angels between ~45 and 90 using the M2?
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You can't. Look at the example mission, or use the editor to insert an empty SquareCanopy, then type nameOfPlayer moveindriver nameOfSquareCanopy in the player init field. In the canopy's initfield type [nameOfPlayer,nameOfCanopy] exec "para.sqs" . This script deletes the Square canopy and makes a new round just before you hit the ground. It is POSSIBLE to land without the script, but most of the times, you end up dying.
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SquareCanopy v 0.1 New: -AI does actually land now (maybe) -More realistic sink rate -Made it harder to climb -More realistic handeling Things I don't have a clue about how to fix: -the fucking viewpoint -uses a ugly hack to land the thing without dying -would have to use even uglier hack to open in freefall. -how to make a model of a ram-air parachute -the AI in general Get the new version here: here.
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Custom law sights and ballistics
arkadeyevich replied to Noose_ITO's topic in ADDONS & MODS: COMPLETE
My idea was that a sight based on real world physics would not fit with the fussy-physics of OFP. BTW I wish you good luck, this is something I have been missing from OFP since the start.