ag_smith
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Everything posted by ag_smith
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I've been waiting for a good Tonal-based campaign for a long time and this one looks very promising. It's such a shame that I'll be away for a few months when it comes out.
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You can put any fake email address there, it doesn't matter. The link that you get after the file upload is the only thing you need.
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Actually, it seems like somebody has uploaded the unreleased Fischkopps LAV pack to one of the public OFP ftp servers. I've found it too, but as it seems it's not meant for public distribution, I' won't tell you the location of the file...
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Now, that is the worst excuse I've ever heard! I was hoping to play it as soon as I get back, but it seems that the old proverb about hope and fools is still in effect. You can always make the mission, including all the scripts for any other island. After all, porting it to new island when it's ready, isn't so time consuming task, is it?
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Heh, I wish I could do that but starting on upcoming Monday, I begin my 5 months vacation from OFP, so it's a no-go for now. Besides, the Mungari addon dependencies don't look so bad. I reckon every serious OFP player has Tonal, Mapfact addons and AGS object addons.
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TA-50 - Well, let me put it this way. I think I could manage to do it all myself, but the lack of time is the main problem factor here. That's why I want to 'sell' the idea to somebody else and that's the reason the whole project got stuck at concept phase. I know there're quite a few very talented mission makers over here, maybe one of them will be looking for an idea for the next mission...? Regarding Tonal... hmmm, I've chosen it because of my particular interest in African themed missions, especially since the whole mercs scenario seems to fit very well to the African surrounding. I guess Mungari Islands could be used as well. Other than that, similar scenario could be played out in Iraq (but there're no good Iraqi maps available ATM). The sheer size of the Tonali island is another factor that I find quite desirable. Desert Everon seems quite outdated, when compared to currently released island. I would gladly see somebody update it with the those buildings from CATIntro and some palm trees... but let's not go offtopic. Eventually it's up to missionmaker to decide which island to use.
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Good job Sanctuary, very usefull stuff. Could never be arsed to use the ECP original because of the lag on my shitty PC, but now you gave us standalone version, I'll certainly replace the BIS interface once and forever.
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The best thing of all is that Tonal offers literally a LOT of possible locations for these missions what could allow you to replay the whole thing without having to replay a single mission again. Think how great replayability factor it would have. Edit. my post no. 1111
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Here's another interesting idea for dynamic campaign theme. I was about to start working on it quite a few times but never found enough free time. Maybe somebody else will be interested and pick it up? Merc/security contractor campaing on Tonal BLUFOR: Let player decide at the beginning who they want to play: - mercenaries from Eastern Europe (BAS TSF addon could be used). - generic security contractors (from Generic OPFOR addon or CIA Operator pack by Extraction). Have CO (the guys that assigns new missions) replaced with a sexy long legged secretary that answers the phone calls from "clients". OPFOR: Tonali milita and rebels. Location: BAS Tonal. The hangars at the airport or one of the military compounds could serve as a base. Economical "simulation" elements: Earn money by completing mission objectives. Get money by selling weapons confiscated from militia. Spend money on new vehicles and sophisticated weapons that can be shipped to you from civilized countries. Pick up your deliveries at the airport. Spend money to hire new mercs....uhm...employees. Campaign objective: earn enough money (let's say 50M $$$) to buy a private island on Carribean and peacfully spend the rest of your life on a beach with your before-mentioned secretary. Weapons & vehicles: - at the beggining you start with a couple of AK47 and RPG7. As you earn more and more money, you can replace these with brand new imported hardware, eg. M4 SOPMODs, sniper riffles, western AT weapons, etc. (Use LSR_uswp weapon pack for example). - buy new vehicles: SUVs like Ford Explorer, etc. civilian Humvee versions. Helicopters like UH-1 (black SEB_UH1 spec ops version would work well) or Bell 206 (olive drab painted version from Martin). - Confiscate armed BRDMs and UAZ from militia. Missions: - militia leader assasinations - government officials escorts - hostage rescue - militia weapon depot raids - insurgent cell elliminations - patrols - etc... ------------------- So, how does this sound? Any takers?
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honchoblack, how about making a "tutorial" on where to replace vehicles and units with addon substitues? This seems to me to be a good remedy for all the people requesting new addons to be improved. If you point them in the right directing (meaning: replace this in that script, etc, etc.), everybody could suit their needs by customizing the mission with the addons they have.
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One could say it's only 64MB. Belive me, it's well worth it.
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It was not my intention to accuse you of posting fake images. It just looks so damn good that it's hard to belive they're real. Re-reading my post, I see I've phrased it wrongly. Sorry guys.
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That looks like photoshoped. I've seen such screenshots before. I could be wrong, though. BTW. You max resolution in OFP depends on your video card and can be 1024x1024, 2048x2048 or 4096x4096.
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Sigma-6's 1965 GMC fleetside pickup truck
ag_smith replied to StealthTiger's topic in ADDONS & MODS: COMPLETE
Sorry to go offtopic, but that Toyota model... it's very poorly done, it needs to be remade from scratch. The model has loads of bad faces and it'd take too much time to fix them. Good textures are not gonna help. Dunno if Sigma could be arsed to make Toyota as beautiful as the oldie GMC. -
Dunno if it's any help, but I've come across this: If you set bullet simulation type to rocket (like LAW, etc), you can have handgun that is held like seondary weapon. I'm not sure if it's gonna work the other way around.
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They should work when placed in the editor without any problems. Unfortunatelly, most of the times, AI doesn't want to cooperate. Just try moving the path objects around until you get the desired effect.... at least that's what theory says.
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Sigma-6's 1965 GMC fleetside pickup truck
ag_smith replied to StealthTiger's topic in ADDONS & MODS: COMPLETE
It's GMC. The very first post says it. Nice good old truck, Sigma-6. -
Haha, can't say. That's what the easter eggs are about. You're supposed to be surprised, when you find one.
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Thanks! That memorial thingy was a surprise for me. Was just playing around in Afghanistan v1.2 and thought to check out what view I could get from the highest mountain there, and buh!, some memorial statue lying there, probably an easter egg or something Congratulations Nilz, you're the first person to find it (that I know of). @deadmeat, not planning to release any modified BAS stuff, it's all for my private use only (and in fact, not really worth releasing).
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Why would you need an island without custom buildings? The building set supplied by BIS is not wide enough to build convincing environment. Nice island, btw, good choice with those sidewalks, many islands are missing them.
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There's always a catch. You didn't think they give away 2144 MB (and growing) accounts just for free? I'm using Gmail as a handy online file storage. Quite useful and the whole content extraction thingy is probably useless for binary files.
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Great job guys, especially on the textures. Looking forward to the updated version!
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Not for OFP, it seems.
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Hmmm... what about the recently released Afghanistan? Anyway, you're right, the idea sounds very good to me.
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Praise to OFP's script engine!
ag_smith replied to KeyCat's topic in OFP : MISSION EDITING & SCRIPTING
Just a little idea of mine, maybe let's make a list of these bugs with a detailed description of situation in which they take place. This should help people avoid potential hazards and speed up script testing.