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ag_smith

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Everything posted by ag_smith

  1. ag_smith

    Generic Middle East Rebels v1.1

    There's always this solution: You group them with the East/West officer with probability of presence set to 0.
  2. ag_smith

    Generic Middle East Rebels v1.1

    The problem that can occur is that changing those units path in their config.cpp can break compatibility with mission using your previous middle east units, forcing people that want to play with those missions to download the older version of your pack. But, i am not sure if just changing the group path while keeping the names is enough to break that compatibility, though. Changing vehcileClass entry (that's what you need to do) will not break backward compatibility. Tested and confirmed. @Harmed, I think they're on the Res side for a reason - this way you can easily recreate scenarios where they're fighting Russian soldiers - like in Afghanistan.
  3. ag_smith

    AEF-Campaign: Train Addon FINISHED

    I can't say to much at the moment.... but, if you need the knowledge on how to implement custom train engines, I know how. Stay tuned for more info soon... ....of course, you know what 'soon' means around here. BTW. I think I've found the solution to the problem of enemy AI shooting at the trains. I don't remember if this is the exact command, but try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(driver TmpAefUnit) setCaptive true You can put it in any locomotive init field and you need to run it only once. Let me know if it won't work, I'll double check my scripts later.
  4. ag_smith

    Dynamic Afghanistan

    Oh... so now I'm the bad guy! That's very nice of you. Anyway, great update, thx!
  5. ag_smith

    The Lost world Mod - jarrasic park

    I've visited your forum yesterday. I liked what I've seen and I'm getting more and more enthusiastic towards your mod. For me this is the most promising non-military mod for OFP. One question about one member of your forum, Iguana, is he the same guy who made Legus island? If he's your mapmaker, I'm certain that your map will be absolute kick-ass.
  6. ag_smith

    CAT's Afghanistan Revisited

    Hmmm, I'm not sure about the elevated roads. If you noticed, FDF Al Maldajah uses only one ground texture. In our case, I'd have to make different roads for each texture version... Or maybe not... maybe some semitransparent transition textures will do the job. I'll have to see how much time it takes and how good the final effect will be. On the topic of civies... how about the civies from Tonal, only with skin color and faces changed?
  7. ag_smith

    CAT's Afghanistan Revisited

    Let me have a look at them, I'll decide what to do. PS. Avon, I've been always wondering how many different faces do you have for your avatar?
  8. ag_smith

    AI Runways

    After finally trying it out for myself, I have to say that I'm impressed by the effects you've achieved. Really, great work! Also, feel free to use our planes for tutorial if you'd like. Like you said, we won't be updating them for a while as we have other more important addons to finish. Just a thought I had: Couldn't use control the default gear via this action ["GEARUP"] / this action ["GEARDOWN"] I'm not sure if these are exactly the correct commands, like I said just an idea...
  9. ag_smith

    CAT's Afghanistan Revisited

    Thx, Leone, I'll look into your sandstorm script. Acecombat, yes, whistling and raging wind sound effects are included! ... and I'm very interested in these Azan sounds. Could you upload them eg. to yousendit.com? Thanks.
  10. ag_smith

    CAT's Afghanistan Revisited

    This is the road I'm talking about: I've just got the Azaan prayer sound and I'm thinking about the best way to implement it into map... for now I think I'm gonna leave it to missionmakers to use via triggers. Vegetation from Tonal is a no go. I've checked and actually there are only 2 sorts of bush and for me they don't really look like they could grow in arid climate. And no worries about the lag.... you won't see any! That's the most important aspect I pay attention to. Edit: Forgot to say... I'm trying to get a nice sand storm effect. I'm using the old CAT effects as a base, but I have no idea how to modify cloudlet parameters. Not just yet. For now it looks like that (actual ingame screenshot, only resized and brightness modified):
  11. ag_smith

    CAT's Afghanistan Revisited

    Latest Afghani economic news! Trade fluorishes thanks to new markets being opened all over the country: Notice these friendly market traders... PS @gunterlund, I'll check on that vegetation right now. Wouldn't be too much of a problem as I already have the permission to use Tonal stuff. I just don't want to copy too much unnecessary stuff... I've been thinking though about changing one major road to asphalt road, the one used on Tonal. What do you think people?
  12. ag_smith

    AI Runways

    Hmmm, why is that? To be more specific, I was thinking about making this planes released by my mod compatibile. They do have custom gear animations, but also they have gearRetracting=true parameter. All the animations are controlled by gear eventhandler. IMHO this is the best method - saves some performance because you don't need the gear control script for AI. Anyway, thanks for the instruction, I'll definitely give it a shot when we update that addon one day.
  13. ag_smith

    Tomb's CD-Cover Kit for Addons

    Nice one, Firefly. Some really nice covers here... Could you guys please post your covers in this form, NOT front and back separately? It's easier to print them and put in DVD box, if everything is on one sheet of paper.
  14. ag_smith

    CAT's Afghanistan Revisited

    Yes.... but that was a long time ago. The Cat stopped working on it, some missions were made, people got used to it as it was. Now, all of a sudden, I can't change that much. I hope you'll undestand my decision.
  15. Hell, yeah, maybe you guys could go back to the topic *hint, hint* Kuznetsov OFP addon. :P So.... is anybody going to finish it or not? EddyD made excellent textures, but it still needs the script to put all the pieces together. It needs some basic defensive weaponery, it needs the arrestor cables system just like on Hawk's Nimitz, that will not destroy the planes immediately after landing. Roadway holes and proper sharp&smooth lighting has to be sorted out. The ship icon should be rescalled and all the unneeded pieces hidden from mission editor. Do I need to say more?
  16. ag_smith

    AI Runways

    That looks like a hell of a good work. Thanks mate! You said you're looking for more runway textures? Here you go:ACES Airport Textures by Vektorboson. BTW. Maybe it's to late for that and sorry I'm nitpicking, but could you consider putting all the conifgs (or at least the ones for islands), where possible, into 1 pbo file? Currently they clutter my addon folder completly. Edit: Oh... one more question... how would I go about providing compatibility with this system for new aircraft addons?
  17. ag_smith

    CAT's Afghanistan Revisited

    You must be reading my mind...
  18. ag_smith

    Xwing

    cfgMaterials only define how reflective given surfaces are. It won't solve the problem.
  19. ag_smith

    CAT's Afghanistan Revisited

    I'm like halfway done with the update. Just wanted to let you know what to expect: - Rivers - some people said that there is a plenty of rivers in Afghanistan. Well, in some regions - yes, in the others - no. Anyway, due to OFP grid size and the whole waves/tides thing they wouldn't look like a river anyway, so don't expect to see any on this map. - Lush terrain - other people said that terrain is to barren and there should be more greenery. I could partly agree with that, but the original map had the desert feel and I'm not going all of a sudden change that. It's gonna stay as barren as it is now. The quick google search will also bring up enough photos that look so similar to what you can see on this island, so I think my decision is justificated. On this occasion, I'd like to also promote 3 excellent missions made recently for this map: Dynamic Afghanistan, by honchoblack, tacrod, Sanctuary. It's a campaing-in-a-single-mission type with incredible replayability factor. The Last Fight 3 by Sanctuary, something for those who want an instant firefight in 4 random locations. Convoy Security, excellent coop mission by Winters.
  20. ag_smith

    Usmc uh-1n

    huh? look 4 posts above.
  21. ag_smith

    Usmc uh-1n

    WOW! Me first, me first, I'm gonna be the first one to get it!!!
  22. ag_smith

    Dynamic Afghanistan

    I've just played it again... and again I had rescue mission... and again pilots were dead when I arrived to scene. Two things I have noticed: - weather changed from sunny to rainstorm in an instant number of times. I'm not sure whether this is the problem with this mission or my sky mod (Llauma's, don't remember which version). - I feel that ORCS weapon config makes their weapons superior to any other arms. When engaging at long distances, rebels get literally slaughtered, before they even start shooting... I wish there was a JAM version of these weapons. Â
  23. Same here, my transfer is next to zero.
  24. ag_smith

    Dynamic Afghanistan

    I have had the pleasure to test in pre-release version. I've to say I spent quite a long time on beating through the missions and I had a lot of fun. Thx guys, top notch job. I think every single island release should come with such a mission. EDIT: (Hint, hint, hint: how long would it take to port it to Tonal? Like US Special Forces vs. Tonali Rebels. Or French Foreign Legion maybe )
  25. Hawk's Hercules looks maybe even better and it IS released.
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