cornhelium
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Everything posted by cornhelium
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Hi, If you want to crew empty vehicles it's probably best to take control of an AI squad and order them into the vehicles manually. You can then jump to another squad and move the vehicles around using patrol waypoints. Personally I find it easier to reinforce the main base with manned vehicles - I only get the problem you describe very occasionally. Ps. Did you see my edit in the other thread? I got to level 2 last night and enemy tanks started showing up! Cheers, Cornhelium
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Hi Kittycat, Are you going right back to the main menu with the "Back (Request Now)" command? If you don't use the following string of commands you'll get the LZ xxxx will recieve infantry now message but it'll never arrive: "Request Manned Vehicles/Infantry->Select Vehicle/Men->Back->Select LZ->Main Base Recieve/LZ recieve->Back->Back (Request Now)" Cheers, Cornhelium
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Thanks for all your incredible work FDF! Happy New Year Cheers, Cornhelium
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Hey Kittycat, This is one incredible mission. Beware - it's more addictive than anything I've ever played! Allow an old and shaking hand to suggest a few tips/tactics. 1. Mortars. Whenever you set up a new LZ, it will come with a manned M2 (independent of your team) and two unmanned mortars. They will face in the same direction as your soldier is facing when you click on the map to position the LZ (I think). Within their limits (targeting constraints/elevation/limited ammo), these are very potent weapons and can wipe out whole enemy squads over 1/2km away. One squad is just about enough to secure and crew 2 LZs, so position the LZs where both pairs of mortars will have a good field of fire, then set a couple of men to hold fire/prone and move them around the killzones as scouts (you as team leader will also be spotting from a good, secure vantage point). When  enemy  soldiers are spotted by your group, your mortars will attack them, either killing them outright or pinning them down long enough for you to call in heavy artillery to finish the job. Once things get quiet around the area, reinforce one or both of the LZs and take command of one of the new squads, sweeping into new territory to repeat the process. Here are a few good LZ spots I've found so far: * Hi52 - facing West over the river. Any enemy moving on the opposite bank will be creamed by your mortars, just watch for sniper fire. * Ja47/46 - facing North towards Plei Mei base. Your mortars will cover the woods south of the main base, where a lot of attacks will come from. *Gc41/42 - facing West. I set up a new LZ here and scouted  West towards the long North-South road. I thought I'd gone out of range of my mortars when I ran into two squads of NVA at Fg41, but they did the job again. *Hh40/41 - You'll really start racking up the points when you take this hill, and you'll take some heat off Plei Mei base. Expect heavy counter-attacks - try reinforcing with a couple of rifle teams and set them to patrol the woods around the hill and if possible the dangerous North-South road that separates Plei Mei from this hill. Great views out to the SW, NW and N but it's all thick jungle so you'll need to use the scout trick to get visual contact with the enemy. * Jb33 - facing South over Plei Mei base. Good place to spot from, though your mortars generally won't be able to shoot down onto spotted enemies as you're too high. Mainly, it's just an incredible place to stand at night and watch it all happen 2. Manned vehicles/choppers. Don't worry too much about getting these. You can get a long way with just infantry, and they're less of a headache to keep under control. I've got up to 366 reinforcement points with just 4 LZ's and 5 or 6 infantry squads. However, tanks are great for moving into new territory, keeping roads secure and clearing up enemy emplacements. Just don't let them run out of ammo (you might have to run an ammo truck out to them yourself then take control of the tanks to rearm). 3. GMR Explosion Mod/ECP. I've had problems with games saved while running GMR's great explosions mod. For some reason they don't save correctly and they can't be reloaded. To generate savegames at useful positions I play without the GMR mod and save whenever I've got a new LZ. Then I Alt-Tab out of OFP and copy the Operation Flashpoint/Users/username/Saved/missions/unscriptedwar.seb_iatrang folder into, say, My Documents/Unscripted War Saves/31-12-03 5LZs. Anytime I want to try again from this point I can then copy this back into the OFP folder and load up with or without GMR.  It's well worth using GMR/ECP with this though...for one, you get a great dirty plume of smoke coming up from the jungle if your fire mission hits its target Not to mention a great smoke trail for the Phantom, screaming tank shells, and the really spooky feeling you get when you hear bullets sailing overhead from a distant firefight  Have fun - cheers, Cornhelium Edit: Hey - I just finished it! I got one of the victory conditions - 1000 reinforcement points earned (About 600 enemy killed). I had 4 tanks patrolling West from LZ Albany and 2 APCs patrolling West from Plei Bei Yot, forming a kind of horseshoe around LZ XRay where I was hunkered down for a scary night with lots of VC. I also brought in 4 AH1Js for the last 20 minutes or so, when I got a message saying I'd moved to Level 2. ...about 5 minutes before mission end, my Armour started meeting NVA tanks, and metal did fly Thanks ThruYerSternum for this awesome piece of work. If v2 is any better than this, there'll be no stopping OFP...
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Ah, bad luck Maa. Nothing worse than losing a great load of hard work Have a great New Year and may the CSLA mod mature like a fine wine in a few weeks Cheers, Cornhelium
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Cheers Blackdog - good point! I finally got a savegame to work after I noticed that savegames I'd backed up in October would load OK. So I think the problem occurs in the saving process and is caused by an addon I've been using in the -mod since then (either CoC UA, Footmunch's Phantom or GMR_ExploMod). I tried saving a game when running just Sebnampack2 and that works OK, even if I quit to the desktop and restart with GMR, UA and the other addons I can still resume the mission... Unscripted War doesn't use either Footmunch's F4 or the CoC UA, so I'm thinking that maybe it's the persisting GMR craters that are piling up and causing problems. I'll try disabling the craters in the GMR.pbo and see if that solves the problem. Cheers, Cornhelium
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Hi, Just since installing DX9.0b I've started getting this message too, and can't load any savegames or retries, new or old: Cannot load 'Users\..\Saved\missions\missionname.islandname\continue.fps'. Error 'No entry' at '/GameState/Variables/Item102/data.value' Any idea what this might be please? I only updated my virus scanner and ran it yesterday, and I get the same message whether using 1.91 or 1.94b, so I doubt it's a virus. I also had a look at the MS update site to see if there were any fixes to DX9.0b, but nothing there. Everything else seems fine, I'm running with Mod folders and have 512mb RAM, but the problem seems to be with some of the bigger missions (I can't get my BAS/Tonal/SpecOps or /MH14E demo missions to resume, nor my beloved Unscripted War for SebNam2). The FDF missions and BIS ones resume OK...
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Unscripted war: vietnam pack
cornhelium replied to ThruYerStErNuM's topic in ADDONS & MODS: DISCUSSION
Hi there, Any news on the next version ThruYerSterum? I've just had a 2-day fix on v1.01 while my Xmas present KotOR gathers dust  Cheers! -
Wow - this is beautiful. Just had a quick look around and love the close mix of pines and deciduous trees - very "New England"! The cities/ports are fantastic. Awesome for sniper & spec ops missions One small problem - when I come out of the mission editor back to the main OFP menu screen with Gaia loaded as the island, I get this error message: Could not load mission: missing addon wgl_men_200, wgl_wep_200, wgl_veh_200 I'm running 2.01 full install with 1.94b exe. No other addons. Thanks Phaeden & Co. Â
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This is awesome stuff - thanks WGL team! One small problem - when I come out of the mission editor back to the main OFP menu screen with Gaia loaded as the island, I get this error message: Could not load mission: missing addon wgl_men_200, wgl_wep_200, wgl_veh_200 I've tried removing all unofficial addons from my Addons and Res/Addons folders but I still get that message. I'm running 2.01 full install with 1.94b exe. Any idea what could be causing this? Thanks , Cornhelium
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Ooh - she's a beauty! Great work - Happy Xmas
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Hi, Thanks GMR this great mod. Is it just me, or do the bullet whiz and rocket effects not appear with JAM men? I know the default OFP flying bullet sounds went from JAM and I really miss them. Would it be possible to apply the bullet-whiz script to JAM ammo via the GMR config? Just wondering (and hoping   ) Thanks, cornhelium Edit: Also, is there any chance that the BAS helidust script could be incorporated into the next Explomod please? Using the ECP, I compared the frame rate using the BAS vs. Vektorboson's script on Dinger's Short Straight mission. With the BAS script it's still perfectly playable on my XP2100, but with Vektorboson's script, all those Hueys bring the frame rate down to about .2 fps! Anyway, thanks for all your contribution to the OFP world this year, and have a great Xmas and New Year
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Wow - I love this pack! Great work on all the units and thanks for all the missions Cheers, Cornhelium
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What's addictive AKM? Spam, or real life? ...Or running uphill at DsHKs? Â Having been forced to live on spam as a child, I can say without doubt that this canned reconstituted pork is not an addictive substance...Cold Turkey should only be prescribed as a last resort. Arf! ...sorry, my brain is flattened tonight. Â
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Heh - a good Southside 2AM "JIMMMEEEEYYY" would be perfect tracy
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Remember friends, shoot the brain - and the body will die. ...that's shoot the brain, and the body will die. dead by dawn ...that's SHOOT THE BRAIN and the body will die. dead by dawn, dead by dawn ...that's SHOOT THE BRAIN AND THE BODY WILL DIE dead by dawn, dead by dawn, dead by dawn SHOOT! BRAIN! DIE! See y'all on the shootin' line tks tracy_t great stuff must shoot brains nowÂ
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Aye, looking forward to the next release with shell explosions integrated. Will you be getting your Santa hat on, GMR?
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Looking forward to these Tracy_T. Day of the Dead rules, and OFP is an awesome way to realise some of those scenes. You could do great "scout for survivors" missions in cities, much like in the intro to the film. Yes indeed, fighting your way into a building and escorting a couple of civvies back to your chopper, slapping back zombies at every turn would be great stuff. You could even bring in some kind of human conflict eg. the tension between scientists and military in Day, or even bring back the old biker gang from Dawn, led of course by the one and only Mr. Thomas Savini! I can see it now...you circle a city in your Jet Ranger, watching the undead walking the streets below, retracing the numb routines of their mortal lives. You identify stranded civvies on the town-house rooftop and land in a parking lot to take an old Peugot Boxer. 5 minutes later you skid accross the council-house forecourt, smashing your way through zombies to back right up to the door. After fighting your way to the top floor the civvies join your team and you order them to climb down, then lead them back to the Boxer which your machine gunner guards from the advancing wave of dead flesh. Meanwhile your chopper pilot has gotten overrun and taken off for the safe LZ out in the sticks. Safety is just a 10 minute drive away, parked in a green field where the sun is shining and the birds are singing. Only you've got just 5 minutes' fuel left... Cheers, Cornhelium
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Unscripted war: vietnam pack
cornhelium replied to ThruYerStErNuM's topic in ADDONS & MODS: DISCUSSION
Take your time TYS, and good luck with those finals Cheers, Cornhelium -
I agree with vMatt on the need for finer control of vehicles in the mission Editor, and the input-recording method sounds good. I'm always trying to get really flash, aggressive flying from AI choppers in the mission editor, but as they're fairly loose about the waypoints/positions you assign them it's very erratic. For instance I have a mission on Tonal where 3 Littlebirds in a tight line formation, with Deltas in cargo, swoop down Lorenghau pass at full tilt and fly under that high wooden bridge, while TRF machine gunners wake up and start blazing away. It works about 70% of the time, but on some sessions they'll crash into the bridge, scatter when the guns start firing, or just bypass the valley completely, no matter how much tweaking and changing combat modes I do. With really tight path-setting for AI vehicles, you could have some really good stuff going on - not only to look cool, but also to look realistic with jets blowing through valleys on terrain-masking flights etc. I guess this would be pretty CPU-intensive, so it would need to be an optional setting in the waypoint box (loose/tight positioning), or as vMatt suggests, you would set one waypoint as class "pre-piloted", specify the starting speed, height, heading, bank, power and pitch then hit a "record input" button in the waypoint box. This would take you into the mission editor where you would fly the course you wanted, with the next waypoint automatically generating at the point where you stop recording. Cheers, Cornhelium
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Hi Lukemax, I wonder if this is the same IR countermeasures system used on the Apache, lovingly known as the "Disco Lights"! If I remember right from the Longbow2 days, this is a forward-facing array mounted just in front of the rotor mast. When the IR warning sensor picks up the exhaust of a launching/boosting missile, the Disco Lights automatically fire out a sweep of laser beams and hopefully one of the beams happens to shine into the missile's IR sensor and blinds it. Standard procedure in LB2 was to get in a hover, hold a second to let the disco lights do their thing and then do a quick sideslip Infra Red missiles are darn scary things - they don't emit anything like a radar or laser targeting system does, so you don't know you're being targeted until the moment the missile is launched, and then only if you/your copilot/wingman/IR warning reciever sees it. Shoulder launched IR missiles are the worst for chopper pilots I think, 'cause a radar won't even pick up the guy who'll fire it at you. In LB2 safe flying was all about creeping around at 40kts/15 feet, stopping often to have a good look around with Infra-Red. The feeling of achievement when you got back home after a long night in the mountains, scenting out an enemy base and letting your wingman rack up some experience points by destroying it, was massive. ...between the detailed terrain, soldier/vehicle interaction, the HUD/avionics improvements of BAS, DKM etc. and things like the CoC UA and Dynamic Missions, I reckon that OFP/OFP2 will produce the definitive chopper game at some point in her lifetime  Here's a link to another great chopper sim in the making: http://www.combat-helo.com Cheers, Cornhelium
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Hi, One of the best missions I ever played was in the Resistance campaign where you have to defend a town against that huge enemy tank attack. I found the best thing was to climb one of the tower blocks and command the whole show from the roof. I crewed all my tanks and sent them over the hill to hide, then layed mines and satchels all down the approach to the town, then just sat on my tower block and let them come, with one more guy on the other tower with an RPG. By the time the enemy force got to the town and the troops dismounted, they were down to about 2 mechanised infantry squads + BMPs and three tanks, only one fully functional. As we were softening them up with the Mines & RPGs I'd been movnig my tanks into position at the rear. I then brought them in and they flattened the enemy armour while I sniped troops from the rooftop. Watching my tanks blow the last surviving troops into the treetops was...beautiful ...that's what I love best in OFP - combined Infantry/Armor as seen through the eyes of an Infantry or Mechanised Infantry squad leader. Ditto Airborne Infantry, especially deploying from Mi24's. Cheers, Cornhelium
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Yeah - I couldn't imagine a single warhead doing all that explosion but as Bergmania says IRL the tank wouldn't be empty either. You can clearly see the dust shockwave in the long-distance camera shot though, just like GMR's One heck of a bang though - I mean that T72 is gone when the smoke clears
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Hey GMR - looks like your tank explosion is pretty darn close to the real thing...if you can stand a 4.5mb d/l have a look at this meeting between a Javelin and a T72 http://home.hiwaay.net/~sickle....T72.mpg I'll see if I can trawl up some more clips! Edit: More Javelin vids here: http://www.missilesandfirecontrol.com/our_pro....#videos Cheers, Cornhelium
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Ooof! Those shell explosions rule Goldmember! My only problem with your mod is I keep running into the destruction like a moth to a flame and get myself killed One of OFPs neatest features is how sometimes you can get knocked sideways by an explosion and still survive. One little request - is it possible to add a few more of the bigger chunks and make them travel less distance? I guess it's a limitation of the game engine the way the bigger chunks bounce away, but it would be great if there could be a core of big chunks that just lifted a few meters into the air and dropped say 3-7 meters away. Anyway, these explosions are fantastic as they are...thanks! Edit: Agree with Mr. Snub. The sounds are perfect for Artillery (I imagine) - kinda muffled. Can't wait to use these with the CoC UA!