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cornhelium

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Everything posted by cornhelium

  1. cornhelium

    Island ideas

    Hey Schwiing, Have a look in the OFP Combat Photography thread for photos - any shots where the background looks like either Black Hawk Down or Tears of the Sun will probably be Tonal Download Tonal, get all the patches from http://ofp.gamezone.cz/, play - you won't look back I also highly, highly recommend Afghanistan island by Cat_Shit_One. Here's a link to the several versions of it (Some people prefer v2 over v3 as it has a big city - I have v3 and love it): http://ofp.gamezone.cz/?oblast=news&search=afghanistan Also Trinity and Saruago are great - you can't go wrong here: http://ofp.gamezone.cz/index.php?showthis=5100 http://ofp.gamezone.cz/index.php?showthis=1639 Last but by no means least, FDF-Mod's East Border Island comes in Summer and Winter versions and is essential. ...As is Winter Nogojev v1.1! http://ofp.gamezone.cz/index.php?showthis=1907 This one comes with great winter units too. ...that lot should keep you busy for a while - have fun Cheers, Cornhelium
  2. cornhelium

    Fishing boats

    Whoa! Klink for President! Looks excellent!
  3. cornhelium

    Unscripted war

    Hey TYS, Wow - in a way I'm reluctant to suggest a new adaptation for UW because I feel you should just carry on with the new Ia Drang map and get UW to the state you want it to be in, then the adaptations could more easily be made. ...having said that, here's my dream UW   : Island is Tonal East (Tonal Rebel Force) is player side. Resistance (Tonal Defence Force) is Enemy. 1. Government HD Squad 10%, Government HD Scout Team 5%, Government HD Scout Patrol 5%, Government HD Stick 10%, Government HD Vehicle Patrol 10%, Government HD Mechanised Infantry 10%, Militia HD Squad 15%, Civilian Mob 10% (Set to always stand up   [note 1] ) Gov. BMP 3%, Gov. BRDM PK/DsHK 3%, Gov. T-55 3%, Gov. UAZ PK/DsHK 2%, Gov. Mi24 2% , Gov. Ural 7% [note 2] , Gov. Mi18 1% [note 2] , Gov. SU-25 1% [note 2] 2. Rebel HD Squad 15%, Rebel HD Vehicle Patrol 15%, Rebel HD Mechanised Infantry 10%, Militia HD Squad 10%, Militia Mobile HD Squad 10%, Civilian Mob 10% [note 1] ) Rebel DsHK 4%, Mortar positions 3% Rebel ZU-23-2 5%, Reb. BMP 2%, Reb. BRDM PK/DsHK 3%, Reb. T-55 2%, Reb. UAZ PK/DsHK 6%, Reb Ural 3. Start at the farmland area Bf36. Zinaba would be ideal but the swamps and jungle would make moving vehicles around a bit fiddly I expect. Start at a well established base like with v1.01. DsHKs and ZU-23-2's will be the backbone of the Rebel forces, making the Western jungles a safe haven from air attack, so there should be plenty of both, plus some well-positioned mortars covering the roads to the base. 4. Note 2 . The enemy gets virtual artillery in the form of SU-25s which generate over Tatu and perform CAS in areas where East have been spotted. They stay for 5 minutes before flying back to Tatu and disappearing, unless shot down first. The Rebels can defeat this threat in 2 ways - (i) by building up plenty of ZU-23-2s and (ii) by destroying gov. Urals and Mi8s. For every Ural or Mi8 destroyed, the Government have to wait longer before another SU-25 can be generated. This is the equivalent of attacking the enemy's ammo and fuel supply lines. 5. Definetely patrolling own turf, with vehicles. Say an Ural generates with BMP/UAZ escorts at Ixtlan, with cycling waypoints at the OakaOasis, the main airport and Kimbe. Every time the Ural completes the waypoint cycle, the vehicles are refuelled and the the wait for an SU-25 stike decreases. Also, the government would occasionally move tanks and mechanised infantry towards Rebel bases, (Scout teams inserted by Hind would also rule!) but most incursions west of the Kimbe/OakaOasis line would be done on foot as in v1.01. 6. Note 1 . Plenty of civilian mobs, maybe some of the new animals from Colonial Wars, nothing else. The civvies would generate at cities and villages, and in towns East of the Kimbe/OakaOasis line (ie. Gov controlled), they would attack Rebel forces until the area is cleared of Gov. forces and a Rebel Base set up. They would then attack Gov. forces as long as the area was held [note 3]. I find the random vehicles in 1.01 a bit distracting as your men are always calling out "unknown vehicle at 2.o'clock" - I usually turn the random stuff off but miss the civvies! 7. You need to build reinforcement points just like in 1.01 killing enemies and holding territory [note 3]. Because the TRF have no choppers, and the journey by Ural from the main base may be too long, I would suggest that the reinforcements arrive from the nearest secured position (ie. in 1.01 terms, reinforcements called for LZ Foxtrot would generate at LZ Echo and come by truck - if armour or mechanized infantry were requested then the vehicle would just generate at Echo and drive to Foxtrot). This is a little unrealistic but better than having them just appear - it would also mean having to think in terms of supply lines. The alternative would be to have them arrive by "captured" Mi8 (ie. generate offshore as if coming from a Rebel-held Tonali). Static weapons like the all-important ZU-23-2 would also have to generate from an arriving Ural, so the player can't  cheat by putting powerful statics in the middle of a firefight. 8. Note 3 Rebel bases would be the equivalent of LZs in 1.01. To make up for the TRF's lack of air power and heavy armour, I think these should be really heavily armed when they generate - with 1 manned mortar, 2 manned DsHKs and one manned ZU-23-2. Once an area is cleared of Gov. forces and there are a few Rebel troops in the area, it should be possible to generate a base, regardless of any rock-throwing civilians still targeting you. Once the base is generated then the civvies stop targeting you and would instead target Gov. forces (this might be tricky - if so just have random civvies, with separate rock throwing mobs being part of both side's forces that have to be put down before an area is secured). 9. The 1.01 fire support system works fine. For the TRF it should simulate nothing heavier than mortar fire - used little and often. CoC UA support would be ideal, but the AI can't use this fully yet, so probably best to stick with the 1.01 system. 10. Points from kills/held territory. 11. Spectating definitely, setting patrol waypoints via the group radio menu, plus switch with leader. 12. BAS Tonal-Tango pack, patched.  Plus Colonial Wars' chickens and mules to go with the random civvies =========================================== The idea for this is to have a long ground war. The Government's Hinds, SU-25s and T-55s will flatten you if you come out into the desert too early. The winning strategy would be to: 1. secure some deep-jungle territory and an air defense system 2. build up some more territory under cover of the Jungle and gun emplacements, staying well South and West of the Balimo-Kimbe and Atene crossings. 3. start establishing choke-points to wipe out Government incursions eg. at Balimo, Atene crossing and the Saidor-OakaOasis road. Use the points gained to build up a fleet of UAZ's, light armour and artillery points. 4. Use foot scouts to establish Gov. supply routes, then make hit-and-run raids on the columns with the UAZs, RPGs, APCs and artillery. 5. Store the reinforcement points while you weaken the Gov's capacity for airstrikes, then it will become possible to start building desert bases (though Hinds and Armour are always a danger out there). From there, use the reinforcements to build armour. 6. Start moving to take the Main Airbase & Ixtlan (victory) or Tatu (victory). Epic!   Â
  4. cornhelium

    Uce/jam pack

    Hey Gazmen - many thanks for this initiative, it's superb! The UCE infantry and OMON were the first addons I downloaded - I had no idea there were so many other UCE units Cheers, Cornhelium Ps. If you want to arm your RPG-7 guys with "target all" rockets, try one of these lines in your unit init box: this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket" or, if unit already has a mixed rocket load: this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7Rocket"; this removeMagazine "JAM_RPG7APRocket"; this removeMagazine "JAM_RPG7AARocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"; this addMagazine "JAM_RPG7AllRocket"
  5. cornhelium

    Hx-1 released for the airwolf fan

    Hey good job Xavier - she's lookin' good Cheers, Cornhelium
  6. cornhelium

    Bradley pack by rudedog

    These look great - go Rudedog!
  7. cornhelium

    United states colonial marines mod

    Great news Manticore - I'll stay frosty 'til the next update
  8. cornhelium

    United states colonial marines mod

    Hey Neph, Great work on continuing Der Bastler's stuff. OFP is perfect for a USCMC mod IMO. Are you using the excellent Colonial Marines Technical Manual by Lee Brimmicombe-Wood? I think it's a more OFP-oriented universe than the one in the graphic novels (well-researched near-future military hardware & tactics, rather than the focus on the Alien species and genetics etc.). I'd love to see some of the battlefield tactics described in the manual brought to life (troops using terrain masking and ECM to defeat battlefield Radar and IR systems, infra-red ghillie suits, personal IFF indicators, motion trackers etc.). DKM's work on the Tungusta's radar info-sharing could work great with this kind of stuff. Also, Orbital Strikes would be perfect for a CoC UA/Tomahawk plugin, Â and maybe the control of sentry guns and the HIMAT remote AT system could be worked into the CoC stuff somehow... Good to hear you're still on it anyway. Cheers, Cornhelium
  9. cornhelium

    Rts-3 1.4 released

    Great effort Karr & Co. Incidentally, what version of Ackropolis is in this pack? Thanks, Cornhelium
  10. cornhelium

    Marine assault pack

    I don't think they are compatible with JAM -HD mags. If you have the c8x_russjam.pbo and c8x_usmcjam.pbo installed from the JAM compatablility addon, you can arm your soldier with, say the JAM compatible M16A4 with: removeAllWeapons this; this addWeapon "C8XJAMM16"; this addMagazine "JAM_W556_30BHDmag" Digital Grenade's online classnames guide shows the JAM compatible classname as JAM_W556_30Bmag. Sure enough, if you arm your Marine with the following line, you'll have a JAM 5.56 clip in your M16 when you start, and can pick up the same magazine from JAM men in the mission: removeAllWeapons this; this addWeapon "C8XJAMM16"; this addMagazine "JAM_W556_30Bmag" But, you can't pick up JAM -HD mags and you can't arm the C8XJAMM16JAM with the corresponding -HD mag, so this line just leaves you with an empty M16A4: removeAllWeapons this; this addWeapon "C8XJAMM16"; this addMagazine "JAM_W556_30BHDmag" Maybe there's another classname for a HD compatible C8XJAMM16JAM, but it's not listed on DG's classnames guide. Can the MAP guys comment? Any plans to add JAM -HD compatibilty, or am I just being dense? Beaut units anyway - better said late than never Cheers, Corhelium
  11. cornhelium

    Rts-3 1.4 released

    Great work Karrillion!
  12. cornhelium

    Ecp released!

    Just wanted to say thanks for the great work ECP team. I've just gone from 1.055 to 1.071 with DR and don't really know where to start with praising it. I guess the group join thing is the most exciting addition, and every one of the smoke/dust effects looks awesome. I'm really interested in the AI stuff you're doing/planning, and the whole "can do" attitude of the team is exciting. A couple of questions: Lighthouses. I've noticed that some vehicles with embedded scripts (Klink's Fishing Boats, BAS Blackhawks) seem to disable the lighthouse. Tested on Malden lighthouse at co-ords Ig82. Is this a known issue? Blood. I can't seem to be able to disable it completely. In the Blood_Settings.sqs I have ECP_bld_pt_enable, ECP_bld_obj_enable, ECP_bld_bleed_enable and ECP_bld_bleed_bloodloss_enable all set to false, but the ECP dialog in game still shows blood as enabled at 25% detail. Is there a setting I'm missing? Thanks again, Cornhelium Edit: Now I've got started, may I make a couple of suggestions: Bullet Impacts. The 1.055 impacts looked good but were too small and transparent to see, plus there was the transparency issue when hitting certain vehicles. What would the possiblity of an effect much like the blood but with small dark particles instead of red droplets? Maybe this could be an either/or option with the blood, in the interests of CPU time, or a "one every few impacts" effect? I appreciate that too much detail/scripting on these could really kill the frame rate Alternatively, I suggest an effect like the 1.055 impact, but twice the size and a little more opaque. FFAR impacts These are really nice, a tiny improvement IMO would be if most of the clods of earth would go vertically in more of a fountaining movement. Shell (HEAT) impacts. Goldmember's experimental shell explosions really look and sound the business IMO (they're not integrated into the GMR mod yet). Do you still work/share with GMR?
  13. cornhelium

    Bullet life-time

    3 seconds at 750m/s gives a bullet over 2.249km range, surely that's enough? Cheers, Cornhelium
  14. cornhelium

    Graphics engine improvement

    I guess a viewdistance/LOD distance scaling system that increases viewdistance/decreases LOD distance according to how fast a player is moving would help with the viedistance/detail issue. For example: 1. If you're a forward observer on foot, you want a good viewdistance with good detail and the highest detail/eye candy up close in case you run into enemy troops. 2. If you're flying an OH-6 and hovering over a treeline, you'll need a longer viewdistance, but can probably lose a bit of detail. When you stop hovering and start moving to your next position, you can lose some more detail as at 100km/h you don't have time to notice. 3. If you're flying a Phantom at 800km/h, you need a huge viewdistance, but don't need anywhere near the same detail level as in 1 and 2, so the lowest LODs can be used even within 250m distance. If your Phantom gets hit by a SAM and you eject, the game engine will start scaling down the viewdistance and increasing the LOD distance as your body decelerates, so that by the time you hit the jungle floor you have the same set up as in 1. Just a thought - cheers, Cornhelium
  15. cornhelium

    Zombie sound pack

    Thanks D.M.M and Tracy_T - great work Cheers, Cornhelium
  16. cornhelium

    Csla 2

    Thank you CSLA for this Mod. I've only just d/l'ed it and am blown away by the quality of the vehicles. ..and special thanks for doing great justice to the Devil's Chariot, the Mi24. The Czech Blue Tiger is a work of art! Cheers, Cornhelium
  17. cornhelium

    Vietnam war mod suggestions

    Hey Drow, This pretty much sums it up to me mate - (Apart from the realistic units part; I think Sebnampack2 is plenty good enough). Would love to see stuff based on realistic tactics (I'd say Operation AxePoint by SnYpir is a good point of reference for that) and some historic events. Definitely worth using the CoC UA for fire support and the CoC mines used in conjunction with historical "T" and "L" ambush tactics (remember reading about these on a site linked to Ofpnam). I know the AI can't avoid mines, but what the heck...it's not like MENSA will be hurting over the loss  I'd also love to see tunnels used to some extent. Also, a few bonus missions played from the VC/NVA perspective would be great (I'm pretty ignorant of the tactics used though I know jungle combat was as much a shock to the NVA soldiers as to the US guys). You obviously know your stuff when it comes to this war, and historical research is a real asset to the community IMO. Cheers, Cornhelium
  18. cornhelium

    Wild animals pack!

    Good point Don_T_Shoot, I forgot about the horse's legs not moving when mounted as driver  Perhaps Mig can input here...how does the cargo mule work mate? Is it that: 1. your mule is mounting the "ammo crate (ie. vehicle+ammo)" but maintaining the walking animation? 2. it is a real ammo crate, following the mule via a script/proxy? 3. is there no crate, and the option to rearm at the mule is added to the players action menu via a script? ...If the answer is 1 is there a possibility that the player could mount this vehicle as gunner+commander? ...If the answer is 2, is there a possibility to make a static weapon follow the mule and be mountable by the player? (+ Mule joins player's team so it can be directed) Please excuse my ignorance of scripting/editing. Great work everyone on the animals! Cheers, Cornhelium Suggest a Leopard as a good "fits many maps" predator. I quote "Leopards are the most widespread and adaptable big cat, and are found in almost every habitat, from desert to rainforest. They range from Africa through the Middle East, India and China, north to southern Siberia, and south through the Malay peninsula to the islands of Borneo, Sumatra, and Java. They are equally at home in a steaming Indian jungle, a cool Amur forest, or the hot, treeless mountains of Iran and Afghanistan. " ( from http://www.wildcatconservation.org/cats....x.shtml )
  19. cornhelium

    Unscripted war: vietnam pack

    Hey Thru - fantastic work. I agree with esai01 - best to carry on with the Vietnam UW first. Also, releasing it with a new island would get more people to try UW out I think. Cheers, Cornhelium
  20. cornhelium

    Ecp released!

    Edit: Deleted my post. On reflection the idea was not so hot Cheers, Cornhelium
  21. cornhelium

    Wild animals pack!

    Hey Mig - is there a possibility you could use the cargo "vehicle" idea from your mule to make a mountable horse that you can shoot from? ie. The horse mounts the saddle as driver, while a player can mount it as gunner (+commander), with the gunner space right where the saddle lies on the horse's back. It would need a custom gunner animation so he is sitting and only his top half moves, and maybe a set of special/null radio voices for the horse (ie. "neigh" instead of "roger", silence for "status red" etc.) - is this possible do you think? Awesome work on the Mule anyway - cheers, Cornhelium
  22. cornhelium

    Lets talk usmc

    Lord yes. Church bells ringing in the morning, AV8Bs, French lingerie adverts in the newspaper supplement...Sundays are full of beautiful things Cheers, Cornhlium
  23. Airwolf herself is also looking very sweet - can't wait to take her for a spin. 'til then, guess I'll just have to play my cello and look moody  ..when she is done, is there any chance you'd defect to the darkside and give us... ? Here's a really useful link showing the assembly and painting of a Blue Thunder model, including the cockpit. Op Frenchpoint already have a perfect Gazelle... http://www.hkngallery.org.uk/hkngall....ocument Cheers, Cornhelium
  24. cornhelium

    Unscripted war

    Great commentary Seal. Hope v2 will take the "rough" out of this rough diamond! Agree that a Tonal version would be v. nice, though I've a hankering myself to lead a ragtag rebel force against TDF supply lines. I can see myself now, moving my UA mortar platoons and ZU-23-2's around the jungle and hammering through the desert with my fleet of technicals - Lawrence of Lorengau!! Cheers, Cornhelium Edit: Here's the correct F4: http://ofp.gamezone.cz/index.p....&page=6 It's Remo's F4 (vitnamf4.zip) posted at that site on 30th March 03 (can't link you directly to the zip for some reason but the download link still works)
  25. Great work Airwolf mod, on the textures in particular. Love the TV camera model! Cheers, Cornhelium
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