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cornhelium

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Posts posted by cornhelium


  1. Hey m8 - great work on having got this far with it.

    It's a shame because Korea would be another conflict well-suited to OFP's engine methinks, and it looks like you're planning something well-researched and ambitious.

    Just a thought - many of the weapons you list have already been done by I44, Sebnam, Colonial War, and BAS/JAM. Also the Willys jeep by I44, Bratty's Corsair and Footmunch's Skyraider. What do you think about getting permission to use these with a few textures changed, plus the Phuoc Tuy Province or Ilo Ilo islands, and using your mission-making skills with those units?

    Cheers,

    Cornhelium


  2. Hi bmcarcangel,

    Here's the original thread on this mission:

    http://www.flashpoint1985.com/cgi-bin....t=32475

    Here's another with some tips:

    http://www.flashpoint1985.com/cgi-bin....t=36161

    Plus plenty more tips and problems solved in this thread biggrin_o.gif

    Hey Seal - are you definitely fully exiting the reinforcements menu and confirming? Have a look on the previous page - kittycat was having the same problem, not sure if my suggestion worked.

    Cheers,

    cornhelium


  3. Hi Gadger - if you're running GMR or ECP this is a known problem (in fact all very script-intensive missions seem to be getting it).

    I find that savegames made without GMR/ECP running can be reloaded no problem, you can even reload them with those mods running.

    Cheers,

    Cornhelium


  4. Hi nubbin & Jmaster,

    There's a lot more going on in that thread than just the rearming scripts (though they sound great). It looks more like a unified effort to get various advanced AI behaviours working across the board.

    Cheers,

    Cornhelium


  5. Thanks Maddmatt - I'll give it a whirl.

    Hey Redface - the F4 is in " vitnamF4.zip " which I got I think from http://ofp.gamezone.cz/index.php?sekce=unofaddons/aircrafts

    Progress sounds great ThruYerSternum.

    Cheers,

    Cornhelium

    Edit: BTW - I was wondering how the enemy use artillery. You get the odd shell coming down now and again - is this related to what the enemy knows about friendly positions?

    I was thinking that it'd be great to incorporate the CoC UA into UW. For example, I love that CoC demo mission where you have to track down an enemy mortar platoon. This would be perfect for UW as one of the set missions - you choose "Search & Destroy: Enemy Fire Support" from the set missions list, a script runs to search for an East Mortar group within a set distance, marks the map with their general area and you get a set amount of time to take them out. If CoC UA was used you'd be able to use all those great reading impact patterns and listening for shells going over tricks wow_o.gif

    Of course, the problem would be getting the AI to use the UA, but some OFPEC folks are working on this very thing right now. Check out this thread http://www.ofpec.com/yabbse....d=14039


  6. Hi deathsai,

    I've had that problem a couple of times, but it's never been a show-stopper. You might have to go back to an earlier savegame mate sad_o.gif

    Do you use the command view and "Switch with leader" button? I've never had much problem doing it that way, apart from occasionally being made number 2 rather than squad leader.

    Cheers,

    Cornhelium


  7. The Storm Sky looks wonderful Drow.

    Any plans to implement tunnels on the island? I suppose they're a hell of a lot of work to integrate properly into the terrain, maybe just well disguised bunkers as Ebud suggests. Maybe following on from the art direction idea, have three or four "camo-bunker" buildings covered with the right kind of vegetation for an area of the island?

    Cheers,

    Cornhelium


  8. Great work on "the Devil's Chariot" Maa.

    She's so mean and ugly/beautiful, it makes me feel all poetic...

    "...What the hammer! what the chain,

    In what furnace was thy brain

    What the anvil, what dread grasp,

    Dare its deadly terrors clasp!

    ...Tyger Tyger burning bright,

    In the forests of the night:

    What immortal hand or eye,

    Dare frame thy fearful symmetry. "

    From "The Tyger" by William Blake, 1757-1827

    biggrin_o.gif


  9. Hi there,

    1. Do the SOAR LBs have any kind of HUD/IHADSS system? I've had a look in your readme and it doesn't mention them having this kind of capability, but if it would be realistic then having a DKM Mi28 style HUD would be great.

    2. To me the BAS OH58 feels "lighter" and easier to fly than the LBs, especially when coming to the hover at speed (you mention this in the LB readme). Is this intentional? Can the LB's be made a little lighter on the cyclic/tail rotor, or are you wanting to simulate the extra weight of Deltas and ammo? IMO, Capt. Moore's LBs feel a little nicer in the hover as the cyclic/tail rotor controls are a bit more responsive, though I prefer the sharper collective response on the BAS birds.

    3. On the rapid insertions/extractions, it would be great to have an option for "safe" approaches in the action menu. For example...

    If you're in the middle of the desert, you just select "extraction - straight in approach" and the LB angles straight in on your marker using the current Blackhawk script. If however you're in a city, you'd select "extraction - recommend safe approach" and the LB would come in at around 30m height, slow to a hover right above your marker and then descend straight down onto it, thus risking fewer collisions on the approach. Not a perfect solution, but would make aggressive insertions ( crazy_o.gif ) and extractions more of an option within the limitations of OFP's vehicle AI.

    ...On the subject of perfect solutions, there's some really exciting stuff going on in this OFPEC thread that could be used to help chopper AI among many other things, though I guess you folks are already on to it:

    http://www.ofpec.com/yabbse....d=13969

    Also, check out this incredibly precise insertion script. Kudos to Komuna and Deaddog:

    http://www.ofpec.com/yabbse....d=10991

    Anyway, your LBs are still top-shelf addons, so I'd be more than happy with just the new minigun sounds

    biggrin_o.gif

    Cheers,

    Cornhelium


  10. Hi,

    About the Flamethrower script - would it be possible to incorporate it into the .pbo using the fired eventhandler? Eg. configure the tank with a harmless, soundless, rapid fire weapon called "Flamethrower", then have the script triggered by the fired eventhandler? Excuse my ignorance - I may be talking nonsense  crazy_o.gif

    The Operation Sci-Fi mod have a Flamer tank in near-release state for their Warhammer mod. It looks like they've got their flamethrower working without user-scripting - I quote:

    "...i have stubled on a method that requires no scripting by the user (its all done in the config) and no placement of triggers or any of that annoying crap, its simple, u place the addon in ur addons directory, run ofp, put the flamer guy in a mission or waht ever, and bobs ur uncle, u have a working flamethrower that works, i.e. it actually damages things."

    Link to this thread:

    http://www.flashpoint1985.com/cgi-bin....t=32192

    Here's a link to their website:

    http://scifi.the-spectrum.org/lobby/

    Beautiful tanks anyway - congratulations  biggrin_o.gif

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