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cegorach

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About cegorach

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  1. cegorach

    Huckins 78' WWII Patrol Boat

    A very interesting and amusing bug - it appears that if you destroy the gamelogics that make up the boat you are shot as a traitor by your own side Tried a setup with SEB NVA vs the boats - if you pop an rpg into a boat, your commander instantly orders your team to kill you. Kept wondering why I was dying after blowing up a boat - took me 10 mins . Any solution?
  2. cegorach

    OFrP New Releases!!!

    if you are getting the .model dpecial, make sure you have removed the old foreign legion addon, the old ofrp armes and possibly any other famas addons.
  3. cegorach

    Hawker Typhoon Mk1A and Mk1B

    Great plane as usual, but I still find the AI is pathologically incapable of attacking ground units. used all versions vs sdfkz's, tigers, pz IV's, panthers, infantry - just flies over and performs circles. Tried limited speed - no difference. I modded the config of the various version to give the weapons etc. the attributes of bratty's f4 - they began engaging effectively. Unfortunately I overwrote my .pbo with the new one by accident...
  4. cegorach

    OFrP New Releases!!!

    Has anyone worked out if the cool jaguar/resco pickup script can be scripted to other addons?
  5. cegorach

    OFrP New Releases!!!

    ok bit of fiddling but got it working - thanks uiox! for those who are interested - unit 1 (name bob, milan launcher added) unit 2 (name bill, milan ammo added) trigger 1 - east detected by (resistance) on activation = [bob,bob,1000] exec {\OFrP_Objets\Scripts\Milan\Milandem\MonterMilan.sqs};mil1 = true trigger 2 - condition mil1 timeout min/med/max = 3/3/3 on activation = milancreate = nearestobject [bob,{OFrP_Milan}];mil2 = true trigger 3 - condition mil2 on activation = bob moveInGunner milancreate;mil3 = true trigger 4 - condition mil3 on activation = [milancreate,bill] exec {\OFrP_Objets\Scripts\Milan\Milandem\ApproMilanuser.sqs} pop an enemy tank down, they spot it, assemble the launcher, get in it, load it and take out the tank- all on their own. Very nice!
  6. cegorach

    OFrP New Releases!!!

    Does anyone know if it would be possible to script a trigger (for example when east/armoured detected) so you could have a milan team assemble and fire? ie. you have one unit with a milan added (This addWeapon {OFrP_MilanLP}; [This] exec {\OFrP_Objets\Scripts\Milan\Milandem\InstallActionMilan.sqs}) and another with the ammo. You have a trigger (or appropriate waypoint) to activate when East armoured detected - how do you have the AI milan gunner assemble the weapon, get in it, have the ammo bearer supply, and then fire? I understand how to order them to do it if you are squad leader, but how do you have AI troopers do it independently?
  7. cegorach

    OFrP New Releases!!!

    Put in both /res and mod folder - no change. When using the jaguar eject, get a "ejectedteam==grp null" generic error in expression. Using FDFmod - make any difference?
  8. cegorach

    OFrP New Releases!!!

    Also forgot to mention that I get a "vigilant control resource not found" error when using the vigilant
  9. cegorach

    OFrP New Releases!!!

    Fantastic pack but I'm having two issues. The resco and imex units don't work for me - the only ones I can use are the minimi gunner and the medic. All the others give me no ".model" results. Removed all weapons - no difference. Seems to be having an issue with the unit itself. Odd, as the config suggests using the same model as the ones that work? Also cannot get the winch to work properly (or the jaguar eject/pickup). Put player as soldier in command of chopper. Order lower winch, get in collar - all ok. Order to up winch and nothing happens. On the jaguar issue, eject ok, chopper comes, lands in water and then eventually explodes. No action to get in chopper. Any help?
  10. cegorach

    FlashFX

    Very nice, but seems to have major (config?) conflicts with FDF mod - most units unusable etc
  11. cegorach

    Hunt the intruder - out-flank him

    any time frame on the a6 update?
  12. cegorach

    Combat! M113 Pack by Pablo

    still having no ammo problem - it seems to be because I am running latest version of the FDF mod. Any fixes?
  13. cegorach

    Combat! M113 Pack by Pablo

    APC's look very nice, but I'm having two issues - 1) MG's have no ammo on any version 2) Is there an action to manually lower ramp? possibly an addon confilict? All files in Res/addons and CBT bradley 1.2 installed. cheers
  14. cegorach

    Hobart's funnies !

    downloaded but cannot install - "This file contains invalid data"? additionally, these seem to be the same ones as in the ECA pack - do they conflict/overwrite and do they fix the bugs (ie calliope)?
  15. cegorach

    Namoneonethree

    For those unable to get this from ofp.info try http://www.tacticalblunder.com/~inquis....ree.zip
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