wuschel
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Everything posted by wuschel
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Hello WW2Weasel, thanks for Your help in that matter. I am going to try to implement these scripts in the mission I am currently making. Certainly, I will come back to You on that matter! You have my thanks! Cheers, wuschel
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Hi STGN, will there be any WGL configs for Your nice weapons set?
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Very interesting package. Given spare time, I will have an in-depth look into it. I understand that You want to make a package where both bluefor and opfor can play with humans and controlled AI squads on both sides. Or am I mistaken? If that is so, than this enhancement will have a very placed position in the OPF addon world! wuschel
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Hi, Performance I double checked the viewdistance entry. It is correct that the viewdistance was THE major reason for the FPS drop. So false alarm here. Readme errors There are some errors in the readme however: Check the marker names. Also, the (quite) important trigger "Juliet" that leads to define.sqm is not included. Accuracy I tested DAS with WGL (however, with BIS Aircraft), and it seems that they were hitting as often as they were missing. That is fine for me. Compatibility issues: I included DAS in a DAC multiplayer mission: DAC does intialize with a small error while working (at least it seemed to me), while DAS does not work. Suggestions It would be great if there could be included a greater control of aircraft availibilty: - How many strikes - when availible (i.e. triggers in editor) - how long until CAS Aircraft spawn after request - how long until next strike is availible - does the CAS respawn when lost in the mission Again, great stuff, keep it up, and try to keep it compatible with as many addons as possible.
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Any updates on this? (I know, I know, probably not). I was looking for an auto repair script like this, but could not find one. I checked out OPF Editing Center, and have crawled the BAS_repair, USN Tarawa and LST54 addons. The scripts there are either not suitable for my mission, or they I simply can not find the auto service part. What I would like to have as a helipad script is this: If a Helicopter (it can also be a specific one) lands at Helipad or is very close to it, Refueling, Repairs and Rearming is processed sequentially at a given speed. Regards, wuschel
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Thank You, Tesseract. While I had already aquired the first one, I lacked the second :)
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Script Wizards: Carrying units over to the next mission
wuschel posted a topic in OFP : MISSION EDITING & SCRIPTING
Hello, I have a question regarding a simple two phase model for a mission. However, I have absolutetly no clue how to realize this. Problem description Mission A" starts with a 24 units. Let us say that during the usual events in the game, 10 of those AI units end up beeing dead. However, the mission is completed successfully. Mission B" starts with the 14 surviving units from the first mission, and an additional compliment of editor set of 10 units. While I understand that this might be possible by placing all units in the second mission and somehow script them out through a function and dataset carried over from the first mission, I have further request that makes the whole thing more problematic: The name (text="";) field of the unit has to stay the same in the two missions. However, every single unit on the players side has a unique name/id. the init line of all the leader units in Phase 2 has to contain a specific script. Thus, if they are killed in Phase 1, either the entire group is going down the drain (by beeing marked as killed), or the entire group needs to be reinstated. An Alternative would be substracting one of the regular grunts from the group and reinstate the leader. Any ideas? Any thoughts? Regards, wuschel -
I downloaded it, only to die allmost at the very beginning of the mission. The feeling of the mission was great. A lot of carefully plotted dialogues and very well chosen scenery, time and location. One hour of gameplay? A whole mountain of work has gone into the mission, for sure. I will certainly try it again.. with better luck, hopefully. How did You do the scripting? Did You use any tool for that?
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Script Wizards: Carrying units over to the next mission
wuschel replied to wuschel's topic in OFP : MISSION EDITING & SCRIPTING
Hello vectorboson, thank You very much. I will look into it. Cheers, wuschel -
Script Wizards: Carrying units over to the next mission
wuschel replied to wuschel's topic in OFP : MISSION EDITING & SCRIPTING
Sorry for not beeing clear enough. I want two missions in a campaign, mission A and mission B, to be linked. I clarified the first posting. -
Hello Drongo, a very nice piece of work! I like the feeling You get when the CAS aircraft approaches and the low altitude bombing run. My only critical points as of now are these: a) The orange smoke pops up magically near the marked position. This not only destroys immersion, but is also treacherous when playing in multiplayer. b) I suffered from a performance hit when loading the mission and when the CAS Air support was approaching (testing version: 21 beta). Not sure if everyone can reproduce this. I hope there is still some room for optimization here, since the script is perfect to be used in heavily scripted missions. Cheers, wuschel
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Does anyone have a copy of CoC Enemystack lying around? The download link in the WGL forums does not work, and I could not find it on the CoC homepage.
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Not that I really believe that I might find one, but has anyone seen a LAV-25 for WGL? The LAV package from SEF is really great, but it has no config files for WGL. That also would apply to some kick ass Huey addons :)
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*new release* mission editing resources
wuschel replied to BronzeEagle's topic in OFP : MISSION EDITING & SCRIPTING
Hello Bronzeeagle, I downloaded Your package. Thank You for putting it together. As feedback I would tell You this: Media files are the least of my problems when building a mission. Useful things are usually code snippets, tested, with implementation instructions and examples. That does not apply to easy scripts only, but also higher complicated ones regarding AI. Remember: The most important thing about a mission is not the graphics or sound effects, it is the mission itself. -
As always, thanks for the replies, folks! Good stuff!
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Hi, is there a group left that is interested to play Operation Flashpoint on a larger scale? By that I do mean missions played from human only platoon sized to company sized groups consisting squads commanded by human players. The only mod I could imagine to work very well with that would be the WGL mod. However, beside a few veteran communities it seems that there is nothing to find in that regard, for most people see to play either CTI, small coop or battlefield game modes. Are there any missions or experienced in that type of scenarios? I know that a long time ago, Zeus and Shacktac simulated such operations. However, I am afraid that all of these groups have moved on to ARMA 2 by now. Cheers, wuschel
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Hello, I would like to ask if there is a chance to creating a CoC-CE multiplayer mission that has both cooperative (coop) and competitive (PvP) elements. While I am reading into the CoC-CE manual I am asking myself if there is anyone with a bottle of advice here. Cheers, wuschel
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I am not so sure: Check out the PMC CE MP NAM mission at PMC Tactical Missions. They clearly state that it is MP and working. Yes, I am already downloading it. Thank You. Cookies?
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Hello, I am looking for missions using the CoC Command Engine both for OPF and OPF:WGL. Single player missions are fine, multiplayer missions including PvP would be gold! Also, if anyone would have a neat tutorial beside the official one, I would be happy to get my hands on that too :-) Cheers, wuschel
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1 script to move 10 squads by Radio
wuschel replied to ww2weasel's topic in OFP : MISSION EDITING & SCRIPTING
Hello, this sounds interesting. Are there any news on that one? Cheers, wuschel -
Hello again and thanks for the replies. I have been crawling around, collecting testing and decompiling various missions for interest in the search of the "perfect large scale PvP Operation". Most stuff is terrible complicated to script, unfortunatly. Overall, there are many different forms of large conflict scenarios in OPF, ranging from "manual" PvP Coops to highly complicated scenarious based on the command engine. However, it seems that an AAS like structure with rigid HQs is still lacking. Or am I wrong? What missions are around, and how good are they? Here is what I have found: 1.) CTI Missions So far I found the usual CTI missions to be too far spread out, with many objectives been dispersed around the whole island, and too much base building and economy involved: MFCTI and crCTI focus a lot on running around in small groups and assaulting unimportant towns, while KICTI claims to have a better networking design, larger military unit structures, and an automatic base construction system, it still suffers from attacking huge number of objectives and dispersing the troops too much. However, I have never played a multiplayer game of KICTI to make a good judgement on the last statement. Also, in KICTI, the player have the rank of company commanders, and it is not possible to get lower command positions. 2) BF missions One of the last of cleanrocks creations was CrBF, a simplified version of crCTI that lacked base building. Again, the maps here disperese all troops too much in order to capture the objectives. However, crBF is simple enough that parts of it could be used to simulate a battle over a smaller area. 3) CoopA / PvP Missions Fer (Ex-BAS) has mentioned in a thread about large scale PvP coop that he was working on a CoopA mission enviroment/missions. Also, he published a mission called "9v9 PLA Montignac" - does anyone have access to this content? Since Fer has disabled his messenging system, I can not ask him directly. Can someone give a list, download and review of the best missions in this category? Is there a repository of this missions? There are also a great deal of PvP Coop missions aimed at beeing played in a ShackTac like command structure. However, most of are on a Platoon level (all human) or sub Platoon level with support assets, and are embedded in a larger battle scenario. 3) CoC - Chain of Command The missions using the CoC are great in detail, and give the player many options in commanding a larger sized force with combined arms. However, I am not so sure how well they perform in multiplayer play and how difficult it is to set up a PvP mission with CoC. For instance, it would be weird if the time slowdown option would work im multiplayer. Does anyone have PvP CoC missions? 4) Smaller scripts with multi squad control There has been a radio control script ("Grand Army Script") lately in the works, but I have not had my hands on it to be able to say anything. I am happy for any comments, download links, hints, half-finished concepts You guys could provide.
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Hello folks! Can anyone point me to a thread, or, as an alternative, explain how to convert units (soldiers, and vehicles) to WGL? In particular, I am interested in BAS soldiers and vehicles. Any special hints on that? However, I have not cleared any copyright issues with that group, so a publishing of the work would be a no-go for now. Cheers, wuschel
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Thanks, Zulu, I will try :) Cheers, wuschel
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Knowing that there are enough die hard fans in the OFP community makes me not loosing hope. Instead, I am taking a patient bear posture and look into some editing from time to time.
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Hello, I would like to know if there is any chance for OPF or ARMA to see a dual core processor support patch realised by this software house. Regards, wuschel