

Blitzen
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Everything posted by Blitzen
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EMSI UAV management--Key binding
Blitzen replied to Blitzen's topic in ARMA - ADDONS & MODS: DISCUSSION
Anyone know how to do this? -
Im really interested in EMSI's UAV management script. The problem is that I play ARMA on a laptop and dont have numpad keys. The scripts uses these keys to control the UAV camera. Does anyone know how to re-bind the commands to different keys? Thanks
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Nevermind, found a site
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I believe its the one from Atari. The Arma gold digital download
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Does anyone know if this patch works for the downloaded version of Arma Gold? Thanks
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Self confessed Arma newbie here: I just got Arma yesterday after spending quite a bit of time on OFP. Is there a dominant artillery addon? Something along the lines of what COC Unified Artillery was for OFP... Thanks!
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I am trying to start an island project that I hope will be different from most OFP islands. I have two questions about island creation: 1) I believe that an island should be on an "object budget." If there are too many objects then the player will experience lag. However if there are only a small amount of items/objects then the island will lack imersion/realism. How can you create a realistic island with out creating lag? I rember reading on the forums that limiting the amount of enterable buildings will decrease lag. Are there any more hints/tips to reduce lag? 2) My Island is going to take on a Syrian/Turkish feel. Are there any addons that have good middle eastern buildings but do not require a lot of additional content? I really like the DMA Libya buildings but they require alot of additional addons :( Something like this is what Im going for:
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Wanna make an Island but need some advice
Blitzen replied to Blitzen's topic in ADDONS & MODS: DISCUSSION
Me too :) I dont think Im going to go with those buildings because of the reasons you listed. Im currently looking at BAS's tonal objects, etc. -
Wanna make an Island but need some advice
Blitzen replied to Blitzen's topic in ADDONS & MODS: DISCUSSION
Okay, thats what I thought. Thanks -
Wanna make an Island but need some advice
Blitzen replied to Blitzen's topic in ADDONS & MODS: DISCUSSION
Thanks for the links. I reallylike the fallujah buildings but I think most of them are enterable and will probably cause lag. :( I also dont know if Im allowed to use them without permission. Do most island building addons require permission? I grabbed that image off of another game's website so Im not sure. -
Thats what I thought at first but Im still not sure...
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Does anyone know which island that is in the screenshots?
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Enemy Artillery Fire on me
Blitzen replied to georgischer Maschinengewehr's topic in OFP : MISSION EDITING & SCRIPTING
LINK Obviously, extract the mission to Then open it up in the mission editor. I made the mission for my reference and therefore did not put a lot of effort into making step by step instructions within the editor. Anyways, load the mission, wait for COC to start up and then use your radio to call for artillery. Note that the shells will take some time to impact. I will try to answer any questions you have. -
Enemy Artillery Fire on me
Blitzen replied to georgischer Maschinengewehr's topic in OFP : MISSION EDITING & SCRIPTING
PKMLover, I've made what I think is a good template mission for making COC AI Artillery units fire. If you would like I can try and upload it somewhere... -
Im making a mission where the player leads a squad in clearing a village and then must pursue a fleeing enemy. My problem is that after having cleared the village I want another squad to reinforce the player's group. The goal is that after having cleared the village, the player's group will be reinforced and have 12 members. If the player loses 4 people in the village assault, then I need 4 people to reinforce him. If he loses 6, then I need 6 to reinforce and so on and so on. Im sure there is a script or a way around this but I cant find it...:(
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In my opinion, yes and no... Although the Marine’s “specialize†in amphibious assaults, they can be used for other conventional purposes. Also, even though specific units/armies might train for specific types of warfare, when it comes down to it the job has to get done. A commander is going to deploy Marines (or Rangers, or…) if they are needed, regardless of whether or not it is ideal. Now, would special forces be deployed in conventional warfare? Yes and no. They could be used for recon (as you mentioned) and scout ahead of the main body. Also, what do you consider special forces to be? Are Rangers conventional or special? Is force recon conventional or special, etc. Would special forces be used in a conventional assault? Perhaps. Say a mechanized armor group is attacking a city and they suspect a particular section of it to be really nasty. Well special forces could be used to deal with that particular situation. I guess what I’m trying to say is that the circumstances of real war may require certain units/armies to be flexible and operate in a function they might not have been intended for.
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That is awesome! Got a question: Have you considered expanding the number of grenades that grenadiers carry? It just seems that 6 or so grenades isnt enough. Grenadiers essentially run out of grenades too quickly and then become standard old riflemen. Just a thought :)
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Wooo! I've been lurking around waiting for this release! Thank you sooooo much for your hard work on this project. I love the new mission editor sizing and I especially love the implementation of an AI friendly javelin! I will keep an eye out for bugs and will report them here if I find any.
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Heeellllloooo, I've been away from OFP for a little bit but Im starting to get back into it again. I just wanted to confirm something: Im pretty sure that WW4 2.1 will work without upgrading to Cold War Assault. Will all the futre WW4 upgrade work with OFP 1.96? Thanks and I look forward to the future update!
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Does anyone know of any javelin addons that AI soldiers can use without blowing themselves up? I know that several big mods (FFUR being one) that have AI friendly javelins but I looking more for a single release. P.S. I already have the COMBAT Javelin addon but it does not work well with the AI. Thanks a bunch!
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DrStrangelove, I've been playing around with your respawn scripts for quite awhile now and I've stumbled upon some more questions: 1. Would it be possible to have spawned groups execute Kronzky's Urban Patrol Script upon being spawned? This would add some randomness to the AI groups as well as some group communication. I tried to do this by putting a spawn position within a trigger that would have all present units run the patrol script. However, I could never get it to work because I couldnt figure out the syntax. Is there a simpler way to do this? 2. How can you add in respawn delays for the AI groups? 3. Is there a way to make a respawn point (I use gamelogics) move around within a trigger? This way AI groups would be spawned at different points but would remain within a general area. Thanks for your help! Im really enjoying these scripts
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**Note** This thread is not intended to answer a specific question about a specific script but instead is intended to quinch my curiosity on how most scripts handle AI respawning... Im starting a new project for OFP that will require quite a bit of AI respawning. Ive been doing some research on the subject on this forum and on the editing center and ended up downloading some scripts to test out. After digging through their readme files I became curious as to how AI respawning actually works in Operation Flashpoint. From what I've gathered so far, it seems that scripts accomplish respawning by recreating copies of specified AI "dummy" groups. I was wondering if this was generally correct? :391: I was also curious why respawned AI dont seem to be very smart. Im assuming that scripts which controll AI behaviour are run at the initiation of the mission and can not be re-run later on? Finally, I've downloaded these respawn scripts: Weapons_respawn, utility_respawn_scripts, spawn manager, and spawn manager 2 (with AI update). Is there a universal respawn script that everyon uses? For example, CoC Unified Artillery is to Artillery as ___:confused:____ is to Respawning. Thanks for the help guys! :cheers:
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Im sure you know this but the WW4 mod has the FN SCAR in it. However, there are not as many variants as you seem to be looking for. Im not sure but did Sanc give permission and access to all the models in WW4? Please note that Im not sure on this and any potential addon makers should check with him first.
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That sounds reasonable :) If you don't mind me asking, what are your plans for adding more content? I think I recall you saying that you were done with infantry and you are obviously working on some vehicles. However, do you plan on doing tanks, helicopters, planes, etc? Also, I know that you have said this isn't a replacement mod but are you gonna add modern versions of certain vehicles (BMPs, bradleys, abrams, etc)?
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Sanc, how close are your armor values going to be to vanilla ofp (in terms of armor hit points, etc.)? essentially will the vanilla vehicles still be competitive/relevant