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Blitzen

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Everything posted by Blitzen

  1. Blitzen

    OFP Addon request thread

    Im looking for very small islands that I can pack full of units and have a bloodbath with I already know about: Spearhead series of Islands Krono Enfilade Anyone know of any other very small islands? Preferably without bridges? Thank you very much :)
  2. Blitzen

    WW4 Modpack 2.1

    I recalled reading a while back about missing medic patches and I decided to check on all the medics in the game. Here is a list of medics that are missing their medic patch/symbol: I. East ------------------------------- Desert Anti-Terror Woodland Anti-Terror ------------------------------- Desert Recon Woodland Recon ------------------------------- Desert Shadow Ops Woodland Shadow Ops ------------------------------- Desert East Guerilla Woodland East Guerilla ------------------------------- Desert Mercs Woodland Mercs ------------------------------- II. West ------------------------------- Desert Spec Ops Woodland Spec Ops ------------------------------- Desert Guerilla Woodland Guerilla ------------------------------- Desert Mercs Woodland Mercs ------------------------------- III. Resistance ------------------------------- Desert Recon Woodland Recon ------------------------------- Desert Everon Spec Ops Woodland Everon Spec Ops ------------------------------- Hope that helps :)
  3. http://forums.bistudio.com/newthread.php?do=postthread&f=26 Greetings! I have used the Chain of Command's Unified Artillery system since I first started playing OFP. Though I really, really, really love the system, I find that it seems to be for player use only. I know that you can use the CoCIFCallFire command to intiate AI artillery, but it often times comes too late. Therefore, I've been looking to more basic artilley scripts to simulate enemy fire. Here is a pretty simple yet good one that I found on OFPEC: ; _____________________________________________________ ;|##########Artillery Script By Steve Molloy:##########| ;-------------------------------------------------------------------------------------- ;Due To: ;Mark Palmer's Explosion Script ([email protected]) ;which was based on script created by David Berka ([email protected]) ;########################################## ;this is the type of shell - LaserGuidedBomb is the most powerful and also creates a visible shell so I'd stick with it.. ;you could experiment with "hellfire" "shell73" and "TOW" to get the result you want _AmmoType = "CoC_M252MortarShellHeavy" _unit = _this select 0 ;spread is the spread of the x axis and spread2 is for the y axis - use these to make a rectangle impact area eg. bombing bases to hell _spread = 100 _spread2 =80 ;this is gettin the position of the unit you put in the exec line _Explosion = GetPos _unit ;the number of shells _Shells = 20 ;the delay between each shell being droped anything above 5 seems a little to long to me but experimenting is the key :-D _delay = 1.4 ;##### there's no need for you to do anything below here ##### _counter=0 ~5 #beg ~_delay _cx = _Explosion select 0 _cy = _Explosion select 1 _cz = _Explosion select 2 _cx = _cx + random _spread _cy = _cy + random _spread2 ;this bit lifts the bomb to a high altitude so you can see it falling _cz = _cz + 1 _tempObj = _AmmoType camCreate[_cx, _cy, _cz] ~0.01 _tempObj = objNull _counter = _counter + 1 ?(_counter == _Shells):exit goto "beg" I edited the ammo type to be that of a CoC mortar. However, when the round impacts it dosent have the huge dust and smoke cloud that normal CoC rounds kick up. Im assuming that CoC rounds add this effect via additional scripts?? If so, how can you incorporate those effects into a script like this? I am also wondering if anyone has a working deployment/movement script for crew served weapons (.50 cal machinegun, etc.)? I found one on OFPEC but I couldnt find a download link. Thanks a bunch for the help, Blitzen
  4. Blitzen

    OFP Addon request thread

    OOoooo! I can help on this one :cool: Try these: Afghan Special Forces
  5. Blitzen

    OFP Addon request thread

    Yes, I know that my request appeared have that attitude to it. My intention wasnt for someone to look into ofpr.info and give links, etc. Instead, I was hoping to find some sort of big huge addon bundle (that someone had made for themself, etc.) that included tons of vehicles. Also, with using the FFUR mod I've never looked for a lot of armor addons. I dont really know how to do this yet. Im getting there but Im not all the way there just yet; I hope that when I figure it out I will be able to take care of this (as you have stated). I apologize for my post; it was never my intention to make people mad. I have deleted it so that others will not spend their time looking for addons that I want.
  6. Blitzen

    OFP Addon request thread

    **Deleted Post** I apologize for my request. I believe that my request was too broad and that I was asking other people to do my work for me. For this I apologize. Sorry and I will try to be more specific in the future.
  7. Blitzen

    WW4 Modpack 2.1

    Sanctuary, First of all, let me say how I really like what you are doing with the WW4 mod (balancing looks vs lag, lots of units and weapons, etc.) Without a doubt, WW4 will be my go-to mod for the rest of my OFP days. :D Now, I wanted to post up my "Plug & Play" excel sheet for WW4. I introduced the general idea in this thread and have made a version for WW4 only. What it allows you to do is quickly select weapons and equipment for units and then upload this kit via the init line. Since Pictures are worth a thousand words... Download Here After you have selected your weapons from the drop down list you then copy the "output" code box and paste it into a word document. Then copy the contents of that into the init line of a unit. The reason you have to copy to a word document is that OFP finds errors with excels quotation marks. I know that most people wont bother with this but I felt I could share it with everyone. :rolleyes: On to other things.... I believe I might have found some bugs: 1) When jogging around, pressing the reload button will trigger your unit to bring the gun to ready (Same thing as tapping your fire button while jogging.) 2) When reading the gun while jogging in a crouched stance, the unit does not bring the gun to his shoulder but instead keeps it at his hip (didnt know if this was by design or not) Last but not least: I know you are working on vehicles for the next release, but I was wondering if you had considered adding any crew served weapons (mortars, etc.) for future releases? Sorry I bombarded everyone with information but I wanted to compress everything into one post. Thanks for the excellent mod and I will look forward to any future releases!
  8. Im in the process of making a mission where the player must cross a river in an AI controlled boat. After reaching the other side, the player will then join and lead another npc group (who road across the river on a seperate boat). The problem is that after the player gets out of the boat, his waypoints are displayed ontop of the boat he just got out of. However, the waypoints remain where they are placed in the editor. For instance if the player tells one of his squad mates to "move to the next waypoint" the soldier moves to where the waypoint is actually placed. The problem is that the waypoints are displayed above the boat instead of where they actually are. I assume that this issue occurs because the player is still somehow linked to the boat? :confused: **PS** For my random question... This "code" will make a unit follow a group leader when it is placed in the condition line of a waypoint: Is this the correct way edit this so a group leader will follow another group leader:
  9. I did have a "get out" waypoint sync'd with a "transport unload" waypoint but that didnt solve the problem. I also tried the "unassignvehicle" command but that too didn't fix the problem. I fixed it by changing the "join and lead" waypoint to a move waypoint and had the other squad join the player's squad by using the "join" command in the waypoints activation field. Apparently, the "join and lead" waypoint was causing the issue..:confused: Yes, a script would be nice but to use this for multiple squads would require multiple scripts. I generally use this "code" so that an enemy squad will always find an opposing squad. This is also a good way to have an armoured unit stay near an infantry squad (for support) with out having it be a part of that squad. I wanted to fix the code so that, for example, if an enemy squad was to move to a player's position and the enemy squad leader was killed, this squad would continue to follow the player. However, I'm thinking that it might work as it is....:confused:
  10. Blitzen

    FFUR-SLX 2007 2.0

    I got a new question...;) Im wanting to tweak around with the shot event handlers: I want to get ride of the dust and dirt that gets kicked up with each shot as it seems to be quite draining on FPS performance. However, setting this control to "off" also disables tracers, which is something that I want to keep. Is there anyway to disable the dust and dirt but still keep the tracers? Here is an edited copy of the SLX_GL3_Settings section: **NOTE** I do know about this SLX_Exclude command. However, I am trying to find an easier way to disable dust than having to list all the ammo not only with vanilla OFP, but with all my addons as well. ***EDIT*** I did some fooling around on the desert Island and it seems that tracers from ground units (tanks, infantry, etc.) dont work/appear. However, tracers from planes and helicopters still work...?
  11. Blitzen

    FFUR-SLX 2007 2.0

    Well that clears things up! :) Thanks for the explanation; now I know whats going on haha.
  12. Blitzen

    Problem with FFUR NVGogs

    Ooohh :cool:. My only question is that, assuming that the sky, nvgs, etc. are added via pbo files why do the unequipped nvgs have a certain model and the equipped nvgs have a different model? My only guess is that the nvgs are two models: an equipped model and an unequipped model. If this is true, do you know which pbo file the nvgs/sky is included in? Random thought: Could this in any way be a config file problem? Yep!:D This was done on purpose so I could display the nvg model.
  13. I've got a problem with the FFUR/SLX 2.5 mod. Specifically, the night vision goggles dont seem to display properly. When the goggles are put on the ground, or some other "glitch" is used to display them, they look like this: However, when you actually equip/wear them they look like this: What do I need to do to fix this? Thanks
  14. Blitzen

    FFUR-SLX 2007 2.0

    You have just totally confused me. Does group link add these soldiers at the start of the mission or....? Maybe Im not even using group link. :confused: :confused:
  15. Blitzen

    AI Urban Snipers/Ambush

    Been doing some thinking about this... Could you put a unit inside a non-enterable building, and then adjust his vertical height to match a window. Then move him forward so that only his gun is sticking out of the building? Obviously this would work best with something like a DSHK machinegun.
  16. Blitzen

    FFUR-SLX 2007 2.0

    In the SLX Group Link Three Settings it says... Does an increase in this number mean enemy units are more easily alerted, or is it a decrease? Does this mean that Group Link will alter the enemy unit's skill level? If so, what do I need to do make group link 3 leave unit skill levels alone? Thanks
  17. Blitzen

    BELLICUS INSULA Island

    This is looking really good! I am keeping an eye on this, waiting for the day you decide it is ready to be released! Question though: I know you said you were gonna use more addons in this island...which ones/how many? Keep up the good work!
  18. Blitzen

    OFP Addon request thread

    Anyone know if SJB ever released his M14 pack? LINK: http://ofp.gamepark.cz/index.php?showthis=4140
  19. Blitzen

    AI Urban Snipers/Ambush

    This sounds interesting to me because you dont seem to care if an actual unit is shooting at you. Of course you want to be fired upon but a simple script simulating incoming rounds from a certain position is seemingly what you want. Though I wish something could be done to enhance OFP's CQB aspect, I personally would much prefer to find an actual unit shooting at me instead of searching around to find fire coming from an un-enterable building. :( Anyways, back to your request, I dont know of any such script that simulates fire coming at you. Though I think it could be done, I believe that the only way for it to work would be to camcreate a bullet and have it move in your direction. How accurate would this be? I dunno. Would the script take in account for a target being behind a building? Probably not. It seems like there would be a lot of issues with such a script. Are you totally opposed to putting a unit in an enterable building? Or for that matter, on top of an unenterable building?
  20. Im trying to finish up a mission where two navy seals must take out a Russian general. The player/sniper will get dropped off via boat and must swim to shore. After that you take out the general and then run like hell to the extraction point where you will be picked up by a boat. So you have three waypoints: 1) Swim Ashore (move waypoint) 2) Kill the general (?????) 3) Extraction (Get In waypoint) Im trying to make the #2 waypoint meet some conditions. The first, which I know how to do, is if the general is killed: not (alive General). Another condition is if the alarm is sounded: alarm==1 (In-game variable). How do I combine both of these conditions so that if either one is met the player moves to the extraction? Im guessing something like this: Not (alive General) OR alarm==1 :confused: Also, what waypoint type should I use? A move waypoint requires the player to approach the waypoint, while I just want him the kill the general. A deystroy waypoint didnt seem to work as the alarm condition was met but the waypoint didnt change. Thanks for the help! Hopefully I can upload it soon!
  21. Blitzen

    Waypoint Condition Q's

    The trigger idea worked. I had to change it from a destroy waypoint to a move waypoint but in the end, it works. Thanks for the help
  22. Blitzen

    BELLICUS INSULA Island

    Amen. :D I think people sometimes try to make the most detailed islands they possibly can and dont realize that most people will experience FPS loss. I dont have a super computer and I like it when people aim to balance looks with performance. How long will it take you to put out an update ;)? I never tried Gala and I figure I will just try this instead. Also, do you have any AI problems with so much vegetation? I tried a WW2 map once and the AI clogged down trying to figure out how to move around. Anyways, it looks good!
  23. Is there anysort of program that allows me to select weapons and ammo load outs from a weapon pack? For example, something that allows me to quickly configure and load custom load outs (from addon weapon packs) and apply them to soldiers in game? Reason I'm asking is because, though I made a stone age version of such a program, I was wondering if there was anything better out there. Furthermore, I was wondering if there was a way to reveal all targets within a trigger to a specific unit? Thanks, Blitz
  24. I dont really know what this entails, and if it would work, but I will try to look into it. I was wondering if someone could take a look at another file of mine. It is similar to the one above but is used in the description.ext instead of a unit's init line. Something is wrong with the file as it dosent work at the moment. I believe its a simple syntax issue. Download Here If anyone is a master with excel, another problem is that the amounts for the higher number weapons are slow to change/refresh. I assume that this stems from the fact that the code box is a copy of a copy and it takes time to load up. Anyways, if someone could tell me whats wrong with it that would rock. Hopefully after that I can merge the two documents.
  25. Blitzen

    BELLICUS INSULA Island

    Wow, those pics look really nice. I always liked the video of your Gala island :) How does it balance out in terms of looks vs performance? Thanks
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