sePL80
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Hey combat agent, I also experienced a slight "lag" when confirming a new contract. I think its because the new unit-models are loaded from RAM-memory. At ofpec there is an interesting thread that explains how you can avoid this lag. (sorry but I cannot find it anymore...it was named like "How to remove lag from scripts" or sth. like that) http://www.ofpec.com/forum/index.php?topic=35208.0 Basically it says that: -you have to put one type of each unit that will be spawned at the time you are accepting a contract- somewhere on the map already at the beginning of the whole mission. So that the loading of all the models is already done at starting up the mission. I think it would be best to remove all ammo from these sample units and place them (for example) inside a non-enterable house. edit: eventually it is the same when you place all the needed unit-models at beginning of mission with 0% presence. So they won´t be present, but it seems like the models are already being loaded into the RAM on start of mission. :edit Best regards sePL80
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Hello Sanctuary, first of all a big THANK YOU for the WW4 mod, the models look great and combat has become a notch more difficult (very nice). I have one/two questions/suggestions...: 1. I had trouble figuring out how the binocs are used. (later I found out that I had to press B and then V) -so maybe you could edit this information into your first post of this thread. I suppose all the special Key-commands for movement will be implemented into the final readme for v.2.5. :) 2. Do I understand it right, that it is no problem to play with ECP mod? 3. And last but not least: Is it ok to just overwrite the config.cpp with the config.cpp that was edited by bracie comrade Vultar? (sorry, I´m a bit noobish in this) 4. Also a quick info about how to enable/disable the radiochatter on first page would be useful. I know that it is written somewhere in the thread, but I had to read through all the pages to make sure I do everything how it is supposed to be. (Although I think that your initial post is already a very thorough one with a lot of explanations) This mod gives a great new feeling to good ole OFP, thank you very much for that. I hope I can someday pay it back by creating a nice mission with this high quality product. Best regards sePL80
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Hi Combat Agent. I very much like this concept, it reminds me of Jagged Alliance. Or the movie Expendables... I already peeked into the mission and have some feedback, more will probably follow within the week. Sorry that I will only post the bugs without offering a solution, but I´m not a professional editor. To play the mission I additionaly had to download the Farmland civilians pack. http://www.filefront.com/4124861/Farmland-Civilians/ Also I was told that JAM magazines were missing, so I ran JAM 3 pack with it. ->Eventually you should add the respective downloadlinks from ofp.info to your first post. Now to the mission: Upon approaching the Computer, the "Use Computer" action-menu entry is added, but when I move away from the computer and approach it again, there is an additional "Use Computer" action-menu entry added. So I had two same entries. I did this several times and got up to seven "Use Computer" entries. I think you have to edit the script, so that the action-menu entry is deleted when moving out of the "Computer-trigger-area" or whatever this is called. Computer: When reading the contracts, the explanation text for the contracts is above the box where it is supposed to be. Also it is not completely readable. "View Button" Is it eventually possible to make it that one does not have to use the "View" button to get the Contract and Equipment information? So that you just have to click on the contract and at the same time the information pops up at the right side of the screen? (eventually just merge the scripts if possible...?) I´m having problems with binocular view. (is this eventually a WW4 addon problem?) I only see the binocs, but I cannot see through them... Regarding the missions: Missing person: I talked to the person, but then nothing happened. (well, I suppose this is just not finished yet) Capturing the Leader: I think the leader surrendered before the last guard was killed. (ok, maybe he realized that he doesn´t stand a chance and gave up early :-) ) The other kind of mission, I didn´t test yet. Well, I think that this mission is really interesting and very promising. I hope that I can be of help with it. (Although it is just by giving some ideas or by helping with bugtracking.) I will further test within this week. Hopefully some other people with more knowlede than me will support this interesting idea of yours.