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Everything posted by f00bar
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This looks like a great addon - it reminds me of the CoC Diver/Combat swimmer addon for Operation Flashpoint which was much more limited in scope. Will you continue using the ADO divers or are you working on additional unit models? Any plans for underwater weapons? Great work on the videos too. They go a long way to demonstrate the capabilities of the mod. :)
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The screenshots look great :) May I inquire about the types of models & hidden selections you are working on? I ask because I am looking for WW4 based units that wear tactical vests & baseball caps or headsets that can be used as PMCs or armed units in mixed civilian/military clothing. I'm also interested in if/how you are planning to use textures & hidden selections to customize your units (arm patches? custom equipment textures?). Thanks for your time.
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Looking forward to hearing more about this mod. Unfortunately, I can't see the screenshots :(
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I tried placing both a player & AI unit inside a closed building with mixed results. When the player is inside the building the wall disappears but you can still walk through it. Placing an AI player inside a closed building appears to trap it inside and not fire. There is some good info in this thread from the OFPEC forums on placing units inside buildings with doors/windows: http://www.ofpec.com/forum/index.php?topic=11541.0 Basically making use of: setBehaviour http://community.bistudio.com/wiki/setBehaviour setUnitPos http://community.bistudio.com/wiki/setunitpos switchMove http://community.bistudio.com/wiki/switchMove Operation Flashpoint: Moves List http://community.bistudio.co/wiki/Operation_Flashpoint:_Moves_List I'm trying to get some time to play around with creating an invisible, 2 dimensional (flat, minimal "Z" depth) vehicle with no driver proxy. The unit inside would be invisible and would serve as a sniper nest that could be placed via a script or in the mission editor . My theory is that this sniper nest vehicle could then be placed very close to the walls of a closed building from which the sniper inside could fire.
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In further researching this topic, I found this wikipedia.org entry very helpful: http://en.wikipedia.org/wiki/Urban_warfare Also, the "Joint Publication 3-06 Joint Urban Operations" Handbook for Joint Urban Operations from the Defense Technical Information Center http://www.dtic.mil provides a lot of in-depth information on current US Urban warfare strategy: http://www.dtic.mil/doctrine/new_pubs/jp3_06.pdf#search=%22urban%22 It's around 170 pages & extremely acronym heavy but it provides a lot of interesting info.
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Hi Faguss, This excellent resource is very helpful! :) I took a look at your site & youtube videos - you are working on lots of interesting stuff! Have you considered adding island feature coordinates to the database at some stage? A search-able listing of coordinates for houses, roads, runways, bridges etc. could be very helpful for mission design & provide a GPS like navigation/targeting resource.
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Looking good :)
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Are you using any addons? To start troubleshooting: Disable any addons you are using to make sure they are not causing the problem Test to see if the crash happens when using "vanilla" OFP (no addons) Check the your Flashpoint.rpt log file for any errors Post any relevant entries from your Flashpoint.rpt so others can have more info to help you solve the problem
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nice! Downloading now...
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I'm very happy to see your Nogovan forces in A2! I've been using your units since Operation Flashpoint. Keep up the good work! :bounce3:
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To avoid problems with uploading non document files you can uncheck the "Convert documents, presentations, spreadsheets, and drawings to the corresponding Google Docs formats" box. Good work on releasing this mission and I am looking forward to trying it out.
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Hey Haroon1992, I use Google Docs for free file hosting which is perfect for small files. You already have it if you have a gmail account. ***This is NOT an advertisement, just friendly advice to save you some time & frustration*** :) Pros: No: cost, download waits, limits, bandwidth quota Cons: * 1GB file & total space limit (but this should be overkill for sharing missions) http://docs.google.com/support/bin/answer.py?hl=en&answer=37603 * Google Docs share links are ridiculously long so you will need to use URL shrinkers like: http://bit.ly/ http://tinyurl.com/ etc., etc. Good Luck!
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From what I understand, urban combat can be fairly well simulated using AI units placed in resistance houses (the ones with detailed interiors & doors) positions. The downside of this is that you have the all the interior details and engine overhead that go along with them. This would be fine for a small squad sized mission in a small village/town taking on one or two snipers, but would be limiting if you had tens of buildings each with a few units in them. I think there has to be a fine balance between medium/long range combat in open areas and urban combat. Being able to transition between both would add a lot to the game. Simulating house clearing should probably not involve the player entering the buildings & personally shooting the sniper in the back of the head while he is still looking out the window like in some games ;) In most situations the best strategy would be to either clear each room with a grenade or use a satchel charge to incapacitate anyone inside the building (by using concussion & collapsing/pancaking floors). This could be achieved by having a "door" trigger on the building that adds a player action to "Clear House" as long as the player has a satchel charge or an engineer is assigned to do it. Another nice touch would be to require a shotgun or "masterkey" equipped unit to breach the door first before the charge can be used :) The simplest approach is to probably create a new rectangular building with a couple of "windows" & "doors" which are simply trigger areas on the house model that can be affected by the player or friendly AI. This includes: "windows" to allow the enemy AI to fire from & for the player & friendly AI to destroy them and; "doors" to enable clearing the house. Not actually seeing the snipers inside the house or having them running into & out of buildings would actually be quite realistic. In many urban combat situations holes between basements, apartments & rooms and sewers were all used to get around because moving around in the open was so deadly. This factor would also realistically increase the value of combined operations strategy where APCs & tanks would be very valuable in urban combat.
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Glad you got it working! Resistance & the latest (1.96) patch are definitely worth it to get the most out of what OFP has to offer. There are hundreds of Addons & Mods available on: http://ofp.gamepark.cz/ and; http://operationflashpoint.filefront.com/ ...many of which require version 1.96 to work. Poke around these forums & you will find lots of surprises. If you can, you should try to post an explanation of how you fixed your parallels issue so other users can find the solution. Perhaps posting the contents of your working flashpoint.cfg file in a spoiler would help to document your fix.:)
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Make sure you are using the retail distribution CD media that you originally bought & make sure they are not scratched or damaged. Are you able to run the "FlashpointPreferences.exe" (or OpFlashPreferences.exe if you are not using Resistance) file? If you are, make sure it is able to update & save the "Flashpoint.cfg" file (this file should have a recent timestamp). OFP should work with Parallels on Mac according to what I could see on their support forums. You could also try installing the Resistance 1.78 Single Player Demo: http://operationflashpoint.filefront.com/file/Operation_Flashpoint_Resistance_Single_Player_Demo;13457 to see if that works. You should also see some SETUP*.LOG files in your install directory. Take a look at those and let me know what's in them.
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Check your crash files: http://community.bistudio.com/wiki/Crash_Files#Operation_Flashpoint The "flashpoint.rpt" file should be plain text & readable - it may provide you with more specific info on why OFP crashed. If your crash report doesn't give you an obvious answer you can post any cryptic errors here so others can have a better idea of what's preventing it from running.
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You have a great eye for Island design! Features are nicely spread out and I don't get the feeling of being in a barren landscape with sudden pockets of civilization. The hedgerows, tree-lined roads and other natural cover are very important to give the player (and hopefully the AI) a fighting chance & the ability to use realistic tactics. Having to sprint across hundreds of yards of barren ground is no fun when you are under fire. The ability to overwatch http://en.wikipedia.org/wiki/Overwatch is another important aspect that adds a lot to gameplay. Villages & towns that are overlooked by hills are well suited for recon & sniping missions.
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I hope you will keep the hydro dam from your Gala Island in the new version ;). The dam & the number of bridges you scattered throughout made for a really target rich environment for aircraft & sabotage missions. Is the Gala dam destructible? I tried hitting it with numerous ATGMs (Mavericks, Hellfires) & FFARs but all I managed to do was scratch the paint. Keep up the good work!
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In the interest of adding more available unit faces to the game (and some frustration with figuring out how to use facetex2) :confused: I came across a couple of resources. Here are some flash based face generators with the ability to generate & edit random faces: http://gombinoscope.free.fr/ http://www.morphases.com/editor/ Unfortunately they do not provide an option to download a jpeg version of the generated images but these can be "Print Screen'ed" from a browser window, cropped & dumped to a usable image. In conjunction with the info in the following article, adding a lot more faces that can easily be assigned to unit models should be fairly straightforward: http://www.ofpec.com/ed_depot/index.php?action=details&id=303
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Thanks GezzLuizz - those scripts will come in handy for randomizing the faces that are assigned to units. As I mentioned earlier in the thread, this OFPEC tutuorial: http://www.ofpec.com/ed_depot/index.php?action=details&id=303 was the inspiration for putting together a face addon (for units using the default BIS head model & maybe using the faces in the OFPEC face library to start with). There are lots of existing faces but not all of the are easy to use without either; a) Separating the PBO(s) they are contained in from the addon/mod they are a part of; or b) having to edit unit models to assign which faces they use (eg. facetex2) Manually drawing faces takes time & skill - that's why I was looking into ways of creating face images like the online face generators I mentioned. Being able to assign faces easily without having to edit models will also make mission editing easier.
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Cool video Miki45 :) I'm impressed. It looks like you've got strong scripting skills. I'm interested to hear if you've managed to come up with any other creative solutions or workarounds to add to the realism of OFP.
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This is a demo template mission that contains a set of "WeaponHolder" units that hold Weapon & Ammunition classnames in their "Name:" fields that can be copy & pasted to arm new units in a mission. Examples of the WW4 Weapon classnames are used for demonstration purposes. Each WeaponHolder has the following properties: Initialization: hintCadet "Weapon Classname" eg. hintCadet "WW4 M16 Weapon Classname" (Basically a comment to remind the misson builder what weapon this unit holds, uses hintCadet so advanced users won't see it in game) Name: THIS LINE HOLDS THE WEAPON/AMMO CLASSNAME(S) eg. WW4_M16__WW4_W556_30Bmag__WW4_W556_30BHDmag NOTES: *Unit name must be unique *Units copied from another unit will be auto-named (see soldiers on the right hand side of the formation in the demo mission for examples of this) *Unit names can only use limited characters/no spaces etc. To get around this I used triple underscores: ___ as classname separators as single underscores are usually parts of existing classnames Now you can copy the weapon & ammo classnames from the WeaponHolder Name Fields & paste them into the init fields of the new units you are editing. WeaponHolder Demo Mission download link: http://bit.ly/dL1mre Addons required: None (But you will need WW4mod21 if you want to actually use the ClassNames used in the demo WeaponHolder units.) ftp://ftp.ofpr.info/ofpd/unofaddons2/@ww4mod21.rar But everyone already has WW4 installed, right? ;)
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Weapon Pack program? Plus trigger question
f00bar replied to Blitzen's topic in OFP : MISSION EDITING & SCRIPTING
@Blitzen - good job dude. May I suggest putting this spreadsheet up on google docs or somewhere similar to make it more available & allow potential users without MS Office/OpenOffice.org to be able to read it in a browser. The benefit of this is that there is probably some way either using a text mode browser like wget, elinks or curl (or maybe an open Google API) to pull the classnames from the online spreadsheet & somehow make it available to the user inside the mission editor. I was thinking about this very issue the other day - how to make weapon classnames available inside the editor to you don't need to Alt+Tab between a readme file. I looked into the Briefing.html (notes, mission description etc) & realized that you can't copy & paste from it. I wondered about the Tab-completion in the Init string box but that seems to only contain a history of the previous init values (maybe there's an easy way to write to this history buffer?) The easiest way to copy & paste classnames is by using the "Initialization:" & "Name:" boxes. So... ...what I came up with was another template mission that contains a set of "WeaponHolder" units for a sampling of the WW4 Weapon classnames. Each WeaponHolder has the following properties: Initialization: hintCadet "Weapon Classname" eg. hintCadet "WW4 M16 Weapon Classname" (Basically a comment to remind the misson builder what weapon this unit holds, uses hintCadet so advanced users won't see it in game) Name: THIS LINE HOLDS THE WEAPON/AMMO CLASSNAME(S) eg. WW4_M16__WW4_W556_30Bmag__WW4_W556_30BHDmag NOTES: *Unit name must be unique *Units copied from another unit will be auto-named (see soldiers on the right hand side of the formation in the demo mission for examples of this) *Unit names can only use limited characters/no spaces etc. To get around this I used triple underscores: ___ as classname separators as single underscores are usually parts of existing classnames Now you can copy the weapon & ammo classnames from the WeaponHolder Name Fields & paste them into the init fields of the new units you are editing. I'm sure this could be automated by scripting the creation of the WeaponHolder units via "SetIdentity" or similar method. WeaponHolder Demo Mission download link: http://bit.ly/dL1mre Addons required: None -
Demo Mission for Ivosm's Brazilian Army,Marine Corps and Air Force Units 1.0
f00bar posted a topic in USER MISSIONS
Here's a little demo mission to show off Ivosm's excellent new Brazilian Army,Marine Corps and Air Force Units 1.0. This can be used to see all the units at once without needing to load them individually, or as an easy way to copy and paste units into a new mission. Extract the mission folder from the archive into your OFP Users/%username%/missions folder and load it in the mission editior. Mission download link: http://bit.ly/e3NTvF Required Addons: --Brazilian Army,Marine Corps and Air Force Units 1.0-- http://www.mediafire.com/?a24wnlnu5azma3e Facetex2 ftp://ofpr.info/ofpd/unofaddons2/facestex2_9june2006.rar JAM3 ftp://ofpr.info/ofpd/unofaddons2/JAM3_FIXED6.rar -
Demo Mission for Ivosm's Brazilian Army,Marine Corps and Air Force Units 1.0
f00bar replied to f00bar's topic in USER MISSIONS
No problem! Thanks for making these great looking units & excellent textures. I really like the FNs they are equipped with too. After I download new units I usually deploy them in groups via the mission editor to get an idea of what's available & how they are equipped. My intention is that small, simple template demo missions like this will save everybody time & effort and allow users to easily play around with new units. Hopefully this will help inspired mission creators to edit missions faster and get their ideas realized while they are still fresh in their imaginations.