Jagermeisters
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Everything posted by Jagermeisters
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Armor and air support? Awesome. :D By the way, lately, I've been using a search-and-replace program to convert the best US missions into Russian ones; SoldierW to SoldierE. Desperate, I know, but it made me realize how good Russian missions can be. I don't know why I'm telling you, but hey, it might give you ideas! Good luck on the campaign.
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I'm interested! The pictures look good. What are the objectives of these missions? I like long missions, in general. Maybe you can add other friendly squads? Like a supporting VDV squad as you attack a joint objective. =) Anyway -- keep up the good work.
- 22 replies
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RPGs Taking Pistol Ammo Slots (Crash)
Jagermeisters replied to Jagermeisters's topic in OFP : CONFIGS & SCRIPTING
I SOLVED IT! :D I put this into LAWLauncher config: weaponType="16 + 4096"; For some reason, that works. Everything works perfectly now. -
I have my own custom config. One of the things I thought was brilliant was LAW/RPG/AT/M203 ammo taking up pistol ammo slots instead of main ones. It worked perfectly for every mission and campaign I played; no problems. Then I re-played the Resistance campaign. Crash. Basically, if I end any mission with my men carrying RPG ammo, the game crashes as soon as I hit the next mission briefing (before I actually get to the briefing; but after the cutscene). If I tell them to drop the ammo before the mission ends, it works fine. I'm guessing this has something to do with Resistance's ammo pool feature. My question...what can I do to fix it? Obviously, regular pistol ammo doesn't cause the game to crash. I really enjoy grenadiers and LAW men being able to carry the same ammo load regular soldiers do, while carring LAWs and M203s. I don't want to give that up. Some solutions I tried: - I also tried making LAW ammo magazinetype=0 (instead of magazinetype=32), so it doesn't take up a slot at all. But now soldiers can carry unlimited amounts. Is there a way to limit it? - Here's my edited RPGLauncher config: class RPGLauncher:LAWLauncher { initSpeed=115; model="\rhs_rpg22\rpg22e.p3d"; modelspecial="\rhs_rpg22\rpg22.p3d"; modelOptics="optika_RPG"; ammo="RPG22"; magazines[]={"RPGRocket","RPGLauncher"}; displayName="RPG-22 Launcher"; displayNameMagazine="RPG-22 Rocket"; shortNameMagazine="RPG-22 Rocket"; magazineType="4 * 32"; magazineReloadTime=12; reloadTime=0.5; opticsZoomMin=0.18; opticsZoomMax=0.18; distanceZoomMin=100; distanceZoomMax=100; }; class RPGRocket:RPGLauncher { };
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RPGs Taking Pistol Ammo Slots (Crash)
Jagermeisters replied to Jagermeisters's topic in OFP : CONFIGS & SCRIPTING
Even if it's a reverted campaign? I started over and played from the beginning. Do the saves still effect it? I guess I could delete the Saved folder and try again. I'll get back to you. Edit: I tried deleting the Saved folder, but after a false alarm, it still doesn't work. :( What caused the false alarm was I deleted magazines= from the config. Now RPGLauncher would use only "RPGLauncher" as its magazine - instead of "RPGRocket." I did that and the game didn't crash... but it caused bigger problems. - There's problems with RPGLauncher with magazinetype=32. For some reason, I can't select the magazine in the weapon selection screen. It's just not there; it's gone. But SoldierGLAW comes with the ammo and it's there. But if I get get rid of his weapon, then I try to add it back -- it's gone again! Why does it work OK with RPGRocket, but not RPGLauncher as the magazine? If I can figure that out, it'll also solve the Resistance crash. -
Yeah, US and Russian weapons together sound best. I have my own custom config going on; Bizons are AS Vals and AK-74s are AKS-74s. I always relish the chance to use them in missions. :D This is just a suggestion for future missions. Some of the coolest missions I've played allow you to control a vehicle as part of the squad. Sometimes, it's something simple like a Mi-8 to transport you from hotspot to hotspot (so cool). Other times, it's a BMP attached to the squad, and I have to figure out how to use it effectively. I mean, if I send a BMP in alone, it'll be destroyed quite easily. But if my squad goes in first to supress enemy infantry, the BMP can provide fire support from far away (also so cool). Anyway, just a suggestion. ;)
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Hyperbole aside.... I happen to love Russian missions - especially in English! Top notch. I'm looking forward to the full campaign. Minor criticism: More Russian weapons in the selection screen. It's not impossible - I guess - for Spetsnaz to have Western weapons. But I think it'd be better if there was a more realistic loadout of GP-25s, PKMs, and Dragunovs.
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Stop AALauncher from hitting ground vehicles?
Jagermeisters replied to Jagermeisters's topic in OFP : CONFIGS & SCRIPTING
I'm using the OFPD+ addon with my own model changes. I tried changing the cost of the T-72 tank (which I was using), but I still kept getting hit by stingers. I even tried lowering it to 5000, but I still get targeted. Is there anything else that could trigger it? Something about class AALauncher or class AA? They are at default values. ---------- Post added at 04:32 ---------- Previous post was at 04:24 ---------- I tried the same mission using default OFP. I still get hit by the stinger. The name of the mission is Brothers in Arms - an old user mission, I think..? -
Stop AALauncher from hitting ground vehicles?
Jagermeisters posted a topic in OFP : CONFIGS & SCRIPTING
I'm playing a mission and my tank keeps getting hit from a thousand meters by stingers. Is there anything I can change in the config file to stop the AI from using anti-air weapons on ground vehicles? -
Pistol Slots to Hold Rifle Mags?
Jagermeisters replied to Jagermeisters's topic in ADDONS & MODS: DISCUSSION
Hey, one way is to turn hand grenades, satchels, and mines (etc.) into pistol slots. This frees up a lot of space for me -- though I've had to change the ammo size of satchels and mines. I'm gonna keep tinkering with it. Maybe turn RPGs into pistol slots? Would that work? -
Is it possible (with the config file) to have it so the empty pistol slots can be used to store rifle mags, grenades, etc.? I figure this'd be a good way to increase the carrying load of soldiers in the game...if possible.
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Pistol Slots to Hold Rifle Mags?
Jagermeisters replied to Jagermeisters's topic in ADDONS & MODS: DISCUSSION
Hmm. Alright, thanks, guys. -
Editing Mission Weapon Choices?
Jagermeisters replied to Jagermeisters's topic in ADDONS & MODS: DISCUSSION
Couldn't have got a better answer if I paid you. Again, thank you. -
Is there an easy way for a layman to edit a mission to add more weapon choices, etc.? I'm decent at editing the main config file. I have no idea what to use to edit a mission. - Can I use the default mission editor? I can't seem to "load" a misson in there. - Is there another program I can use?
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Editing Mission Weapon Choices?
Jagermeisters replied to Jagermeisters's topic in ADDONS & MODS: DISCUSSION
You told me exactly what I wanted to hear - thank you! One more thing: Do I need to re-pbo the mission file? And, if I do, should I use any form of compression? Or is compression bad, kind of like with addons? -
Egodraco: I only meant graphics-wise there'd be two machine guns on the roof. I don't care if they don't shoot. Just that they're...there. :D
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Did Fischkopp ever finish his M1A1 model? Whatever happened to it? I'm interested 'cause I'm looking for an M1 with two machine guns on the roof - like in real life. The only correct ones I find are M1A2's. There's Sigma's M1, and it looks great, but again, only one machine gun.
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*Points at the sky* You are him, right? ...Thank you! Non-laggy textures.
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Anyone have FatWombat's retextured Kolgujev? I found his retex of Everon and Malden, but Kolgujev eludes me; the links are all dead. Any help would be appreciated!
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My hero! Thank you.
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Anyone have Tales of War's marines and weapons pack? There's a mounted M60 machine gun I could use. All the links are dead. GFX707 mounted M60 and sandbagged M2 would be good, too.
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In the config file, is there a way to turn off vehicle explosions? Better if they only crumple up, like jeeps and trucks. (Plus I don't like how M2Static explodes when destroyed; killing everyone in a ten-meter radius.) Thanks.
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Disabling Vehicle Explosions?
Jagermeisters replied to Jagermeisters's topic in ADDONS & MODS: DISCUSSION
Awesome! It worked just like you said. Thanks. :) -
Disabling Vehicle Explosions?
Jagermeisters replied to Jagermeisters's topic in ADDONS & MODS: DISCUSSION
Thanks! But I still have a problem. All of the options gives off a destruction sound. It either sounds like a tree falling, or a building collapsing. What can I do to make it like when a jeep is destroyed -- it crumples up, but there's no sound of glass breaking or a tree falling. None of the options simulate what happens to say, a jeep or truck, when that's destroyed. DestructEngine and DestructDefault still causes an explosion. DestructMan and DestructEngineNo does nothing. -
Out of all the M1 Abrams mods, I can't find an M1 or M1A1 with OD green colors (no camo). I thought I found it in INQ's 2.0 pack, but that's an M1A2. There's an M1 with *bright green* colors in Sigma-6's US Tanks pack. (You have to see it for yourself) It looks very odd. Am I missing something, or is there no M1(A1) model with standard olive-drab colors? Thank you.