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Lt.PacMan
Nov 9 2005, 19:06
Hi All...

The OFP Elite guide to the mission editor is very basic, so I am trying to produce a more comprehensive one.  Anyone with any useful observations or information, please let me know.  If anyone is interested in my current progress, feel free:

http://ofpelite.servegame.com/ofp%20elite-mission%20editor-A09.pdf

11 Nov 2005 - Updated to Revision A02
12 Nov 2005 - Updated to Revision A03 - added "View Distance" experiment
16 Nov 2005 - Updated to Revision A04 - added summary of Weapons and Vehicles
17 Nov 2005 - Updated to Revision A05 - added information about the Laser Designator
18 Nov 2005 - Updated to Revision A06 - add missing resistance weapons
22 Nov 2005 - Updated to Revision A07 - added info about sharing missions using Action Replay (Thanks to Uziyahu--IDF)
23 Nov 2005 - Updated to Revision A08 - Added extra info about Action Replay; Added tip about getting AI into buildings or up towers! (Thanks to Uziyahu--IDF)
24 Nov 2005 - Updated to Revision A09 - Added extra tips (Thanks to NAXAKSTA)

29 Nov 2005 - Anyone interested in maps for designing missions....

http://ofpelite.servegame.com/kolgujev.pdf
http://ofpelite.servegame.com/everon.pdf
http://ofpelite.servegame.com/malden.pdf

Uziyahu--IDF
Nov 9 2005, 23:20
Bravo!

maxqubit
Nov 10 2005, 09:10
I second that. Bravo!!!!

hoz
Nov 11 2005, 12:43
Has anyone figured out what the slider scale for the view distance works out in meters? For instance if you were 10% of the view distance does that work out to 500 m or 1km ?

hoz

Suma
Nov 11 2005, 13:31
Has anyone figured out what the slider scale for the view distance works out in meters?
Yes, I figured it out. http://forums.bistudio.com/oldsmileys/whistle.gif

The scale depends on how many construction points you have already used for units. Max. view distance with no units is something around 1800 m (min is default, which I think for Xbox is something around 700 m). With all contstruction points used max. distance is actually the same as normal distance.

Note: Some people think that when you first insert units and than increase view distance you are able to get around contstruction points limit, but this is not true. What happens is that you are actually setting lower distance that way, even when you push the slider to its maximum. http://forums.bistudio.com/oldsmileys/wink_o.gif

hoz
Nov 11 2005, 13:35
Ok thanks for the reply.

How do you disable the JIP for a mission, is this based on mission type or is this done on the server end when your creating a game?

thanks
hoz

Suma
Nov 11 2005, 15:38
How do you disable the JIP for a mission, is this based on mission type or is this done on the server end when your creating a game?
I doubt you can disable JIP in the Xbox version.

However, question like this would probably be best asked in separated thread, in order to avoid hijacking this one. If you have some more, please, create a new topic.

hoz
Nov 11 2005, 15:50
I didn't think I was hijacking the thread when I was asking a question on how /if possible to to disable the JIP. If its not possible then we should add it to guide so it doesn't have to be asked a hundred times.

http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Klicky
Nov 13 2005, 11:47
How do you make the vehicles respawn for ELITE? I'm creating a sector control map and can't figure it out.

Uziyahu--IDF
Nov 17 2005, 21:44
Uh, taking a good look at your mission editing tutorial, what place do negative opinions about the game, that have nothing to do with mission editing, have in it?

You can't change the soldier animations in the mission editor, nor the ground textures.

Placing this under the sub-heading "Time & Date" is also very strange.

Update: And another one under "Adding a Waypoint"! What's your agenda, anyway?

Regarding the "Destroy" waypoint. In my testing of it, the unit ordered to destroy the target unit ran off to where the target unit was originally placed, in another part of the map. It should be noted that the target unit was the vehicle that the first unit had been driving, and that the "Destroy" waypoint was given AFTER a "Get Out" waypoint. So, it doesn't seem to work, trying to use it, that way, but then your tutorial does say "enemy unit".

A question: If you issue the "Unload" waypoint to the passengers, will a "Load" waypoint later on cause the passengers to get back in? I will be surprised if it doesn't. If "Load" works in this manner, you may want to point that out under both the "Load" and "Unload" waypoint descriptions.

If it does work, it would be completely useful for simulating the correct way to use an APC or IFV. The infantry should dismount when contacting the enemy, both to increase firepower and to save them should the APC/IFV be completely destroyed. They should then mount the vehicle when the sector is clear and it is time to move on to the next distance sector.

Your point about whether certain weapons would be available in 1985, if the user editing his mission wishes to keep the weaponry authentic to the time period.

The Bizon and HK G36 wouldn't have been around in 1985.

You fail to list the Ingram submachinegun and the Steyr AUG, both of which would have been around, though maybe not in the hands of U.S. forces (the Ingram might have still been used by U.S. Special Forces in some out-of-the-ordinary capacity).

The Skorpion machine pistol and the Revolver aren't in your list, either.

The Remington M700 (might not be called that) used by the Resistance sniper isn't in your list.

The Kozlice over-under civilian rifle needs to be added, also.

You say the Kamov project was abandoned in 1971? Surely you've got your date wrong.

FAS.org KA-50/52 Page (http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm)

Nice info on the Laser Designator!

I've also noticed that if I am a member of a squad of A.I. and NOT the commander and I get into a 5-ton troop transport truck, the commander will then order the rest of the squad to do the same. Pretty cool. I don't remember that from the PC.

NAXASTA also informs me that you can issue either a Move or Mount command by getting the square icon on a friendly passing helicopter with empty passenger seats. The helo will DYNAMICALLY lower/land and pick you up, then continue on. While in the helo, the commander can also give a "disembark" command on-the-fly and the A.I. pilot, who isn't a member of the squad, will land/lower and drop your team off. I assume the same works with any passing friendly unit that has empty passenger seats.

Lt.PacMan
Nov 18 2005, 10:40
Uh, taking a good look at your mission editing tutorial, what place do negative opinions about the game, that have nothing to do with mission editing, have in it?

You can't change the soldier animations in the mission editor, nor the ground textures.

Placing this under the sub-heading "Time & Date" is also very strange.

Update:  And another one under "Adding a Waypoint"!  What's your agenda, anyway?

Regarding the "Destroy" waypoint.  In my testing of it, the unit ordered to destroy the target unit ran off to where the target unit was originally placed, in another part of the map.  It should be noted that the target unit was the vehicle that the first unit had been driving, and that the "Destroy" waypoint was given AFTER a "Get Out" waypoint.  So, it doesn't seem to work, trying to use it, that way, but then your tutorial does say "enemy unit".

A question:  If you issue the "Unload" waypoint to the passengers, will a "Load" waypoint later on cause the passengers to get back in?  I will be surprised if it doesn't.  If "Load" works in this manner, you may want to point that out under both the "Load" and "Unload" waypoint descriptions.

If it does work, it would be completely useful for simulating the correct way to use an APC or IFV.  The infantry should dismount when contacting the enemy, both to increase firepower and to save them should the APC/IFV be completely destroyed.  They should then mount the vehicle when the sector is clear and it is time to move on to the next distance sector.

Your point about whether certain weapons would be available in 1985, if the user editing his mission wishes to keep the weaponry authentic to the time period.

The Bizon and HK G36 wouldn't have been around in 1985.

You fail to list the Ingram submachinegun and the Steyr AUG, both of which would have been around, though maybe not in the hands of U.S. forces (the Ingram might have still been used by U.S. Special Forces in some out-of-the-ordinary capacity).

The Skorpion machine pistol and the Revolver aren't in your list, either.

The Remington M700 (might not be called that) used by the Resistance sniper isn't in your list.

The Kozlice over-under civilian rifle needs to be added, also.

You say the Kamov project was abandoned in 1971?  Surely you've got your date wrong.

FAS.org KA-50/52 Page (http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm)

Nice info on the Laser Designator!

I've also noticed that if I am a member of a squad of A.I. and NOT the commander and I get into a 5-ton troop transport truck, the commander will then order the rest of the squad to do the same.  Pretty cool.  I don't remember that from the PC.

NAXASTA also informs me that you can issue either a Move or Mount command by getting the square icon on a friendly passing helicopter with empty passenger seats.  The helo will DYNAMICALLY lower/land and pick you up, then continue on.  While in the helo, the commander can also give a "disembark" command on-the-fly and the A.I. pilot, who isn't a member of the squad, will land/lower and drop your team off.  I assume the same works with any passing friendly unit that has empty passenger seats.
Hi Uziyahu--IDF....

Your comments are most appreciated.  At least someone is reading the Guide thoroughly!

Sorry for the "negative" comments.  I didn't mean for them to sound negative.  No agenda, they are just my thoughts... and my quirkly British humour!

Regarding the "Destroy" waypoint.  I must admit to not having tried to destroy my own vehicle.  I always just assumed you would only be able to destroy enemy units.

If you issue an "Unload" waypoint, any passengers will disembark.  If you then issue a "Load" waypoint, the passengers will get back into the original vehicle, assuming it is still intact.  However, there needs to be some sort of waypoint between the two, otherwise they will get back in immediately. If a vehicle comes under enemy fire, any AI infantry aboard will automatically disembark and take up combat positions and return fire.  As stated in the guide, you can also get a unit to "Unload", create a "Move" waypoint, and then "Load" after the move.  Any infantry will then follow the vehicle to the "Move" waypoint before mounting again.

I have now added the Resistance weapons.

The V-80 Kamov is listed in OFP as "V-80 Kamov prototype" which make me think it refers to the original V-80 Kamov which was indeed discontinued in 1971.  The V-80 design was later reused for the KA-50, so why not call it the "KA-50 Kamov"?

Thanks for the info about the AI commander getting the squad to follow you aboard the transport.  I hadn't noticed this.  I will give it a go!

Yes.  The square icon is useful for all sorts of things, and your comments about getting the helicopter to lower/land are correct. However, this is as a result of your command to your squad to "Mount" vehicle. If your squad is killed (or if you are playing as a lone sniper, for example) and you need to get to an extraction point, you cannot issue a "Mount" command and there would be no way of getting your helicopter to pick you up.  Hence, my comments about using the "Get Out" waypoint to ensure your ride comes down to get you!

Again,  many thanks for taking the time to read the guide, and your comments.  They are most appreciated!

Lt PacMan

Uziyahu--IDF
Nov 18 2005, 17:40
"The V-80 Kamov is listed in OFP as "V-80 Kamov prototype" which make me think it refers to the original V-80 Kamov which was indeed discontinued in 1971. The V-80 design was later reused for the KA-50, so why not call it the "KA-50 Kamov"?"

Ah, I see.

Here's another mission editing tip, though I loathe to give it out, wanting my missions to be better than others, but *sniff* I do it for the community.

You can get A.I. to enter a building and navigate its floors to the top. It seems to work best by placing a move waypoint in front of the side of the building or tower/watchtower/aerial/radio tower with a door or ladder/stairway entry, then placing your next waypoint exactly on the building/tower so that the name of the building/tower displays. The waypoint can be guard, sentry, hold, move, etc.

Also, someone had trouble getting A.I. to go up a steep slope. Placebo suggested placing shorter move segments that zig-zagged back and forth up the slope. Not sure if it works or not, but it makes sense to me that it would.

maxqubit
Nov 24 2005, 11:20
I'm 'working on' a trigger trick.

E.g. I want to have group of spetznatz dropped of by a heli as soon as i enter a village (guard mode is possible but you never know when this kicks in. for sentry mode you have to setup them in viewing distance which in this case i do not want)

I (mis)use the sentry and (mis)use a resistance soldier.

- In the village i set up a lot of east. They are going to fight as i arrive
- I also setup a east soldier on sentry/combat/NEVER FIRE (a bit back in the village)
- This sentry guy has a waypoint to e.g. the next village
- In this next village i setup a resistance soldier sentry/combat/NEVER FIRE
(This guy will see the east sentry arriving! and this triggers his sentrymode)
- The resistance soldier has a waypoint to a 3rd village where there is the spetznatz with the heli (or whatever you want)
- These spetznatz are also on sentry/combat/(NEVER FIRE if you want to use the resistance soldier further as trigger;)
- The spetznatz are triggered by the arriving of the resistance soldier and with more waypoints you can let them hop in a (empty) heli and search/destroy the 1st village ... etc, etc.

Anyway, this is my basic idea. I have tried it out and it can work. Be careful the the sentries do not see each other to quick but make sure that they will 'meet' (that is why you have to use NEVER FIRE mode)

It is a bit tricked but who knows you can create some nice 'triggered' battles.

Have fun.

I will report back if i 'discover' some flaws or upgrades.

-- Max Qubit

recoill
Nov 24 2005, 12:59
Nice trick Max Qubit

Heres a few things about seting up guys inside buildings.

1. They will never stay in a lower level of a building.(they will move through a lower level going into or out of the building but they will not stay there)

2. They will Allways start on the top level of the building you can not place them on a lower level.
eg, if you place them in a two story building with a ladder going to the roof they will start on the roof.

3. When you place them in a builging you must take the actual layout of the building into acount. (dont trust the little grey box shaped building on the map).

hope this helps.

oh and one more thing,
dose anyone know what the starting behaveyer of a solider and a civilan is if you place them on the map with out giveing them any waypoints, maybe one of the team can help me out on that one.

Kaboom Recoill.

Grimnirsson
Nov 25 2005, 07:54
Hi,

I tried to print out the mission editor pdf but it didn't work on two different computers, they only printed an empty page and then Acrobat reader crashed.

Any idea what's up here and how I can print out this thingy? http://forums.bistudio.com/oldsmileys/help.gif

Grimnirsson

meyamoti
Nov 25 2005, 12:18
Hmm...theres something I'm wondering here,I understand in OFP on xbox that you can use the whole

this setpos [(getpos this select 0),(getpos this select 1), ??]

Command to set soldiers specificly on a heigh,like in a hangar with a walkway or on a ship,I'm interested in how ya do this with the xbox,anybody know?

Lt.PacMan
Nov 25 2005, 14:19
Hi,

I tried to print out the mission editor pdf but it didn't work on two different computers, they only printed an empty page and then Acrobat reader crashed.

Any idea what's up here and how I can print out this thingy?  http://forums.bistudio.com/oldsmileys/help.gif

Grimnirsson
When you click on the PDF link, the file should open within Internet Explorer.  If you cannot print it directly from here (perhaps due to paper size settings), try choosing "Save As..." and save it to your PC.  Then open directly in Acrobat Reader and try printing from there.

Uziyahu--IDF
Nov 25 2005, 16:59
Hmm...theres something I'm wondering here,I understand in OFP on xbox that you can use the whole

this setpos [(getpos this select 0),(getpos this select 1), ??]

Command to set soldiers specificly on a heigh,like in a hangar with a walkway or on a ship,I'm interested in how ya do this with the xbox,anybody know?
setpos'ing isn't possible in OFP:E. The best you can do is place a move waypoint for the soldier ON the building.

Grimnirsson
Nov 27 2005, 09:44
Quote[/b] ]When you click on the PDF link, the file should open within Internet Explorer. If you cannot print it directly from here (perhaps due to paper size settings), try choosing "Save As..." and save it to your PC. Then open directly in Acrobat Reader and try printing from there.

We did exactly that, but the printer only prints out an empty page...

Grimnirsson

Espectro
Nov 27 2005, 13:34
Fill up the inc!


http://forums.bistudio.com/oldsmileys/tounge2.gif J/K... hehe, no idea whats wrong. You checked your quality/color settings. Some times it works with just a black/white printing

Lt.PacMan
Nov 29 2005, 15:38
Hi All...

If anyone is interested in maps of the islands, I have added links to them in the original post to this thread.

They are all PDF files of about 3-4Mb each.

I find they are best used by zooming to 600% or more in Acrobat Reader, and then printing a snapshot of the area you need.

Enjoy!

Lt.PacMan

Attorney1977
Dec 5 2005, 23:27
In Lt Pacmans guide he states that the Load and Unload commands are effectively useless as waypoints when designing missions. This is not strictly true.

When used to make one type of unit board another, then the Load/Unload waypoints won't work, but if they are used on a mechanized or motorised infantry squad then they work perfectly.

For example: I create a mechanised squad, and as they start unloaded from thier wagon - combat ready, I'll create a load waypoint and then lay down a move waypoint somewhere else. Then I put an unload waypoint and then a search and destroy waypoint. Finally I'll put a load waypoint down.

The result of this is: The soldiers will jump into their transport, it will drive to the destination, then they'll jump out and hunt down any opposition in the general area. When the Search and destroy waypoint expires, they will then jump back onto the transport.

There was no need for me to use the search and destroy waypoint but I thought it would make the example seem a bit more interesting!

So there you go, they aren't as redundant as they initially seemed!

On a different note, has anyone used paratroopers much? All i can get them to do when they are placed onto the map is parachute straightaway whereas it would be much cooler if they could be deployed later as reinforcements for player or enemy AI.

Great game,

Ta, The Attorney

Uziyahu--IDF
Dec 6 2005, 02:53
The very same thing is accomplished using the Get In Nearest and Get Out waypoints.

Attorney1977
Dec 6 2005, 08:13
Yeah but if you use "get out" on a motorized squad then the driver, commander and gunner will also get out of the transport, rendering them vunerable to small arms and you'll lose any support that the transport could offer.

If an "unload" command was used then the crew would stay in the vehicle ( able to support the squad from within) while the rest of the squad jumped out of the back.

Uziyahu--IDF
Dec 6 2005, 12:16
Ahh, so a Motorized Infantry squad has both crew and infantry? I'm assuming you're saying that the vehicle is empty until the squad Loads.

Lt.PacMan
Dec 6 2005, 14:30
In answer to Attorney1977's point about the Unload/Load waypoints, I am aware of this when used on armoured/mechanised units. There is a point in the Guide about creating "Seek and Destroy" missions that makes use of the "Unload" and "Load" waypoints to create this effect.

The difference between "Unload" and "Get Out" is that with "Unload" any crew will remain with the vehicle.

However, the basic problem still remains. I would like to be able to create a vehicle with a crew (eg a truck, Chinook or BlackHawk), and then get it to move into a position and wait for a different unit (eg infantry squad) to come along and be extracted. "Load" should let you do this, but doesn't.

Attorney1977
Dec 6 2005, 17:43
The motorized infantry does indeed have crew already on their APC/truck but the rest of the unit start on their feet. In this instance, the load and unload WPs are quite useful.

I agree that it's a shame that it won't work for any other kinds of units. It would have been fantastic to have been able to create the kind of situation that Lt.Pacman described in his last post.

I suppose it's not that great a tip, but it does save some time in the mission editor instead of having to create a squad and an empty vehicle and then assign them to board it and carry out various commands when creating a mechanised/motorised
squad will perform the same functions.

On a separate note, it's good to see all the tips and tricks from everybody and the mature attitude of the debates on these forums. It's a really good community here, see you online!

Uziyahu--IDF
Dec 9 2005, 05:54
Edit: No, No, now that you've explained it, I see why it was important to point out, Attorney1977.

It should be noted that friendly units on guard waypoints will come to a player or A.I.'s aid when he identifies an enemy target.

A player must be in a group of at least two and either have the auto-recognition report the enemy presence via radio or have clicked the left-trigger and identified the enemy, that way.

A single player in a single man group cannot call up the friendly guarding units by the left-trigger because he is not reporting the enemy presence to someone else in his group, not being in a group, himself.

UPDATE!: I have successfully downloaded Asherizm's multiplayer missions from the Action Replay community saves database and confirmed that they work on my X-Box using the ARmissions Identity standard!

That's... ARmissions

Create your missions using that Identity and host and play the missions of others using it (provided they weren't created using another Identity).

You should change your settings on the Action Replay software so that you can upload your missions to Europe and Japan, too. (You'll have to upload each mission once to each region.)

Asherizm
Dec 9 2005, 19:42
If you have missions already made under a different identity you can edit the profile name to ARmissions. Doing this will relock the resistance campaign so be warned.

Grimnirsson
Dec 10 2005, 09:20
Is it true that I can't save the self made missions permanently? When I go on "save" this savings will be gone when I quit playing and restart the Xbox the next day. In the campaign that's not a big deal because of the automatical save points, but I get the impression one has to play self made missions in one sitting without any possibility to save in between...That would make longer missions probably difficult...

Any comments? Did I miss something?

Grimnirsson

Uziyahu--IDF
Dec 12 2005, 07:37
You mean save your progress when playing them, right?

Because missions that you are editing seem to be auto-saved every time you make a change.

Grimnirsson
Dec 12 2005, 11:20
Yes I mean saving while playing them. So is it possible or not? If not that's a bit limiting for making longer missions then....

grimnirsson

Grimnirsson
Dec 12 2005, 18:21
Well,  I try again to ask some questions in a more precise way as I am in need of the answers:

1. How can I save my progress in self made missions permanently?
2. How can I make Multiplayer Missions with the Editor with ONE Xbox and NO Xbox Live Account?
3. How can I play the official Multiplayer Missions with AI (again with ONE Xbox and NO Xbox Live account) ? (I remember someone said one can do that, but I don't remember how to do it)
4. Can I play the MP missions that are uploaded with Action Replay on ONE Xbox with NO Live account?
5. I know that the Gold Edition of the PC game has the Official Prima Strategy Guide included as a pdf. Would anybody who has this guide be so kind to send it over to me? My email address is GrimnirssonATweb.de

Thanks for your help,

Grimnirsson

hoz
Dec 12 2005, 19:01
Quote[/b] ]
2. How can I make Multiplayer Missions with the Editor with ONE Xbox and NO Xbox Live Account?


You can use the system link option. You must have the ethernet wire plugged in and attached to something at the other end. Perferablly a router / ethernet card / hub. http://forums.bistudio.com/oldsmileys/biggrin_o.gif


Quote[/b] ]3. How can I play the official Multiplayer Missions with AI (again with ONE Xbox and NO Xbox Live account) ? (I remember someone said one can do that, but I don't remember how to do it)


Same way as above.


Quote[/b] ]
4. Can I play the MP missions that are uploaded with Action Replay on ONE Xbox with NO Live account?


Yep but you have to create a profile name of the user who created the mission. I beleive people are using 'ARmissions' as the common profile name.

hoz

Grimnirsson
Dec 12 2005, 20:06
Hi Hoz,

thanks for your answers.


Quote[/b] ]You can use the system link option. You must have the ethernet wire plugged in and attached to something at the other end. Perferablly a router / ethernet card / hub.

Since my PC doesn't have an ethernet card is a hub etc. enuff? From your post it seems that it is only necessary to have "something" attached to the other side of the sys link cable, so no running pc with a e-card necessary?

So folks only questions 1 and 5 still open for the contest... http://forums.bistudio.com/oldsmileys/xmas_o.gif

Grimnirsson

hoz
Dec 12 2005, 21:06
You just need to enable the light on the ethernet card of the xbox. Any device like a hub/switch/router/ethernet card will work. The device needs to be turned on http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

For question #1. I doubt you can save the progress of your mission. Maybe in single player mode but definately not in MP mode. You'll have to wait for an official answer from Suma or Placebo.

Can't help you on the #5

Uziyahu--IDF
Dec 13 2005, 12:14
I should think you would have much better results with #5 if you posted in the Operation Flashpoint PC versions forum. Lots of the people who play OFP:E on the X-Box don't even own a PC.

Grimnirsson
Dec 13 2005, 12:29
Done! http://forums.bistudio.com/oldsmileys/smile_o.gif

Grimnirsson

Grimnirsson
Dec 16 2005, 10:14
Btw is it correct that I can't command soldiers which I bring on the map on my side? I am only able to command the squad I am actually part of? Thus far I can only give orders to my team mates and the other soldiers behave according to their waypoints etc.. Is there any way to command those other folks too in a mission?

Thanks!

XyonicS
Dec 16 2005, 11:21
For those that didn't know.

There is an easier way of getting into a helo that is controled by the AI. Just set a waypoint for the pilot to get out then set one to move to a spot away from the helo so he is away from it for a little while, when he gets to there have him return to a waypoint near the helo and set it to board nearest. Then create a new waypoint on the helo and have it go back to the start point and set it up for the same thing to get out and go for a stroll but when you make the last way point it should be set to cycle if you want him to repeat the whole lot over and over. This way you have the ability to get into the helo without it taking off while everyone is still loading and it also negates the odd AI ignoring you problem.
Also works more like a triggered event as it can be timed better ect..

You can modify this so it's a one way trip and have him head off to someplace and just not worry about it, but if you set to loop and have the evac point at the same place as the insert point then you can rely on being able to get out when the time comes. unless you set a shilka within his flight path http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Cheers...

Uziyahu--IDF
Dec 16 2005, 13:45
You can also request a landing at any point in the circuit/cycle/loop.

And no, you can't command troops that aren't within your squad, because you're a squad leader, not a Brigade Commander. Some of the missions allow you to call in other units at the appropriate time, though.

And yes, you can request support from medical, fuel, ammo and repair support vehicles.

HotShot
Dec 16 2005, 21:40
Can i just make a suggestion: you could add this guide to WikiBooks (http://en.wikibooks.org/wiki/Main_Page), and then people can add their own tips and hints, without having to re-upload it all the time?? There's a computer games section with guides for alot of other games already.

maxqubit
Jan 10 2006, 10:39
Question concerning the GUARD waypoint

Setup:

unit A = 2 x enemy soldiers in village 1
unit B = 3 x enemy soldiers in village 2 on GUARD mode

When does the AID mode of GUARD kick in?

1. If unit A is attacked?
2. If 1 of the soldiers in unit A is killed?
3. If unit A is completely destroyed?

Is it possible to destroy unit A without alarming unit B (triggering the AID mode of GUARD)? e.g. by using silenced weapons, simultanious kill of the 2 soldiers in unit A and hide

NAXAKSTA
Jan 10 2006, 23:03
Units on guard mode respond to calls for help. It is possible to destroy other units so quickly and brutally that they don't have time to call for help. But if the units on guard hear or see you do it, the end result is the same. Basically don't be seen, don't be heard. I have seen units on guard respond to the sound of a helicopter or a PT boat.

Uziyahu--IDF
Jan 11 2006, 01:57
I've tested this.

It happens as soon as you would have automatically reported by radio an enemy's ID as you near it.

When the radio message transmits automatically, that's when the game determines which unit is most suited to help out, depending on how formidable the enemy unit is compared to the reporting unit.

I was a lone soldier with one other soldier in my squad, which I ordered to stay behind.

I walked towards an enemy tank and automatically a radio message was eventually broadcasted ID'ing it. One friendly tank on guard and one friendly AH-64 on guard both responded.

Test it out. It's pretty cool stuff.

You can also call for combat support by Left-Triggering an enemy unit. It only means the combat support is notified earlier.

Coffin Joe
Jan 11 2006, 02:15
This is all for the Guard waypoint right? Does it matter how far away the guarding unit is from the encounter, as in will he respond from all the way across an island? And will he continue his support action if you destroy all the units he's coming to help?

maxqubit
Jan 11 2006, 08:25
Thx Uzi, that's what i wanted to know ... The called radio msg. Hmm, i could have figured it out myself;)

Afaik, guard works all across the island. So a chopper on guard on the other side of the island WILL respond.

Agreed, very cool stuff. So much better than 'cross this line, trigger that event' shit seen in so many games.

Makes every replay completely different

NAXAKSTA
Jan 17 2006, 19:04
Just remember that the AI chooses the best unit for the job as well. Soldiers don't respond to calls for help from tanks or helos very often. Unless they are AA or AT soldiers. They have to be capable of destroying something in order to respond or shoot at it.

maxqubit
Jan 18 2006, 00:06
Following works:

Unit of 12 soldiers
3 x Humvee
3 x Get In Nearest

Eventually they all embark:)

Move (3 Humvees in colonne)
Unload (9 will disembark, 3 drivers stay)
Move (9 soldiers and 3 humvee/drivers will move)
Load (9 soldiers will embark)

---

Should work with mixed vehicles, but didn't try it yet.

maxqubit
Jan 23 2006, 21:34
Something tested.

I noticed the following difference

A. unit of 8 soldiers GET IN NEAREST empty M113 and MOVE TO position of enemy armor

B. mech squad LOAD and MOVE TO position of enemy armor

In case A the get out much sooner and attack armor than in case B!?!?


Furthermore, in both cases they do not LOAD automatically after succesfully destroy of armor.

But when you use LOAD i.s.o. MOVE waypoint they do load at the next waypoint

So if you want your unit to board asap use:

GET IN NEAREST, LOAD, LOAD, LOAD, etc. i.s.o.
GET IN NEAREST, MOVE, MOVE, MOVE

Last thing i tested was:

GET IN NEAREST, GET OUT, MOVE, LOAD (, MOVE)

The LOAD works!!! The unit remembers where the vehicle is:) ... i added a extra MOVE otherwise they LOAD at the GET OUT and stay there (and not on the expected LOAD waypoint)

...

Anyways, the ME offers a lot, but study/testing is a must:):)

NAXAKSTA
Jan 24 2006, 16:51
Agreed. Lots of time spent just knowing a little.

maxqubit
Jan 24 2006, 19:12
Doesn't matter. Play/testing is more fun than most games anyway. But it consumes time, that's right.

recoill
Jan 25 2006, 02:54
Following works:

Unit of 12 soldiers
3 x Humvee
3 x Get In Nearest

Eventually they all embark:)

Move (3 Humvees in colonne)
Unload (9 will disembark, 3 drivers stay)
Move (9 soldiers and 3 humvee/drivers will move)
Load (9 soldiers will embark)

---

Should work with mixed vehicles, but didn't try it yet.
yeah it works with mixed vehicles maxqubit. I used car(green), HMMWV, & a UAZ, they all borded the vehicles with no problems.

NAXAKSTA
Jan 26 2006, 15:35
Good stuff guys. Thanks alot for the info. We need to keep that for the mission editor guide. If Lt. Pacman is MIA then I will start one.

maxqubit
Jan 27 2006, 15:34
I made a trigger like this:

I'm with my team and a empty Chinook. I want to take weapons and stuff and then let a non-team AI pilot fly me to somewhere.

Problem is when will i be finished with weapon loading and stuff. Pilot arrives to soon or you have to wait.

Now what did i do?

1. I put an enemy soldier in a house on SENTRY / NEVER FIRE with a waypoint just outside the house
2. I put my non-team friendly pilot outside the house (no visual contact with the enemy soldier&#33http://forums.bistudio.com/oldsmileys/wink_o.gif on SENTRY / (OPEN FIRE if you will) and a waypoint near the chinook GET IN NEAREST, etc.

Now ... when i'm finished with my weapon loading and stuff i walk up to the house. The enemy soldiers sees me (doesn't fire cause of the NEVER FIRE), runs outside. The pilot sees the enemy soldiers, shoots him and boards the heli and takes of

It's a bit silly but it works flawless!

LOL

NAXAKSTA
Jan 29 2006, 01:37
I just wait for my helos to come back. I am patient.

Uber-Pig
Jan 30 2006, 20:42
So I understand that certain templates only allow the players to control certain types of units. I'm trying to plan out some Multiplayer missions in my head and on the PC version right now(I'll be picking Elite up tommorow http://forums.bistudio.com/oldsmileys/smile_o.gif and was wondering if there is a list anywhere of which units can be used in which templates?

recoill
Jan 30 2006, 22:16
So I understand that certain templates only allow the players to control certain types of units. I'm trying to plan out some Multiplayer missions in my head and on the PC version right now(I'll be picking Elite up tommorow http://forums.bistudio.com/oldsmileys/smile_o.gif and was wondering if there is a list anywhere of which units can be used in which templates?
This is partly correct you can play any unit you like on any template.... eccept on a coop online mission were you can only play Americans http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Uber-Pig
Jan 30 2006, 22:22
So I understand that certain templates only allow the players to control certain types of units. I'm trying to plan out some Multiplayer missions in my head and on the PC version right now(I'll be picking Elite up tommorow http://forums.bistudio.com/oldsmileys/smile_o.gif and was wondering if there is a list anywhere of which units can be used in which templates?
This is partly correct you can play any unit you like on any template.... eccept on a coop online mission were you can only play Americans http://forums.bistudio.com/oldsmileys/biggrin_o.gif


Ah excellent, thanks. I can't wait to get this tommorow and get cracking on some multiplayer missions, I never really got to play online with OPF besides just me and my brother on LAN, so Xbox live play will be great.

Another question, on the website, the three templates are...
• Basic •

Get from point A to B, alive.

• Target •

Eliminate a specific unit, and reach the extraction zone.

• Defender •

Hold off the enemy attack.

If I wanted to just make a death-match mission, would I do that using the Target or Basic templates?

NAXAKSTA
Jan 31 2006, 07:38
Those are the single player templates. Use the multiplayer templates. They have lots of them. CTF, Deathmatch, and such.

Grimnirsson
Jan 31 2006, 11:11
Quote[/b] ]eccept on a coop online mission were you can only play Americans

Yep, that's one of the disappointing limitations of all those multiplayer scenarios. We were rather surprised that one can't play as the Russians in a Co-Op mission. The same goes for a single player target scenario. It's not possible to play as the Russians against Resistance only because the xbox will only allow west units for the target and outposts...

I don't get why such stupid limitations were made...

NAXAKSTA
Jan 31 2006, 17:20
I often use the elimination template for "co-op" missions playing as the Russians. It is limited a bit but fun playing as the Russians now and then. I too was shocked to see that you couldn't just play as them and the resistance whenever you felt the need.

Uber-Pig
Feb 2 2006, 01:21
I often use the elimination template for "co-op" missions playing as the Russians. It is limited a bit but fun playing as the Russians now and then. I too was shocked to see that you couldn't just play as them and the resistance whenever you felt the need.
[QUOTE]

There sort of is a way around it if you use the XaX 1985 unlock mission editor stuff cheat, this allows you to dress Eastern Troops in Western Uniforms and vice versa, and so using that you can sort of create Co-op Russian missions, you may be able to dress up western troops as Spetz Natz(and vice versa) too but I'm not sure, have to check,

NAXAKSTA
Feb 2 2006, 08:58
Yeah but in elimination you are truly a soviet and can use soviet vehicles as well.

GossamerSolid
Feb 4 2006, 13:41
The Pc version allowed you to play Co-op as West, East, Resistance and Civilians. In the xbox one you can only play as West which is a dissapointment (DLC?). Also in the PC version you could set whether the Resistance were friendly to everyone, east, west or no-one. When I get my new PC I'm not going to play the xbox one as much because the PC one is sooo much more open. With Scripting, triggers, init scripts, voices and mods... especially the CSLA 2 and Civil War Mod.

maxqubit
Feb 5 2006, 19:01
Um, i like the OFPE version better than OFP i played on PC. More immersion, more laid-back relaxed.

And, not unimportant. Xbox hw goes under 100$ and OFPE is 20$ ... Now you just can't beat that.

maxqubit
Feb 10 2006, 13:10
Suppose you have a Cobra on GUARD and you are on foot.

If you spot a T72 (and a call goes out) the Cobra on GUARD will come to assist.

If you spot a Shilka as well ... will the Cobra on GUARD be clever enough to not engage/come near (because it will be shot down)?

If you only spot a Shilka ... will the Cobra on GUARD go to assist and be shot down?

...

I have the impression a Cobra on GUARD will engage when armor is radioed. A pity because when there is a Shilka around it will be shot down.

But i am not sure. The GUARD waypoint is clever:)

Cons72
Feb 10 2006, 15:21
I think it will show up and get shot down, though I have not done this specific test.

One thing I do know is that a Cobra, or any other Helo on guard will show up if you engage soldiers, but it will rarely if ever engage such forces. It will just keep flying over head.

Some FFAR or 30mm cannon in the general area would be nice.

I even have a mission with emplaced M2 and the cobra will rarely if ever engage those, even though they are shooting him down.

Grimnirsson
Feb 10 2006, 15:54
Quote[/b] ]One thing I do know is that a Cobra, or any other Helo on guard will show up if you engage soldiers, but it will rarely if ever engage such forces.  It will just keep flying over head.

That's interesting but not exactly what I could confirm from my experience. Helis usually don't attack soldiers at the ground, that's right, but they actually do when the soldiers enter a vehicle to move away. First I was a bit confused by this behaviour, but after I had some missons in a heli I can understand that this is perhaps realistic - I couldn't see soldiers from above even when I was told where they were. I don't know if that's the reason, but I think it's possible that the copter has problems to see such little targets. A vehicle is easier to spot for them...

NAXAKSTA
Feb 10 2006, 19:36
They are hard to see. But I have had Hind Ds and MI-17s shoot at me none the less. I was even killed once by a door gunner from a Chinook. Just when you think you have it all figured out..........

Grimnirsson
Feb 10 2006, 19:50
That supports my view that it is dependent on how good the enemy pilots can see you - if they can they will shoot you, if they can't they don't. So it's not a restriction of any kind that aircraft won't shoot soldiers on foot like the posting from Cons suggested.

NAXAKSTA
Feb 10 2006, 21:39
Oh they will. No doubt about it. They don't actively seek you out but if they happen to see you, you're a fine red mist.

hp7130p
Apr 8 2006, 20:49
Can anyone please give more info on the Sentry waypoint? I have used the Guard waypoint and understand how it is used but for the life of me I can't see the diffrence between the two. What would be the best time to use Sentry http://forums.bistudio.com/oldsmileys/confused_o.gif (By the way I have read the unofficial guide)

GrandBill
Apr 12 2006, 00:59
Quote[/b] ]Can anyone please give more info on the Sentry waypoint? I have used the Guard waypoint and understand how it is used but for the life of me I can't see the diffrence between the two. What would be the best time to use Sentry http://forums.bistudio.com/oldsmileys/confused_o.gif (By the way I have read the unofficial guide)

A cool way to use it is to have 3 enemy "taking a break" on sentry mode near a vehicule like a tank and give them a get in nearest WP on the tank. So if they see you they get on board.

You can also use it so a man on sentry will physicaly have to run to go get help if he see you. But your gonna need to put a resistance soldier also on sentry mode between the guard and is reinforcement.

hp7130p
May 25 2006, 13:45
I not sure if anyone has tried this before (unable to find a post) it is possible to set up a helo evac after a mission or whenever you need one. Set a empty helo and put a medic next to it, set the way point for the medic to "get in nearest" then another waypoint set to "support"(set it next to "get in nearest"). Now to to get the helo to you all you have to do is ask for medic support.

There are only two problems that arise when you use this, first the AI medic (not part of your unit) that controls the helo will arrive then get out and will heal your unit but will no longer get back in the helo or head back to original starting point. The other problem is if you are the only player alive in your squad (leader or not) there is no way to send the helo to you unless you are injured. http://forums.bistudio.com/oldsmileys/banghead.gif

UPDATE: I was able to get the helo/medic to make multiple landings  when requested. I added the cycle waypoint plus after it lands go to status and select DONE (support done) this allows the medic to get back in helo and take off to another location for medic support. I also made my units(AI) mount the helo (ride in back), I then traveled two miles from original strating point and asked for medic support. The helo took off and landed with my units still intact, http://forums.bistudio.com/oldsmileys/biggrin_o.gif I then gave the command to dismount. Also I hade the option for them eject from mid flight, which I did, but you have to make sure there is enough height between the helo and ground for a successful jump. Good way to bring in extra reinforcements!!
Now to add weapons from ammo crates http://forums.bistudio.com/oldsmileys/wink_o.gif

NAXAKSTA
Jun 1 2006, 01:20
So it goes get in nearest, support, cycle?

hp7130p
Jun 1 2006, 01:32
Yep that's it, I have set up a mission where "our" team would search out a semi-destroyed enemy convoy, eliminate enemy anti AA, and then request more troops by air to secure ammo. The beauty is if you use a Blackhawk with machinegun they will gundown enemy troops before they land. Make sure to use invisible H pads so they will land at the exact area you want them to be at.

NAXAKSTA
Jun 1 2006, 04:25
I can't get it to work. I must be missing something. I had the medic get in a cobra at a distance followed by a support waypoint nearby then a cycle waypoint back to the get in nearest. He arrived when prompted but would not get back in to the cobra when I said support done. He just stood there like always.

hp7130p
Jun 1 2006, 08:46
I have the cycle waypoint between "support" and "get in nearest". What will happen when you watch, is this: They move to heli, get in, get out, and then wait. Ask for medic, they get in, fly at request point, land (now if you want them to arrive on foot the moment they land hit "DONE"  when they hover over landing point) and guard helo. I was able to have 4 helos with each one having a Basic Squad arriving at request point, Total: 4 helos & 36 troops. The only drawbacks to having so many helos is it gets quite confusing keeping track where the helos will land, wastes hell of a lot of construct points and the framerate drops when all helos arrive. http://forums.bistudio.com/oldsmileys/crazy_o.gif

NAXAKSTA
Jun 3 2006, 01:23
I will try that, thank you. So when I say "support done" they will leave and go back to their original spot? That would be awesome.

hp7130p
Jun 3 2006, 02:39
The cycle will be refreshed and the helo will be ready for medic request again. As for them going back to original starting point, that will not happen but they will continue from where they just landed.

Grimnirsson
Jun 3 2006, 07:56
Quote[/b] ]I have the cycle waypoint between "support" and "get in nearest".

Well how can you have the cycle waypoint "between" two other waypoints? The cycle always is connected to one specific waypoint, so I don't really know what you mean here. I've tried to make the medic fly back to his starting point several times now - it doesn't work. Any idea?

NAXAKSTA
Jun 3 2006, 15:55
Yeah. You don't need a cycle waypoint for that. As I understood you had the medics returning to their support waypoint. I don't like how they just stand there in the middle of a hotzone. It would be much cooler if they would go back out of immediate danger. I was hoping that you figured out
a way to make that happen. Oh well. Just have to be careful where you request them eh. http://forums.bistudio.com/oldsmileys/confused_o.gif

hp7130p
Jun 3 2006, 16:45
Put them on "combat" mode they will seek cover for example; if they land next to a woody area they wil get out and look for cover be it a tree or a bush.

As for the helo returing to original starting point, that will not happen but they will continue support from the last request point. Lets say you asked for medic (1st request) and the helo finally arrives and lands. Once this happens drive about 400m and select "DONE" (refresh) then "MEDIC" (2nd request) the troops will get back in and fly to next medic request point.

NAXAKSTA
Jun 4 2006, 03:10
I put the medics in Cobras on a stealth or combat behavior with fire orders at open fire/engage at will and call them in for fire support. They will hose anything they see before they land. Pretty cool stuff.

maxqubit
Jun 15 2006, 15:55
I put the medics in Cobras on a stealth or combat behavior with fire orders at open fire/engage at will and call them in for fire support. They will hose anything they see before they land. Pretty cool stuff.
Yeah, i tried this ... awesome. Simple but awesome. Thx NAX

Everytime i return to this game after an 360 outing i think, omg what a excellent game OFP:E is. I miss the 360 visuals but for the rest OFP:E still beats every other game i played in terms of quality.

NAXAKSTA
Jun 18 2006, 01:29
Couldn't agree more. I want to much to love my 360 but am still waiting for a good title. Ghost Recon AW can't even compare to the greatness of earlier Ghost Recon titles like Island Thunder.

AIRBORNE!
Jun 30 2006, 15:33
All my 360 is good for right now is providing a link to my original XBOX so I can play the OFPE system link stuff alone. http://forums.bistudio.com/oldsmileys/nener.gif

360, all flash no substance.


Damn, why can't I play the Resistance in the MP coop games I make?!?!?!? The sick thing is that on of the co-op sceanrios (Desert Ambush) is co-op and features resistance!!!!

ARRRG!

AIRBORNE!
Jul 17 2006, 03:21
I have the cycle waypoint between "support" and "get in nearest". What will happen when you watch, is this: They move to heli, get in, get out, and then wait. Ask for medic, they get in, fly at request point, land (now if you want them to arrive on foot the moment they land hit "DONE" when they hover over landing point) and guard helo. I was able to have 4 helos with each one having a Basic Squad arriving at request point, Total: 4 helos & 36 troops. The only drawbacks to having so many helos is it gets quite confusing keeping track where the helos will land, wastes hell of a lot of construct points and the framerate drops when all helos arrive. http://forums.bistudio.com/oldsmileys/crazy_o.gif
I have been playing with the whole "call in support" via MEDIC for a bit now, but I have a question regarding this.

To get a squad to show up via helecopter, can use simply use a "basic squad" element (has a MEDIC in it)? So in theory the whole basic squad get's in the bird, waits in support, then comes when you call "MEDIC"?

I also noticed some weirdness... The MEDIC mounts the chopper, fires up the rotor and then gets right out again! Will he get back in and fly to me when I call "MEDIC"?

Thanks,

AIRBORNE ALL THE WAY!

hp7130p
Jul 17 2006, 04:07
I have a topic somewhere in the forums that explains the use of medic unit and basic unit. The reason I don't like "basic" is because if the medic in the "basic" squad gets killed the player will no longer be able to call in support. As for your second question, YES they will get back in once you you call for support.

recoill
Jul 17 2006, 05:11
I have a topic somewhere in the forums that explains the use of medic unit and basic unit. The reason I don't like "basic" is because if the medic in the "basic" squad gets killed the player will no longer be able to call in support. As for your second question, YES they will get back in once you you call for support.

A good way around this is to have multiple Medic units on support. Eg. a basic squad and a unit of 2 medics on separate support waypoints. That way if one go's down you can call up the other ( you can also call both support units at the same time by calling for medic support twice.) http://forums.bistudio.com/oldsmileys/biggrin_o.gif

I just tested SIX separate medic units on support waypoints and they responded to my calls for support.

AIRBORNE!
Jul 17 2006, 06:51
I have a topic somewhere in the forums that explains the use of medic unit and basic unit. The reason I don't like "basic" is because if the medic in the "basic" squad gets killed the player will no longer be able to call in support. As for your second question, YES they will get back in once you you call for support.

A good way around this is to have multiple Medic units on support. Eg. a basic squad and a unit of 2 medics on separate support waypoints. That way if one go's down you can call up the other ( you can also call both support units at the same time by calling for medic support twice.) http://forums.bistudio.com/oldsmileys/biggrin_o.gif

I just tested SIX separate medic units on support waypoints and they responded to my calls for support.
That brings to mind a question of precedence....

If there are two seperate MEDIC units on two different waypoints, which will respond first? The basic unit MED, or the dedicated MED?

Or do they both just come running?

If an AI teammate is injured are the MEDICS called in without my approval? Ie. the MEDICs show up as soon as someone is injured.

Either way, definitely THE tool for fire support. http://forums.bistudio.com/oldsmileys/smile_o.gif

AIRBORNE ALL THE WAY!

recoill
Jul 17 2006, 09:48
That brings to mind a question of precedence....

If there are two seperate MEDIC units on two different waypoints, which will respond first? The basic unit MED, or the dedicated MED?

Or do they both just come running?
mu
If an AI teammate is injured are the MEDICS called in without my approval? Ie. the MEDICs show up as soon as someone is injured.

Either way, definitely THE tool for fire support. http://forums.bistudio.com/oldsmileys/smile_o.gif

AIRBORNE ALL THE WAY!

Ok i've tested this ten times and i'm preaty sure that it dose'nt work like that, it all depends on who borded there transport first and is ready for the support call,
Eg place a unit of two medics on there GET IN NEAREST, & SUPPORT waypoints then place another unit this time a Basic Infantry squad equal distance to there transport and set up there waypoints as per the Medic unit. Call Support for both of them and the smallest unit should reply to your support request first. Now increase the size of the Medic unit to Twelve men and when you call for support the basic squad should respond first as they are now the smallest unit and so can board there transport the quickest.

Now as for whether a AI teammate can call a medic on his own behalf.

The answer is yes and no
If the AI teammate is a member of your squad then the answer is no, he will tell you he's injured but thats as far as his request go's, you have to call the medic support for him.
Now if a different squad's (one which you are not a member of) teammate gets injuerd then the answer is yes, the team leader will call for medic support.
The down side to this is that he will call ALL the medic's on support. So if you have multiple medics on support then expect to see all of them supporting the Non teammate AI's Support calls. http://forums.bistudio.com/oldsmileys/pistols.gif

the blurb
Feb 9 2007, 19:23
Yes, I'm a bit late to the party, all the same I am loving this sublime game. The online community appears to have been dramatically reduced since, perhaps, a year ago. All the same I'm still finding a few 'serious' players to shoot at and with.

Now my question: Is it possible to test a multiplayer map without the hassel of going online with it and being forced to explain multiple times that you are just testing? Thanks in advance.

KingLeerUK
Feb 9 2007, 20:59
Now my question: Is it possible to test a multiplayer map without the hassel of going online with it and being forced to explain multiple times that you are just testing? Thanks in advance.
You can build multiplayer missions in System Link mode and then use them on Live.

the blurb
Feb 9 2007, 22:30
Now my question: Is it possible to test a multiplayer map without the hassel of going online with it and being forced to explain multiple times that you are just testing? Thanks in advance.
You can build multiplayer missions in System Link mode and then use them on Live.
Many thanks for the response. I just figured out that you can also disable the other squad members meaning that there are no slots for other human players to fill.

sim0b
Feb 18 2007, 18:26
Now my question: Is it possible to test a multiplayer map without the hassel of going online with it and being forced to explain multiple times that you are just testing? Thanks in advance.
You can build multiplayer missions in System Link mode and then use them on Live.
Many thanks for the response. I just figured out that you can also disable the other squad members meaning that there are no slots for other human players to fill.
yes black or white button on the xbox control pad just b4 youstart the mission.

Coffin Joe
Feb 26 2007, 05:24
I've been looking and can't find it anyware...

There was a post that listed all the broken editor items that you get access to after doing the codes.(dentist and such...)
http://forums.bistudio.com/oldsmileys/help.gif

Thanks.

I think I just found it... http://forums.bistudio.com/oldsmileys/whistle.gif

Denz
Feb 26 2007, 19:12
all you need is the profile
XaX 1985
to unlock the hidden items
You don't need the other's

recoill
Feb 27 2007, 02:13
I've been looking and can't find it anyware...

There was a post that listed all the broken editor items that you get access to after doing the codes.(dentist and such...)
http://forums.bistudio.com/oldsmileys/help.gif

Thanks.

I think I just found it... http://forums.bistudio.com/oldsmileys/whistle.gif

Here's my list for other people who dont have it yet!


Ok comrades heres a list of all the unlocked editor items and if there ok to place or there buged or if they willl crash your Xbox

WEST

MAN
AT Sniper:ok
Commando (Hand Gun) :ok
Commando (night1) :ok
Grenadier 2:ok
Pilot (Hand Gun) :ok
Saboteur (Cheated!] :ok
Solider 1:ok
Solider (E. Uniform} :ok

AIR
Parachute 1:ok


ARMORED
M1A1 Auto:ok
Mark II PBR Auto:ok
PBR - Exp:Buged crashes your Xbox

CARS
RichTruck:ok

EAST

MAN
Grnadier 1:ok
Officer (cheated!} :ok
Saboteur (Cheated!}:ok
Soldier 1:ok
Solider (W, uniform} :ok
Spetsnaz 1:ok
Spetsnaz (Hand Gun}:ok

ARMORED
T80 Auto:ok

CARS
UAZ (Cheated!} :ok

RESISTANCE

MEN
Grenadier:ok
Officer (Cheated!} :ok
Solider 1:ok
Solider (Cheated!} :ok
Solider (Civil)1-3:ok
Solider (E, uniform} :ok

CIVILIAN

Air
Jet Ranger:Buged invisible ingame
Jet Ranger (small) :ok will fall to the ground and explode

EMPTY

AIR
Jet Ranger:Buged invisible ingame
Jet Ranger (small) :ok

AMMO
No Name (1-2) :ok but invisible ingame
Ammo Crates:ok
East, AddOns:ok
East, Basic:ok
East, Heavy:ok
East, Special:ok
East, Weapon:ok
Res, Basic:ok
Res, Heavy:ok
Res, Special:ok
Res, Weapon:ok
West, AddOns:ok
West, Basic:ok
West, Heavy (1-2) :ok
West, Special:ok
West, Weapon:ok

ARMORED
M1A1 Auto:ok
Mark II PBR Auto:ok
PBR - Exp:Buged crashes your Xbox
T80 Auto:ok

CARS
RichTruck:ok
UAZ (CHeated!} :ok

OBJECTS
No Name:ok but invisible ingame
Black Cube:ok
Building:ok (its a BMP1 with the flag of the USA on the antena)
Camera:ok
Chair:ok
Chair Hanger:ok
Chair Small:ok
Chair X:ok
Computer:ok
Danger East:ok
Danger Guerilla:ok
Danger West:ok
Danger!:ok
Flag:ok
Flag 2:Buged crashes your Xbox
Flag (International) :ok
Fountain:ok
Fuel Station 1-3:ok
Fuel Station (2) :ok
Fuel Station (3) :ok
Hanger Hall:ok
FxCartridge 1-2:ok but invisible ingame
FxExploGround1:ok but invisible ingame
FxExploGround2:ok but invisible ingame
Internal: FxExploArmor1:ok but invisible ingame
Internal: FxExploArmor2:ok but invisible ingame
Internal: FxExploArmor3:ok but invisible ingame
Internal: FxExploArmor4:ok but invisible ingame
Internal: FxWindGrass1:ok but invisible ingame
Internal: FxWindGrass2:ok but invisible ingame
Internal: FxWindLeaf1:ok but invisible ingame
Internal: FxWindLeaf2:ok but invisible ingame
Internal: FxWindLeaf3:ok but invisable ingame
Internal: FxWindPollen1:ok but invisible ingame
Internal: FxWindRock1:ok but invisible ingame
House 1-9:ok
10:Buged crashes your Xbox
11-15:ok
LST:ok
Map Nogovo:ok
Phone:ok
Phone Base:ok
Radio: ok
Radio(RT-254) :ok
Radio Tower 1:ok
Radio Tower 2:ok
Sphere:ok
Table 1-2:ok
Table (pub) :ok
Table with map:ok
Table with map(Nogovo) :ok
Town Hall:ok
Unknown:ok but invisible ingame
VASI 1:Buged crashes your Xbox
VASI 2:ok
VASI 3:ok
Video Table:ok
XXX-Res:ok

You can also play all the units that are ok to place as your character BUT NOT the Jet Ranger it's Buged and will crash your Xbox.

House1: Looks like a stone block or a bail of hay. Small.
House2: Hunters/Riflemans perch as found in the forested
areas.
House3: Castle ruins entry way.
House4: Scaffolding.
House5: Small multi room house.
House6: Repair Hanger/ Garage with internal catwalk.
House7: 8 Story apartment building.
House8: Hunter/Riflemans wooden tower. Made of Logs.
House9: House with small semi-inclosed porch.
House11: 2 Story apartment building.
House12: 1 bedroom house.
House13: Grandpa's Wooden Outhouse.
House14: Guard House without red gate.
House15: 4 Story apartment building.

Coffin Joe
Feb 27 2007, 03:50
Thanks Recoill and Denz.

You only need XaX 1985?

I didn't know that. Oh well. The others are already in there so I'll just leave em.

Just out of curiousity, does anyone know what "!!!" unlocked? I seem to remember(probably wrongly) that it didn't really add anything to the cheat menu so I was thinking it might give you some sort of effect when using that profile. Wild speculation on my part.

recoill
Feb 28 2007, 02:34
Np Coffin Joe. The !!! profile must do something but i cant work out what it dose either.

ale2999
Mar 1 2007, 00:57
great guide all! thx

ZEROTANGO
Mar 1 2007, 12:56
Thanks Recoill and Denz.

You only need XaX 1985?

I didn't know that. Oh well. The others are already in there so I'll just leave em.

Just out of curiousity, does anyone know what "!!!" unlocked? I seem to remember(probably wrongly) that it didn't really add anything to the cheat menu so I was thinking it might give you some sort of effect when using that profile. Wild speculation on my part.
In campaign mode with the cheat menu unlocked you can skip a mission and other things...

WO2_Ledsham
Mar 10 2007, 16:40
Quote[/b] ]
Quote[/b] ]Thanks Recoill and Denz.

You only need XaX 1985?

I didn't know that. Oh well. The others are already in there so I'll just leave em.

Just out of curiousity, does anyone know what "!!!" unlocked? I seem to remember(probably wrongly) that it didn't really add anything to the cheat menu so I was thinking it might give you some sort of effect when using that profile. Wild speculation on my part.

In campaign mode with the cheat menu unlocked you can skip a mission and other things...

Actually I don't think it's "!!!", it works with "QA Tester". http://forums.bistudio.com/oldsmileys/tounge2.gif

EDIT: By the way, does a member of your squad have to be injured to call in a medic? Because the AI calls it fine but I can never call a medic.

recoill
Mar 11 2007, 03:26
EDIT: By the way, does a member of your squad have to be injured to call in a medic? Because the AI calls it fine but I can never call a medic.

No they don,t have to be wounded.
You just have to have a medic (or a unit with a medic in it) on a
Support waypoint,
then call for his support (STATUS, MEDIC)
and make sure that your in a squad Individuals cant call for medic support.

WO2_Ledsham
Mar 17 2007, 17:05
Thanks, I'll try it again! http://forums.bistudio.com/oldsmileys/tounge2.gif

Time2Die
Apr 1 2007, 20:48
Great guide!

hp7130p
Aug 2 2007, 17:28
A while back (last year) I downloaded the island map (pdf) for everon that was located on this thread. I was able to cut and paste to my hearts content certain areas I needed for a powepoint presentation. Now that I have time I decided I would finish what I have started so I downloaded the everon map again (I deleted the first one and the powerpoint) but this time there is no way for be to cut out areas that I need?
Did someone change the security settings or did Adobe's update change something that I am overlooking? http://forums.bistudio.com/oldsmileys/confused_o.gif

Peace keeper II
Aug 21 2007, 19:54
Bravo, exept I knew that all already http://forums.bistudio.com/oldsmileys/tounge2.gif

the blurb
Dec 11 2007, 06:28
This game is far from dead as far as I'm concerned:

I'm putting together a covert operations mission at night at an airbase. Have I missed something or are there no extra lighting options (particularly the red runway lights) in the editor (even with extras unlocked!?)

Also, can someone suggest how I would get a car to move between 2 locations, pick up troops at A, drop them at B, but pick up new troops at B and drop them at A. Repeat. Thanks in advance.

recoill
Dec 11 2007, 15:10
Only with access to the PC Editor and either a Action Replay Device or a moded Xbox unfortunately.

ZEROTANGO
Dec 11 2007, 20:56
Like recoill said it does not work. The only way to get new characters in the car would be for the crew to disembark at point B and have a whole new crew Get in nearest. That new crew needs to be timed precisely or they will find something else if the car is not waiting for them at the way point and wander off.

recoill
Dec 12 2007, 22:15
NOT TRUE ZEROTANGO, the Ai waiting at point B can not Get in nearest the car because it becomes LOCKED
to them when Ai A disembark. The two waypoints need to be synchronized which you can only do on the
PC editor, so your method can not work in OFP:E.