View Full Version : Tips and tricks
Combat
* You can hold your breath for a couple of seconds to stabilize your weapon aim in the game to aim more accurately? (Slightly press and the firing trigger before you fully press it to fire).
* When you are tired, your aim is less stable and you run slower. Your aiming precision is also influenced by your health status and posture.
* Ballistics (and even bullet deflection (ricochets) for machine guns) are accuratelly simulated in the game.
* There are indicators on corners of the screen to give you realistic sutuation awarness (eye and ear based).
* When you're hit and you don't immediately die (not that this is too likely on higher difficulty settings) the position of red spot on screens can help you to identify direction of the incoming fire.
* You can lean when you're not moving and you can look around during movement.
Misc
* If you see a distant explosion or shot, it takes a while until you hear it as well as light travels faster than sound.
Environmental
* There are real star constellations and moon phases.
* The sea has fully simulated tides. Wave size and pattern change according to weather conditions at sea.
* Walking across the island on foot from one end to the other takes 45 minutes real time.
* As time passes, weather and daytime changes influence scene lighting and shadowing as in the real world.
* Church bells ring on each hour and if you listen properly you can count number of rings to find out the time.
* Trees, bushes and grass not only sway in the wind but are also influenced by nearby landing helicopters.
* There are flies, honey-bees, and even dragonflies, mosquitoes or butterflies flying around.
* Seagulls fly mostly near the sea. You can spot a hawk, if you're lucky.
* When you move from a brightly lit area into a dark area, you are unable to see well until your eyes have adjusted to the light.
* There is wind (and sometimes even snow) on the hill tops.
* It's possible to see a rainbow in the game, with the proper combination of rain and sun.
Hi Tech
* HDR (High Definition Range) rendering is implemented to allow good dynamic range of the image in various daytime conditions.
* Similar system to HDR is also implemented for sound so you can hear well low volume sounds in quite areas and also large explosions during combat.
* AI can do everything that you can do. AI can also be mixed in with humans when playing multiplayer (as bots and opponents).
Technical Support
* You can configure your Xbox to run at 60Hz for smoother gameplay on most modern PAL TVs
* You can play the game in 480p mode for maximum quality on HDTV compliant televisions (NTSC US Xbox and proper cables and HDTV AV pack required)
* You can switch to joystick and driving wheel in addition to the game pad at any time for a more simulator like experience.
* You can connect a sound system and experience 3d Dolby® Digital sound (HDTV AV pack required).
* Certain TVs have a feature which automatically averages sound volume and image brightness - for optimum gameplay it's best to turn it off.
Espectro
Nov 21 2005, 11:07
Looks quite interesting... I didnt know that it took time to adjust your eyes in extreme lightning conditions... Very nice add!
Heatseeker
Nov 21 2005, 13:07
Quote[/b] ]* There is wind (and sometimes even snow) on the hill tops.
I like the sound of that, have also seen a working lighthouse in some pics http://forums.bistudio.com/oldsmileys/smile_o.gif .
* There are indicators on corners of the screen to give you realistic sutuation awarness (eye and ear based).
Is this the beeping i occasionally hear? I thought the smoke detector battery needed changed I only hear it once and a while, maybe i have the surround sound sytem too low.
http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
* Walking across the island on foot from one end to the other takes 45 minutes real time.
now i would of hated testing this feature lol i wounder who had to find the time.. and which island is it? http://forums.bistudio.com/oldsmileys/tounge2.gif
Kegetys
Nov 21 2005, 17:07
* There are real star constellations and moon phases.
How about solar and lunar eclipses? These are missing from the PC OFP http://forums.bistudio.com/oldsmileys/mad_o.gif http://forums.bistudio.com/oldsmileys/wink_o.gif
Uziyahu--IDF
Nov 21 2005, 17:10
If you look at falling flares it will ruin your night-vision for a few seconds, too. RadiomanUSMC pointed that out to me.
And the ricochets are AWESOME! Love 'em! I assume that they aren't just cosmetic, because I thought I saw an explosive round ricochet and then explode somewhere else. This is a great improvement to the game, because it makes the machineguns better area suppression weapons.
harley 3 1185
Nov 21 2005, 17:16
Can you bounce grenades on OFP:E - I always found that a glaring deficiency in original (unmodified) OFP?
Red Oct
Nov 21 2005, 18:07
Can you bounce grenades on OFP:E - I always found that a glaring deficiency in original (unmodified) OFP?
YEP! one of the best new features. too bad i found out about the hard way when i went to toss on in a forest and bounced back at my feet. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Espectro
Nov 21 2005, 18:51
Can you bounce grenades on OFP:E - I always found that a glaring deficiency in original (unmodified) OFP?
YEP! one of the best new features. too bad i found out about the hard way when i went to toss on in a forest and bounced back at my feet. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Are you serious?
Its a fuse now? So you can bounce it off buildings?
Are you serious?
Its a fuse now? So you can bounce it off buildings?
It sure does bounce, it has a new sound too. I thought it sounded like a tank blast at first but you get used to it.
only the yank grenades though, the russions are impact grens.
im sure i mentioned it when i first got the g ame
Chipper
Nov 21 2005, 23:41
When you throw a US nade at the roof of a building it will slide down to the ground instead of blowing up inside like the PC one.
TheBladeRoden
Nov 22 2005, 05:07
All these features are getting put into ArmA right?
All these features are getting put into ArmA right?
Of course, unless they come up with a better option.
Dowie100
Nov 23 2005, 15:46
brillant, but please Arma info as well, we really do feel left out
gandalf the white
Nov 23 2005, 16:20
All these features are getting put into ArmA right?
I cannot wait till I see some CSS guys run after the end of a rainbow http://forums.bistudio.com/oldsmileys/tounge2.gif
SpongeBob
Nov 23 2005, 19:11
Do the church bells ring at 2 in the morning as well? http://forums.bistudio.com/oldsmileys/tounge2.gif I hope not.
Quote[/b] ]
* AI can do everything that you can do. AI can also be mixed in with humans when playing multiplayer (as bots and opponents).
I haven't seen the AI lean. Do/can they?
Journeyman
Nov 25 2005, 21:25
Thanks Maruk for that Xbox info.
But please ....some ARMA info soon!! http://forums.bistudio.com/oldsmileys/banghead.gif
Uziyahu--IDF
Nov 26 2005, 23:47
Quote[/b] ]
* AI can do everything that you can do. AI can also be mixed in with humans when playing multiplayer (as bots and opponents).
I haven't seen the AI lean. Do/can they?
Not a big deal. About the only people I remember leaning in the '80's were the Israelis. Massad Ayoob had an article about it in Soldier of Fortune magazine.
If you watch the trailer for "The Regiment", a Rainbow Six-type title due out early next year, you'll see the S.A.S. method of the '80's, which was then cutting-edge. No leaning.
Also the movie "Navy Seals". Enter and drill. No leaning.
So while it is good that the player can lean, it isn't surprising that the A.I. wouldn't.
Red Oct
Nov 26 2005, 23:59
the leaning feature is interesting, but i haven't had much need for it. i usually toss a gernade around a corner and that usually takes care of any enemies. still nice they put it in though.
brillant, but please Arma info as well, we really do feel left out
This IS ArmA info or do you think that a normal OFPE user wouldn't have noticed the stuff mentioned here before Maruk's post? http://forums.bistudio.com/oldsmileys/whistle.gif http://forums.bistudio.com/oldsmileys/tounge2.gif
Most impressive! Obi-Wan has taught you well.. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Didn't see this one yet, VERY nice news. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Doesn't look like this has been mentioned but I've created some nice vehicle wreckage in the custom missions by placing a wrecked 4X4 object on the road and then placing a lit fire object on top of it. Creates a great smoldering wreck with smoke.
recoill
Dec 10 2005, 08:11
Doesn't look like this has been mentioned but I've created some nice vehicle wreckage in the custom missions by placing a wrecked 4X4 object on the road and then placing a lit fire object on top of it. Creates a great smoldering wreck with smoke.
Yes that dose look cool also try a placeing a lit fire on some barrels or on the gas pumps of a gas station, this looks verry impresive in the dead of night
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Grimnirsson
Dec 24 2005, 09:04
Hi,
I don't know if this question actually belongs to this thread here, but it's not suited for making a new one so here we go:
When you cllick on the different missions in the campaign that you already played you can see your score. But this score is different from the score that you get when you actually finish the mission. With the latter you get points and stars and with the former only information like e.g.:
Score: 1 (3)
Duration: 13 m (1h 41m)
Casualties: 6 (25)
So nothing about the points and stars one got and I also don't know how to read the information above. Could someone help me here?
Thanks,
Grimnirsson
Uziyahu--IDF
Dec 25 2005, 23:55
I don't pay attention to anything but the stars and the score that gets posted to the leaderboards.
Grimnirsson
Dec 26 2005, 09:46
That's not really helpful regarding to my question and I don't pay attention to the leaderboard scores because I don't play online...
So who can tell me something about the scores and information mentioned in my earlier post?
Thanks,
Grimnirsson
Grimnirsson
Dec 28 2005, 16:31
Hmm...nobody has any idea what this score information actually means?? http://forums.bistudio.com/oldsmileys/huh.gif
I think that Score: 1 (3) means that you killed 1 out of 3 enemys in the mission
Duration: 13 m (1h 41m) means the time http://forums.bistudio.com/oldsmileys/tounge2.gif
and Casualties: 6 (25) means you lost 6 out of 25 teammates/other soldiers on your side
dont kno if that is what it really means, I think thats how it works http://forums.bistudio.com/oldsmileys/tounge2.gif
Grimnirsson
Dec 28 2005, 20:10
Quote[/b] ] I think that Score: 1 (3) means that you killed 1 out of 3 enemys in the mission
There were certainly more than only three enmies around...
Quote[/b] ]Duration: 13 m (1h 41m) means the time
What time? Given the 13 minute are my actual playing time, what does the 1h 14m tell me? Is there an "absolute time" or something like that - I highly doubt that...
Quote[/b] ]and Casualties: 6 (25) means you lost 6 out of 25 teammates/other soldiers on your side
I only had a 4 folks troop with me, not nearly as many as 25 soldiers...
Hm...I am still wondering about these scores... http://forums.bistudio.com/oldsmileys/confused_o.gif
Not sure on the exact scoring for all the units but a score of 1 means you killed one unit. -1 if you killed someone on your side. I think its 2 pts for a tank/bmp and either 3 or 4 pts for helo. Its been a while since I paid attention to these scores so I might be off. The score when you end the mission is an overall mission score. Again not excatly sure how thats calculated but if you search the older ofp forums you will find something very close to the xbox scoring.
edit: i found this at the avonlady FAQ
Avon Lady Faq entry (http://www.theavonlady.org/theofpfaq/1985/scoring.htm)
Grimnirsson
Dec 29 2005, 08:46
Thanks hoz for the link.
Quote[/b] ]1000 points for killing an enemy officer or spec-ops.
200 points for destroying a BMP, Shilka, MI-17, UAZ, etc.
Which brings me to the question why an officer is giving you way more points than a Shilka. I'd say the latter is far more frightening and often harder to destroy.
And this FAQ obviously describes the calculation of the overall score one gets after completing the mission (i.e. the points with the golden stars or the red Xs) which is not the same as the things I mentioned above. I'm especially interested in information on this time "scoring" - 13 m (1h14m) etc..
Anybody of the developers should be able to answer that, no?
NeMeSiS
Dec 29 2005, 16:59
I think that Score: 1 (3) means that you killed 1 out of 3 enemys in the mission
Duration: 13 m (1h 41m) means the time http://forums.bistudio.com/oldsmileys/tounge2.gif
and Casualties: 6 (25) means you lost 6 out of 25 teammates/other soldiers on your side
dont kno if that is what it really means, I think thats how it works http://forums.bistudio.com/oldsmileys/tounge2.gif
1 kill (3 total kills)
13m played (1h 41m total played)
6 times died/casualties on your side (25 total)
not sure about the last one http://forums.bistudio.com/oldsmileys/smile_o.gif
Grimnirsson
Dec 29 2005, 18:26
Quote[/b] ]13m played (1h 41m total played)
What does that mean, "total time"? I played the mission once and it may well be that it was just about 13 m, but where does this fit in any "total time"?
I see we work on it to come closer to the truth http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Espectro
Dec 29 2005, 19:59
it means u have played 1 hour and 41 minutes total throughout the campaign. You have killed a total of 3 enemy units (after friendly units have been withdrawn). You lost 6 teammates in this mission, and yyou have lost 25 throughout the campaign.
Thats what I would suppose it means. I dont have ofp:e though, so obviously im not sure.
Uziyahu--IDF
Dec 30 2005, 01:18
Hmm...nobody has any idea what this score information actually means?? http://forums.bistudio.com/oldsmileys/huh.gif
Let me put it this way...
I've been playing OFP since the public demo on the PC.
Again, I don't pay attention to the score. I look at the number of stars and also the list of things I killed.
Mission success isn't determined by a "score" in real life. I don't even know why OFP has a scoring system.
Survive + Complete the Mission = Mission Success
At the end of the day, that's really all you need to know.
If you're worried about scores that don't translate into a leaderboard score, you might as well play Asteroids, instead.
If I were you, I would search the PC version forum for "score" or "scoring". If B.I. has ever condescended to explain the point breakdown in the campaigns, the system on the X-Box probably isn't that different than the one on the PC.
You might want to check the most recent comref under the Editing section of the www.flashpoint1985.com website. I believe that there is a scripting command that allows you to assign whatever freaking point value to whatever target, waypoint, etc. you like...which leads me to the conclusion that scoring is an arbitrary thing determined by the mission designer.
Which brings me back to what I said: I don't pay attention to it.
Berghoff
Feb 3 2006, 09:27
Wow after finishing the CWC campaign again on the xbox I can't wait how ArmA will be, those 3 orginal Island have such high detailed trees that you can stare at them for minutes seeing them swaying in the wind (not forest sections sadly enough) with birds flying around and insect sounds nearby http://forums.bistudio.com/oldsmileys/smile_o.gif. The resolution might by low on the leafs but who cares at some distance these trees and shrubs are superb. Can't wait to play at little deatmatch aswell in a dense area with swaying shrubs =). For the rest this version is superiour to the pc version in all ways except the limited power of the xbox. The only setback was the voice acting, yester I started on Resistance and the excellent Viki voice acting from the pc version was replaced like some CWC voices aswell which was somewhat disappointing, might be because I've played ofp too much on the pc =).
Grimnirsson
Feb 3 2006, 17:09
And what has this to do with "Tips and Tricks" now ?
maxqubit
Feb 7 2006, 13:06
Well he comments on some of the features in OFP:E (wind, birds, bees, etc.) which are outlined in Maruk's first post.
So it IS on-topic:) Btw, i really don't mind when someone expresses his/her admiration for OFP:E (whateever topic it is)
Perhaps the title of the thread should be 'Tips, tricks and features'.
Uziyahu--IDF
Feb 9 2006, 16:34
To find out where your leader is, hit the Start button and then the B (Back) button. Your leader will now be highlighted on-screen for a few seconds.
Grimnirsson
Feb 10 2006, 15:47
Hi,
I'd like to have my soldiers firing flares into the sky to check out possible enemy positions at night, but I can't order them to do this. I can command them to take the flares from the ammo/weapon storage, but there seems no way to order them to actually use them. They don't use them for themselves either - they obviously can see thru the night even without the night goggles, so they have no reason to use the flares.
Any way they would use flares?
Thanks!
NAXAKSTA
Feb 10 2006, 19:38
I have never seen the A.I. use flares
Grimnirsson
Feb 13 2006, 09:11
So there seems no way to "force" them to use them? Too bad...
Another question: how does the "landing autopilot" command work? I had 3 Camels with me and after arriving at the final destination point at an airport I did land and then said to the AI to land too. They said "Roger" and started to fly away - over 2500m I don't know where they wanted to go. I thought that the autopilot always lands at the closest airport no matter whether I use the autopilot for my own plane or as a command for AI pilots, but it obviously doesn't work this way.
Any ideas?
NAXAKSTA
Feb 13 2006, 16:28
I cannot get the A.I. to land a damn plane for the life of me. I set a SU-25 on a get out command near an airport and just walked away for some dinner. An hour later and he was still buzzing around aimlessly.
ParaGraphic L
Feb 16 2006, 23:37
In a few missions I had AI use flares (Friendly and Enemy) but as I recall there was always Armored Infantry with the side that used flares.
Coffin Joe
Feb 17 2006, 04:57
I've gotten Biplanes to land on the desert map airport. They were starting way out at sea with just one waypoint (get out) at one end of the runway. I think I put the waypoint on the west end of the strip, don't know if that would make a difference. They were also coming in from the south so they lined up on there own. Also I noticed Biplanes have an autopilot for landing(havent even used other planes yet so don't know if they all have it http://forums.bistudio.com/oldsmileys/tounge2.gif ) which when turned on takes over and lands them on a strip from anyware on an island.
I have never seen the A.I. use flares
One of the first missions in CWC, the one where you attack Morton with 2 other squads has flares going off, however i think that may be scripted for them to appear in the sky rather than a guy actually shooting them off. Not sure though. Theres definatly a guy with a grenade launcher in that mission though, so he may be shooting off the flares??
Flares can only be fired with script. you can use doFire, or fire and they will launch a flare (maybe that's why AI always points at the sky when using the fire command), and you can camCreate one and (maybe) setVelocity it. But AI will not fire flares by themselves.
All this scripting stuff is obviously only for PC (one reason I will never own OFP:E)
maxqubit
Mar 3 2006, 15:40
Xcess.
So you can only script it. I don't like scripting, it takes away the surprise. I prefer OFP:E because of the surprises it delivers:)
Xcess.
So you can only script it. I don't like scripting, it takes away the surprise. I prefer OFP:E because of the surprises it delivers:)
On PC you can even script the surprise :-)
maxqubit
Mar 3 2006, 21:39
Perhaps i'm not in the position to disregard all OFP possibilities, but to neglect OFP:E, which is the newest version of the OFP experience, because you can't script, well i think you miss out on the AI improvements BIS must have made the past dev period.
I'm amazed every time i play my own made mission. It feels so fresh every time, very impressive.
But if all of those improvements and more make it into ArmA, well, who is complaining? Not me for sure (Oh, yes a 360 version plz BIS:):)
I'm waiting for ArmA, I've never been a fan of shooters on consoles because I'm used to the good ol' keyboard and mouse combo, lots more control.
And ECP does me just fine for AI improvements. And, as 5133p39 said, my own personall scripted surprises http://forums.bistudio.com/oldsmileys/wink_o.gif
maxqubit
Mar 4 2006, 14:01
m+kb gives me RSI fatigue. You can get used to an controller, in fact after years i now prefer the controller, esp. for OFPE. Because of the mix of on foot, driving and flying imho a versitile controller is better suited. Driving with m+kb is horrible (at least for me)
Ok, i'm old(er) but the switch to consoles (xbox) was made also because on pc one tends to fiddle more (with hw/drivers and ... scripts:) than on cosole. If analyzing pure gametime a console is unbeatable. Put in the DVD and play. No hassle, 100% fun.
Perhaps ArmA will make me switch back to the pc platform but i would prefer a 360 version:)
Quote[/b] ]* You can configure your Xbox to run at 60Hz for smoother gameplay on most modern PAL TVs
Is there anyone here who has had any problems with Ofp Elite + PAL60?
(Overheating, Lockups, HDD crashes or anything similar)
Edit: Nevermind. Solved
I havn't seen any comment on this before, but you can play Football in Elite.
When you Unlock the extra stuff in the Editor, under Objects there is a sphere. It's man size and reacts like a ball does, bouncing up when it hits a bush or such.
Shooting it works, but also driving into it with Jeeps.
I dont have Live so dont know if someone has done this for Multiplayer, but it is probably pretty fun if not. I've done it with an AI, unfortuantly it's pretty 1-sided... http://forums.bistudio.com/oldsmileys/crazy_o.gif
maxqubit
May 2 2006, 00:07
Last few night i'm back at OFP:E (SP own missions)
I found a proper way to use SENTRY/GUARD for e.g. SU25 and Shilka
Effect wanted: My team/allies approach airbase. Enemy is alarmed (SENTRY/AWARE/HOLDFIRE), pilots run to their EMPTY SU25's at beginning of airstrip (GET IN NEAREST/NOCHANGE/NOCHANGE), take off (MOVE to beyond end of airstrip/NOCHANGE/NOCHANGE) and engage (GUARD somewhere over the airbase/COMBAT/OPENFIRE-ENGAGEATWILL).
THE trick to get it work is the HOLDFIRE, because then the pilots run in stead of fight;)
Same set of commands work for a Shilka. Place an EMPTY shilka in the woods. 3(!) soldiers on SENTRY/AWARE/HOLDFIRE in the woods, then a GET IN NEAREST/NOCHANGE/NOCHANGE next to the EMPTY shilka, then a GUARD/COMBAT/OPENFIRE-ENGAGEATWILL outside the woods.
The effect will be that as soon as hell breaks loose near the woods (e.g. a town nearby) the soldiers get into the shilka , the shilka gets out of the woods and engages the enemy.
Awesome to see this (Shilka and or SU25 takeoffs in action)
Plz note that above text is a bit cryptic but for the mission editor die-hards it is easy to see what/how to pull this off.
maxqubit
May 3 2006, 00:11
Nah that SU25 takeoff works different than i described.
I'm not totally sure but anyways.
You have to place an EMPTY su25 on the side strip of an airfield (so NOT on the main strip). Now place a pilot and go GETINNEAREST near the su25 and a GUARD somewhere on the map. My experience is that the pilot boards the su25, then he taxis to the main strip, takes off and goes into GUARD mode.
Both use of side strip AND use of GUARD seem to be necessary. Place the SU25 on the main strip, then no take off happens. Same when you use MOVE i.s.o. GUARD ... no take off!?
Well, this is all very very undocumented. A pity cause when in action it is awesome:)
I know NAX was working on landing a SU25 ... I tried some things but no luck yet:(
NAXAKSTA
May 3 2006, 23:55
Indeed. I cannot figure it out yet either. I wanted kinda the same thing. I wanted to sneak up on a base where there were SU-25s landing and taking off. Oh well. Many compromises were made to achieve roughly the same effect anyway.
maxqubit
May 4 2006, 07:37
Nax, but yesterday i was playing around with the SP BASIC template and got a whole show working, albeit with friendlies (A10)
Just the GETOUT on the Malden airfield (even when place outside the landing strip!) made A10's land, taxi on the side strip and get out. But it takes time (say 2-3 minutes) ... I will try out the enemy SU25 landing
Anyway till now i discovered (got working):
For take-off: Place the EMPTY A10 on the side(!) strip. Then for a pilot a GETINNEAREST near the plane. Then a GUARD somewhere on the island.
Result: Pilot gets in the A10, taxis, takes off and goes in guardmode
To land: Just a GETOUT on the airfield seems enough
Of course you a vary things, of which many seem to work.
E.g. I had unit of 12(!) A10's in the air and with a GETOUT they finally arrived/landed in sequence! Well, they bounced and got crippled because they were too close. But with 3-4 it worked perfectly and looked amazing!
With this technique working i had an active airbase working, and i started as just the 'spotter' on the side of the airfield ... got in the humvee next to me, drove to an empty Cobra, flew parallel with starting and landing A10's and destroyed enemy tanks in the distance.
Well, once again it showed me how superior OFPE is compared to other shooters (or better, how much more i like OFPE over any other shooter;)
Otoh it looks to me that with a 'bit' of extra effort this Mission Editor and Templates could have been perfect. Now it leaves a lot to be desired for the active mission maker who goes beyond the simple target missions.
Edit: Tried the same with SU25, but they won't land as you said NAX So A10 works, SU25 doesn't!?!?!?
i just love how OFP is not just like a great soldier sim but always improving the "romantic" sides of life.
Remeber one of my first MP sessions on Malden, gunner in a patrol boat going from south to the airport (yes it took some time and will never do it again, but once i was young..).. anyway had the sunset and it was so beautiful, i just sat in my boat, watching the sun come down and talked with my friends all the way. (Ofp is nicer to talk in then msn, IRC sometimes)..
and now they gonna have rainbows.. my next date is in OFP for sure http://forums.bistudio.com/oldsmileys/smile_o.gif
maxqubit
May 4 2006, 08:36
OFPE already has rainbows:) See one quickly in my lighthouse vid. Ooh, and patrol boat, yep another vid 'Landing' will place you in one of these:)
But as you said. The immersion is fab. Sunrise/set, moon, stars, rainbows, waves, sky, birds, bees, butterflies ... many times i just stop and watch the scene (even after 5+ months of play) ... that says a lot:):)
NAXAKSTA
May 6 2006, 18:55
Yeah. I modified the mission around the fact that I couldn't get the Su-25 to land. Oh well. It still turned out well.
Grimnirsson
May 31 2006, 11:37
Hi,
is there any possibility to make in game screenshots with OFP: Elite on the Xbox (retail or modded)? I'm considering to make a guide with pics and it would be cool to have pics from the Elite game and not from the pc game to illustrate it.
Thanks
Grim
Quote[/b] ]s there any possibility to make in game screenshots with OFP: Elite on the Xbox (retail or modded)? I'm considering to make a guide with pics and it would be cool to have pics from the Elite game and not from the pc game to illustrate it.
not unless your hooked into your pc with a video in card.
AIRBORNE!
Jun 28 2006, 17:25
Nah that SU25 takeoff works different than i described.
I'm not totally sure but anyways.
You have to place an EMPTY su25 on the side strip of an airfield (so NOT on the main strip). Now place a pilot and go GETINNEAREST near the su25 and a GUARD somewhere on the map. My experience is that the pilot boards the su25, then he taxis to the main strip, takes off and goes into GUARD mode.
Both use of side strip AND use of GUARD seem to be necessary. Place the SU25 on the main strip, then no take off happens. Same when you use MOVE i.s.o. GUARD ... no take off!?
Well, this is all very very undocumented. A pity cause when in action it is awesome:)
I know NAX was working on landing a SU25 ... I tried some things but no luck yet:(
I acheived the effect of takeoff with an A10 on one end of the strip and lined up for takeoff. Empty A10, pilot (get in nearest), pilot (guard). Sure enuff he showed up later to hose off some tanks for me. Is the Frogfoot unique in that it must be on the sidestrip?
I did notice that if other AI soldiers (or equipment) impact the path of a pilot enuff on his way to his aircraft, he can get lost and just coffe break by the bird forever.
AIRBORNE ALL THE WAY!
Grimnirsson
Jun 28 2006, 17:57
Could anybody explain to me how the LGBs work in combination with the laser designator?
We had a two player sys link game and I was flyin' an A10 with LGBs while my gaming partner was on the ground with her laser designator directed right on a tank.
I couldn't figure out how to drop the bombs so they would hit the target or at least to see where the target was. I realized that the A10 has a red circle on the display somewhere on the left side and this circle gets stronger when one approches the target and fades when one is too way off from it. I tried to drop the bombs when the circle was clearly to see but they didn't hit the target. I mean Laser Guided Bombs are supposed to be exactly that - laser guided, so they should hit the target when they can "see" the laser point and it shouldn't be the problem of the pilot to direct them into the target or something like that.
So any experienced bomber pilots here let me know how to do that right http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks,
Grim
AIRBORNE!
Jun 28 2006, 19:10
Could anybody explain to me how the LGBs work in combination with the laser designator?
We had a two player sys link game and I was flyin' an A10 with LGBs while my gaming partner was on the ground with her laser designator directed right on a tank.
I couldn't figure out how to drop the bombs so they would hit the target or at least to see where the target was. I realized that the A10 has a red circle on the display somewhere on the left side and this circle gets stronger when one approches the target and fades when one is too way off from it. I tried to drop the bombs when the circle was clearly to see but they didn't hit the target. I mean Laser Guided Bombs are supposed to be exactly that - laser guided, so they should hit the target when they can "see" the laser point and it shouldn't be the problem of the pilot to direct them into the target or something like that.
So any experienced bomber pilots here let me know how to do that right http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks,
Grim
Maybe that's why the A10 never dropped it's LGBs for me while I was designating in game?
Is there really any code in the game to guide in the LGB to the lasered target, or is it cosmetic?
It's my understanding that in real life, LGBs are "retarded fall" munitions. They are usualy dropped from a much higher altitude, and deploy chutes, and glide their way in to the designated point (sensor in the nose of the bomb pointed down the entire ride). They are NOT missiles, and they definitely have limited manuverability... Hence the higher you are the more of a chance for them to course correct to the designated point before impact.
I don't know how the newer systems work, but in the old days you'd have to stay on designating until about impact to be certin the LGB made it to it's target. Bad news if the target is highly mobile, and as soon as you're laser up, your life expectancy drops dramaticaly (that and the fact that usualy you'd have to come up on radio com with the aircraft).
Bohemia seems to try to be extremely realistic, wouldn't suprise me if they work the same way in game.
BTW, anything that can obscure the designator it's self or the reflected radiation (I tried to designate the upper portion of the tanks in game b ut that didn't work either) can break the bombs targeting (ie. smoke, etc.).
I definitely want to design some LD missions, but I have too many questions on how it works in game. http://forums.bistudio.com/oldsmileys/sad_o.gif
AIRBORNE ALL THE WAY!
Could anybody explain to me how the LGBs work in combination with the laser designator?
1) You need to lock the target before releasing the bomb. When it is locked, you will see a rectangle around it.
2) You need to be in suitable position so that the bomb is able to reach the target - it is able to maneuvre a little bit, but not much. This usually means you should fly quite high. When you are in suitable position, you will see both rectangle and diamond around the target.
AIRBORNE!
Jun 28 2006, 19:44
Could anybody explain to me how the LGBs work in combination with the laser designator?
1) You need to lock the target before releasing the bomb. When it is locked, you will see a rectangle around it.
2) You need to be in suitable position so that the bomb is able to reach the target - it is able to maneuvre a little bit, but not much. This usually means you should fly quite high. When you are in suitable position, you will see both rectangle and diamond around the target.
OUTSTANDING REPLY! http://forums.bistudio.com/oldsmileys/smile_o.gif
Forgive my ignorance, but how does one "lock the target"? Doesn't just depressing the trigger drop the bomb it's self, assuming that the target is being designated from the ground already?
Is the AI capable of performing this function while flying the aircraft... Under what conditions?
Many thanks and praises.
AIRBORNE ALL THE WAY!
Grimnirsson
Jun 28 2006, 20:15
It seems that the laser doesn't do much then - locking on the target is the normal procedure with many missiles in the game. And it's quite difficult to see the target so one can lock on it - that's the reason the bombs are laser guided, or so I thought.
And what's about this red circle I talked about? Just cosmetics?
NAXAKSTA
Jun 29 2006, 02:20
The laser is an awesome tool. It's the most fun in the game as well. You must lock onto the laser just as in real life because it's actually coded. The bomb is given the code so it doesn't get confused on the way down. Modern battlefields have many lasers refracting in lots of directions. Rangefinders on most MBTs are done with lasers. Also more than one aircraft is usually near dropping LGBs as well.
The laser is an ideal way for a ground unit to bear a tremendous amount of damage onto enemy forces. Alot of targets are just too well defended to risk an open air strike. The ZSU-23 Shilka is often the recipient of some laser guided lovins. Hellfire missiles can also lock onto the laser enabling the helo to fire from distance and cover. As fun as the LGB is, it does have it's limitations.
The LGB has no propulsion. It simply is released from the aircraft and is at the mercy of gravity until detonation. Therefore you must plan your approach carefully as it's ability to steer is also limited. They are just Mk 82 2000 lb bombs fitted with guidance fins and a seeker head to track the laser. So.....the faster the launch vehicle is travelling the less the bomb can steer. If you need to travel fast through the target area (taking fire) dip your nose and dive for a moment as you release. In other words, the lower and faster you travel, the more you have to help steer the weapon.
In conclusion. Switch to bombs, attain the "laser target", (a flyby may be necessary to see the laser first) climb to around 200 meters, attain an airspeed around 300 knots and release at about 800 meters from target. A shallow dive always helps as you approach 1000 meters. Keep in mind that the bomb always falls at the same speed meaning that it must have enough altitude to travel a certain distance or enough speed to cover the ground faster. Practice practice practice.
Freefall bombing can be very effective once you get it all down. BLIND UNSEEKER can hit a moving tank every time. Flying wingman and watching him work is just awesome.
AIRBORNE!
Jun 29 2006, 15:06
Freefall bombing can be very effective once you get it all down. BLIND UNSEEKER can hit a moving tank every time. Flying wingman and watching him work is just awesome.
OUCH! Now I know who NOT to play against online. http://forums.bistudio.com/oldsmileys/wink_o.gif
I have a bloody hard enough time keeping the bird in the air, much less engaging anything in combat. Note to myself to stick with ground tactics. http://forums.bistudio.com/oldsmileys/sad_o.gif
AIRBORNE ALL THE WAY!
NAXAKSTA
Jun 30 2006, 01:47
Practice practice practice. It took me about 50 flight hours just to keep from stalling and crashing. Now we take off and land in formation and absolutely annihilate everything under us. The Mi-24 is still wicked dangerous, even in the A-10.
Gibbo73
Jun 30 2006, 11:36
any ideas guys
in a multiplayer game I'm trying to get one AI unit to laser des the target - no problem - you get him to drop his primary weapon (mp5), target the shilka, and then issue fire command. he squats and holds a shoulder fire position (similar to law).
I then have a10 pilot (AI) over the area - he picks up the laser target but I can't get him to drop the bombs - even when I ask him to target it / engage at will.??
any suggestions.
Grimnirsson
Jun 30 2006, 13:43
Quote[/b] ]he picks up the laser target but I can't get him to drop the bombs
I wonder how you know that he picks up the target - does he say so or what?
Grim
Gibbo73
Jun 30 2006, 14:31
yep
he spots the laser, and then it comes up "engaging" on his status, but never actually drops the bombs.
It did work once when I had 2 A10's that were in the area but they flew into each other just after one had dropped the bombs! don't understand! http://forums.bistudio.com/oldsmileys/help.gif
Once the AI pilot picks up the laser, go back to the target menu and scroll to target 'laser designator'. (I think!http://forums.bistudio.com/oldsmileys/wink_o.gif
He should drop the bombs now instead of using the gun.
I may be wrong as it's been a while since I played this. I'll check later.
AIRBORNE!
Jul 6 2006, 15:21
Once the AI pilot picks up the laser, go back to the target menu and scroll to target 'laser designator'. (I think!http://forums.bistudio.com/oldsmileys/wink_o.gif
He should drop the bombs now instead of using the gun.
I may be wrong as it's been a while since I played this. I'll check later.
I tried and tried and tried this.... To no avail. http://forums.bistudio.com/oldsmileys/sad_o.gif
I could designate a tank (from the ground), get the AI A10 pilot to "target the laser designator", and even get the pilot to radio that he saw the designated target and call out it's range! However the AI pilot NEVER actualy dropped any bombs... Not once in over an hour of various points designated and acknowledged by the pilot!?!?!?
On the flip side I had the AI designate a tank from the ground, and I tried to lock-on with the A10's laser guided bombs.... I have become quite convinced that I'm a born ground pounder and a damn poor pilot. I could barely keep the plane in the air, much less anything else. I did hear my guy say he saw the laser, and I dropped some bombs, but they never hit.
I give up. http://forums.bistudio.com/oldsmileys/goodnight.gif
AIRBORNE ALL THE WAY!
Once the AI pilot picks up the laser, go back to the target menu and scroll to target 'laser designator'. (I think!http://forums.bistudio.com/oldsmileys/wink_o.gif
He should drop the bombs now instead of using the gun.
I may be wrong as it's been a while since I played this. I'll check later.
I tried and tried and tried this.... To no avail. http://forums.bistudio.com/oldsmileys/sad_o.gif
I could designate a tank (from the ground), get the AI A10 pilot to "target the laser designator", and even get the pilot to radio that he saw the designated target and call out it's range! However the AI pilot NEVER actualy dropped any bombs... Not once in over an hour of various points designated and acknowledged by the pilot!?!?!?
On the flip side I had the AI designate a tank from the ground, and I tried to lock-on with the A10's laser guided bombs.... I have become quite convinced that I'm a born ground pounder and a damn poor pilot. I could barely keep the plane in the air, much less anything else. I did hear my guy say he saw the laser, and I dropped some bombs, but they never hit.
I give up. http://forums.bistudio.com/oldsmileys/goodnight.gif
AIRBORNE ALL THE WAY!
Checked this out last night - It does work.
Here is my run-through;
Switch to designator, click right thumbstick(look down sight), left trigger zooms in, right trigger to activate(target turret of tank so A10 can see laser reflection), select pilot from command menu,target laser designator,keep dot on target,bomb will fall shortly.
If you dont keep the laser on the target, A10 pilot will not drop bomb.
tonik_tzw
Jul 7 2006, 12:25
Just reading this and although Im a PC OFP player I was just wondering if you also needed to give the pilot the option to 'fire at will' or 'fire' once you have the target designated.
I know that in some cases in PC OFP that you have to give the command or the AI will target what you tell them, but not shoot depending on their status.
AIRBORNE!
Jul 7 2006, 13:42
Once the AI pilot picks up the laser, go back to the target menu and scroll to target 'laser designator'. (I think!http://forums.bistudio.com/oldsmileys/wink_o.gif
He should drop the bombs now instead of using the gun.
I may be wrong as it's been a while since I played this. I'll check later.
I tried and tried and tried this.... To no avail. http://forums.bistudio.com/oldsmileys/sad_o.gif
I could designate a tank (from the ground), get the AI A10 pilot to "target the laser designator", and even get the pilot to radio that he saw the designated target and call out it's range! However the AI pilot NEVER actualy dropped any bombs... Not once in over an hour of various points designated and acknowledged by the pilot!?!?!?
On the flip side I had the AI designate a tank from the ground, and I tried to lock-on with the A10's laser guided bombs.... I have become quite convinced that I'm a born ground pounder and a damn poor pilot. I could barely keep the plane in the air, much less anything else. I did hear my guy say he saw the laser, and I dropped some bombs, but they never hit.
I give up. http://forums.bistudio.com/oldsmileys/goodnight.gif
AIRBORNE ALL THE WAY!
Checked this out last night - It does work.
Here is my run-through;
Switch to designator, click right thumbstick(look down sight), left trigger zooms in, right trigger to activate(target turret of tank so A10 can see laser reflection), select pilot from command menu,target laser designator,keep dot on target,bomb will fall shortly.
If you dont keep the laser on the target, A10 pilot will not drop bomb.
@<hidden>^%#$@<hidden>&#! I tried to get this to work for hours (I was using a modified version of the ARUSER made mission "Designate Death" with AI A10s). Perhaps the ground cover surrounding the tanks obscures the pilot enough during the overflight to keep him from bombing (although he definitely reports that he sees the laser)?
I'll try it again later with WIDE OPEN terrain and see if I can get the AI A10 drop the bomb.
Perhaps there is hope...
AIRBORNE ALL THE WAY!
Another way to designate a target for AI pilot's to drop LGB'S is by useing the GUARD waypoint.
1: Make your UNIT 2 Commandos with a designater. it wont work if your alone, you need to report the targets to a squad member for the A10's GUARD waypoint to trigger.
2: Place a couple of A10's with LGB's 2 or 3 big map squares away from the targets on a GUARD waypoint set to COMBAT, WEDGE, (you could use any formation) and OPEN FIRE, ENGAGE AT WILL . (you could place the A10's anywere on the map and they should respond but if you wont to make sure that they show up ive found that it's best to place them near the action)
3: Now when you are ingame and you see the targets you or your squadmate will report what enemies they see to one another thus seting off the A10's GUARD waypoint to respond to your targets.
4: Make you and your squadmate Laser designate the targets (if your AI squadmate wont use his Laser designater use the STOP command to make him hold position, ACTION command to make him use the designater, also use the WATCH command to make him face the targets, and use the TARGET command to select a target for him.)
5: When the A10's show up they will start to strafe the targets with there guns and bombs.( it might take some time for the A10's to drop there bombs, ive had them drop it as soon as they show up BUT theres been times when they used there guns for 5 to 6 minutes before they droped there bombs.)
You may need to change your squadmates target every now and then when the targets get destroyed but sooner or later you will see a LGB drop.
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
and yes AIRBORNE! open terrain dose help also aiming the designator on the top of the target helps aswell.
hope this helps
Recoill
AIRBORNE!
Jul 9 2006, 22:50
WAHOO! I finally got it to work, but under some VERY specific circumstances.
I created a mission just to test the A10 LGB in conjunction with the Laser designator. I chose the island with the mountain in the middle (some 400+ elevation), and an airstrip on the east coast (showed up on their map, but didn't look like a runway from ground level).
I selected a 4 person commando laser designator unit as my forces placed near the airfield), and a T80 platoon as the enemy (placed on the slope of the mountain).
I added 2 empty A10LGBs near the south end of the runway (oriented toward the north end), seperated by some space. I also added a kiowa to carry my designator team to the mountain.
- Commandos 3 and 4 were ordered to enter the A10s as pilots, and given the move "STOP" command (the knuckleheads did throttle the engines a little though).
- I and commando 2 boarded the Kiowa and flew to the mountain top.
- As we neared the mountain, I ordered commandos 3 and 4 in the A10's to rejoin the formation.
- I landed the kiowa on mountaintop, got out, and proceeded to laser designate one of the T80s stuck on the slopeside, with my hand held designator.
- As I heard the A10's overhead, I ordered commando 3 and then 4 to "target the laser designator", both responded and called out the range that they saw for the laser.
- Within about a minute I saw the LGB drop on the target.
- I targeted all of the remaining tanks, following the same process of designating and then ordering the A10s to target, and the LGBs hit all tagets (including moving), with uncanny accuracy!!!
Not once did they engage with their 30mm cannons, as I noticed that strictly AI A10s on GUARD had done previously. In fact I don't beleive that there is anyway to order a seperate group of A10s with LGBs to strictly target the laser designated. Mostly they just engage with the 30mm cannons.
It does work though, but I suspect visability is key.
AIRBORNE ALL THE WAY!
AIRBORNE!
Jul 14 2006, 13:59
Most everyone will already be aware of these tips provided by CODEMASTERS when you register on thier site (and they may only be of limited usefulness, but someone may find them of interest).
OPFE TIPS FROM CODEMASTERS:
Thank you for registering Operation Flashpoint: Elite. These mission tips should help you if you're getting stuck playing through the campaign.
1 Flashpoint
Helicopter in. Run up hill for briefing. Attack Morton (Air and Tank support).
Go to Fountain. Keep Village Clear.
2 Combined Arms
Truck in. Jog up hill. When ordered to attack, attack Regina. Receive message about
T-80s from south. Retreat North.
3a Camping
Stand around listening to Koslowski and Fowley. Berghof orders you to drive truck..
Get in back of Jeep. After journey get in Truck. Follow Jeep back. Pick up troops.
Follow Jeep to Le Moule. Get out. Get in Jeep. Get out near Forest. Follow leader.
Engage Russian Patrol. Armoured support gets called in. Follow Leader. Get in Jeep.
3b Alert
Relax around base. Receive radio message. Go to Village Centre. Get in M113.
Disembark. Engage enemy. Reinforcements arrive. Get in Truck.
4 Montignac must fall
Run to village (it's dark). Clear village of enemies. Receive radio orders to evacuate.
Board Truck. Truck stops. Get out and engage Russians. Clear Provins. Kill attacking
Russians. Hind comes to attack Blackhawk. Escape into Forest.
5a After Montignac
Head towards evac point, being careful to AVOID the enemy (hint: head West
before heading South). After you have travelled a certain distance, you will be issued
with a new evac point. Go to the new evac point and you will be captured by the Russians.
The resistance will then come and wipe out the Russians. The mission ends there.
5b Strange Meeting (only played if alternative ending to mission 4)
Get in Truck. Follow others. Receive message. Drive up side road. Disembark.
Engage enemy. Clear village. Receive orders. Move to Forest. Engage enemy Patrol.
Clear Forest. Engage more enemy. Get to rendezvous point. Get captured by resistance.
6a Rescue
Wait for Tank to be destroyed. Engage Enemy. Clear Village. Hostages get in Truck.
Attack Russian truck as it arrives. Destroy BMP without hostages being killed. Get in Truck.
Disembark when it stops and ensure hostages get up hill to base.
6b Undercover
Get in Truck. Drive as directed along road. First cut scene through checkpoint
(Vodka conversation). Second checkpoint get out and engage enemy. Run through forest
engaging enemy throughout. Run to Castle ruins. Go up to the top to meet resistance CO.
7a Night Patrol
Leave area of base. CO will order you to report. Follow jeep out and kill Spetz Natz. After
helicopter fight, mission should end.
7 Hold Malden
Ordered to man machine gun. Stay in gun until ordered to get out of there. Will eventually
be ordered to retreat. Watch for enemy parachuting in away from Malden. Mission
completes when everyone has retreated.
8 Defender
Place Mines on Road. Get LAW from ammo dump. Hide in bushes. Ignore UAZ.
Destroy any tanks that survive mines. Watch for enemy soldiers. APC arrives. Get to it.
Mission finishes when enemy are all killed.
9 Tank Training
Get in Tank. Drive to training ground at La Trinite. Complete Training as commander.
Drive to Dourdan. Stay in Formation (instructions appear). Destroy enemy.
10 Battle of Houdan.
Head Towards Houdan. Receive Radio message, attack BMPs on beach. Receive Radio
message. Attack Houdan and wipe out the enemy. Receive Radio message. Head Towards
Border Zone. Receive Radio message. Retreat.
11 Interdiction
Shoot Troops on cliff below. Wait for both 2 and 3 to radio that they are ready. Send alpha
code to destroy tanks in base.Incapacitate other two tanks (plant satchel charges is the
easiest way). Go to rendezvous point.
12a Spearhead
Head south in formation. Engage enemy. Clear Lolisse. Withstand counter attack.
13 Pathfinder
Destroy Shilka. Clear Village including BMP. Move to Chapoi, being wary of enemy.
Destroy 2nd Shilka. Receive Radio message. Hang back whilst choppers destroy tanks.
Receive Radio message. Move in and clear Chapoi of mainly infantry (some armour may be left).
15 Tank Rally
Attack Soviet armour at Chapoi. Receive Radio messages. Move on to La Riviere. Destroy
Soviet armour and infantry.
16 Unfinished Business
Run up hill to fire. Cutscene. Run up another hill. Cutscene. Wait in base until receive radio
message from Gastovski. Run back to boat.
17 Taking Command
Order #2 into Jeep. Order him to Arudy. Truck with Alpha squad turns up. Game suggests
ordering them about for a bit. Receive message from #2. Order #7 and #8 into Jeep.
Order #2 to return to formation. Once #2 has returned order everyone into Truck and go to
Goisse. Get out. Order everyone out. Approach soldier and receive orders.
Go to position. Defend position.
18 Scouting
Get in Jeep and follow M113's to 'Seek and Destroy' position. Eliminate all Russians.
Get back in Jeep. Follow track until see BMP. Get out and use Binoculars to locate
Russian base. Once sighted return to base.
19 Turning the Tide
Move towards Russian base, being careful as there are enemy everywhere. When in sight
of base order Bravo to attack. Destroy BMPs (2 of them) and take enemy base. Receive
orders not to allow anyone to escape. Kill remaining enemy.
20 Saboteur
Go to Forest to East of main objective (optional objective is not required for mission). Go to
North of main base. Crawl in and place satchel charge under tank (or get in tank and use
guns to create mayhem - beware choppers, though) crawl to safety. Detonate charges and
go to meeting with resistance.
21 Guardian
Order troops into various transports. Head towards first crossroads, keeping convoy behind
you (use stop/move radio commands). Choose left or right at crossroads. If you choose left
repeat at next crossroads. Go to Airport. If you take the M113, it's a very easy (if dull) mission.
22 Return to Eden
Capture the hill. Once it's been taken, receive radio message and hold hill against counter
attack (one tank and a couple of BMPs). Once counter attack force is defeated, receive
another radio message to attack the airport. Kill the troops outside of the airport. Order Bravo
and Charlie squads to attack and then destroy the Shilka. Once the Shilka is destroyed,
order the air support to attack. Clear the airport to complete the mission (there is an
abandoned BMP that you can use).
23 Hind Attack
Meet up with comrades. There are 3 enemy soldiers in the village. Kill them and then capture
a UAZ or use the yellow car to follow the convoy to the secret base. If you evacuate without
destroying any thing in the base you will get a mission failed notice but will continue in the
campaign.
24 Rolling Thunder
Pretty bugged mission. Attack and take Tyrone. If you then proceed to Montignac bypassing
the danger area the mission will not complete. You need to attack the danger area and then
you will radio about it being mined. Your mission objectives will then update and you must
take Montignac. When I retreated to get repairs the mission failed! Eh?
25 Airbourne
Take off. Fly to destination. Pick up troops. Fly to next destination. Drop of troops. Take off.
Receive radio message. Divert to new destination. Pick up troops. Destroy BMPs for extra
credit. Return to base.
26 Air Superiority
Drive Jeep to commander. Get in Helicopter. Fly to convoy and destroy it. Then fly to tanks
and destroy them all. Fly back to base. Land and get out.
27 Recon
Run to the village. Kill the enemy patrol and destroy the BMP. The Shilkas which you have
to find are at Dg73, Ea75 and Eb73. They are all lit up by fires. Once you've spotted them all,
you simply move to the meeting point and radio for the launch. Get in the launch when it arrives.
28 Killdozer
Take Levie. Receive radio message and then radio for Zulu to move in. Destroy enemy at
Objective A then Objective B.
29 Air Assault
Order #2 into Helicopter and take off. Fly to Morton. Receive Radio messages and divert to
Buffalo Base. Attack BMPs. Receive radio message and head towards St Pierre. Destroy all
enemy at St Pierre (hint: hang back until the tanks and other chopper arrive). Return to base.
Land and get out.
30 Wake-up call
There will be some soldiers near the insertion point. Kill them and get the Nh75 launcher.
Destroy all three Shilkas (the 1st two will not necessarily be where they are supposed to be -
they're more likely to drive past you). Eliminate enough of the enemy so that you can
reach the hiding point without being killed.
31a Planes Start
Get in Plane. Start engine. Taxi and take off. Follow leader. When you've flown close to the
coast the screen will go black and 'receiving' will appear as if you are starting a new mission.
31b Maverick
Carry on and engage the ships. Destroy all the ships. Attack tanks. Head towards new waypoint.
You will run out of fuel and have to bail out.
32 Counter Strike
Run up the hill and take the base. Hold it against an enemy counter attack. If enough of your
team survive you will be asked to take another base. Otherwise once the counter attack has
been eliminated the mission will end.
33 Escape from Prison
Get in helicopter. Helicopter ride. After disembarking you will be able to steal a weapon from
either of the two crates near the building by the UAZ. Kill all the soldiers. The helicopter will
take off as soon as you get into a vehicle and will be joined by a BMP. There is an empty BMP
you can use to kill the BMP and attack the helicopter. There are also some Nh75 launchers in
a building. Get in the UAZ and drive around to the right. As soon as you hit the hill get out and
carry on running up the road. Eventually you will receive a 'tired and hungry' message and it will
be dark. You then need to navigate by the stars - use your hand drawn map. Keep running south
for ages and you should find NATO troops.
34 Incursion
Use satchel charges to blow hole in barbed wire fence or go to far North and run around fence in
the sea. Approach the house without being seen. As soon as you are close, however, an alarm
will trigger (there doesn't seem to be any way around this) and troops will magically appear. Kill
enough that you can get in the house. As soon as you are in the first room on the right the
objective will be completed. You now just have to return the way you came.
35 Search and Destroy
This mission appears to be easier if you leave your squad behind. From the gear selection screen
equip your self with a LAW launcher. Run north to the cover of the woods, ignoring any armour and
approach the enemy position. You should then be able to destroy the scud with the LAW - the
SCUD is to the North West of its reported position. You only need to destroy the scud and return to
base for the mission to complete, although ordering the tank and helicopter attacks does seem to
cause a diversion and will ensure that all mission objectives are met.
36 Red Dawn
Head towards Guba's base in M113 with a gunner. You will come to a base with a helicopter. Kill any
enemy and then drive the fuel truck to the helicopter. Get in the helicopter and refuel, ordering the
gunner, from the M113, into the chopper. Take off and head NE. Save your AT6's for the Shilkas.
Find and destroy the SCUD. Now you have to find Guba (easier said than done) and arrest him
(kill everyone in his UAZ except for him - again easier said than done - try taking a sniper rifle with you).
Status Quo
Land at the airport (use the Patch feature 'autopilot land'http://forums.bistudio.com/oldsmileys/wink_o.gif. Take the fuel truck and drive it to the Mi17.
Board the chopper, refuel it and takeoff. Pick up everyone (Sam will be at the shore arriving in a boat -
the soldiers will tell you he's gone fishing) and fly them to the pub. If you like you can change
helicopters at David's place. The campaign ends once everyone is in the Pub.
Kind regards,
Code M Team
codem@<hidden>
END CODEMASTERS PROVIDED TIPS
*yawn*
AIRBORNE ALL THE WAY!
recoill
Jul 21 2006, 17:47
Is'nt realy a Tip or Trick, but a cool feature of the AI.
I was mucking around with a M163 Vulcan shooting down squadrons of Mi-24's,
when i noticed that a couple of the Hind crew had bailed out safely.
The crew's that had bailed (four crewmen had landed safely) regrouped with each other on the ground,
Then one of the Hinds that was still airborne landed, The crewmen mounted, then the Hind took off back into the air.
It was a realy cool site watching the AI give and receive orders to each other on the fly and shows that the AI that BIS has created for this game is superior to most (if not all) other games out on the market today. http://i29.photobucket.com/albums/c283/Recoill/ofplover.gif
NAXAKSTA
Jul 22 2006, 16:25
I completely agree Recoill. The cool part is that you will never see them do that exact same thing again. Every mission is a different experience. Even the mission creator doesn't know how it's gonna play out exactly.
recoill
Jul 23 2006, 08:29
Indeed NAXAKSTA i've allways thought that the best missions were the one's were the AI is left to act by them Selves.
Give them enough waypoints to set there behavior or to get to the action then let the AI do there thing.
The one thing everyone must remember is that the AI can do almost everything you can do including calling for support.
NAXAKSTA
Jul 23 2006, 15:36
Yeah I must spend 200 points just on waypoints and behaviors basically giving them their own M.O.. I just love it when players are getting their butts kicked and ask "Hey dude, where did you put those spetsnaz?". As if I am just gonna tell them. As if I really know where they are anyway. It's called "player knowledge" and you don't have it! http://forums.bistudio.com/oldsmileys/confused_o.gif
INVADERZIM15
Aug 9 2006, 20:21
how can you get the AI to call for support
http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/banghead.gif http://forums.bistudio.com/oldsmileys/help.gif http://forums.bistudio.com/oldsmileys/help.gif http://forums.bistudio.com/oldsmileys/help.gif http://forums.bistudio.com/oldsmileys/help.gif
http://forums.bistudio.com/oldsmileys/pistols.gif
NAXAKSTA
Aug 10 2006, 01:00
It's automatic. If they have it, they will call for it.
INVADERZIM15
Aug 10 2006, 15:22
i never knew that . thanks !
http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/smile_o.gif
NAXAKSTA
Aug 12 2006, 16:18
If you want even your friendlies to have support just put a medic or repair truck on a support waypoint. You can even have the medic get in a vehicle of your choosing first before the support waypoint. They will board the vehicle, report to the support waypoint and wait for the call. Pretty sweet stuff.
Grimnirsson
Sep 22 2006, 18:47
Quote[/b] ]If you want even your friendlies to have support just put a medic or repair truck on a support waypoint. You can even have the medic get in a vehicle of your choosing first before the support waypoint. They will board the vehicle, report to the support waypoint and wait for the call. Pretty sweet stuff.
For whatever reason this doesn't work with boats. I tried to have a medic team on support so they would use a boat to come to my place when I call them. They get in the boat, even start the engine and report back that they are supporting when I call, but they don't move. Any idea to get this right? I did try several things nothing worked.... http://forums.bistudio.com/oldsmileys/banghead.gif
NAXAKSTA
Sep 23 2006, 02:15
I never have tried it on a boat. I typically have my medics use the jeeps or the Blackhawk.
recoill
Sep 23 2006, 04:39
Quote[/b] ]If you want even your friendlies to have support just put a medic or repair truck on a support waypoint. You can even have the medic get in a vehicle of your choosing first before the support waypoint. They will board the vehicle, report to the support waypoint and wait for the call. Pretty sweet stuff.
For whatever reason this doesn't work with boats. I tried to have a medic team on support so they would use a boat to come to my place when I call them. They get in the boat, even start the engine and report back that they are supporting when I call, but they don't move. Any idea to get this right? I did try several things nothing worked.... http://forums.bistudio.com/oldsmileys/banghead.gif
Yes this is a pain in the ass!
When i tried this they either did as you said or
responded then happily drove past
and or
came ashore in the wrong place then borded and drove past
or responded then dived into the sea and drowned!
So Grimnirsson i dont think this is possible.
ZEROTANGO
Nov 26 2006, 20:01
Infantry
--------
--To Change from rockets to your main weapon rapidly click the left thumbstick
-- In Map editing you can place a soldier in a guard tower. Zoom in, rotate the soldier facing the direction you want and put him in the V section of the ice cream cone. Do not add a way point or he will climb down...
--You can put snipers, machine gunners etc. on top of flat rooves.
--If you create a defence mission and your friends are holed up inside a house it will be quite funny to see them get shot in the ass when a soldier runs into his house and kills him. To do this take an enemy soldier, add a way point on houses that can be entered on "seek&destroy" or "move". This soldier will then enter the house and carefully clear out the rooms!
Tanks
--------
--To swicth from Heats to Sabots Or vice versa press X button
--To bracket(target) enemy tanks with their engine on, press the white button while in the commander position or in the driver seat of the tank or helo. If you have a crew in your tank the the gunner can also bracket.
--The white dots on your radar, tank or helo,(little rectangle under the compass) are vehicles with their engine turned off. A white dot also apply for a fuel staion.
--To find a "passive" tank or vehicle switch to commander position and with the square curson scan the horizon. When the cursor locates a target adjust your canon to the correct degree and elevation. Further than 500 meters the elevation of the canon must be adjusted due to the drop of the ordenance.
--To switch rapidly from driver to gunner press Y twice
--AI tanks will switch to heat rounds if there are foot soldiers around but it takes a long period of time and also if there are no other tanks in the area. Take this advantage to get out of the area, once they have switched to their heat rounds your cover will be useless!
M2 Machine Gun
---------------
To have a fortified M2 add two "fortress 2" one on each side of the M2 the gunner can shoot 360 degrees while being well protected.
Planes
------
For planes to take off by themselves you need to place the plane(s) on the secondary run way(service runway)or grass. Add a pilot as a sentry, aware,get in nearest, hold fire and guard. The pilot when alerted will jump into the plane take the service runway and finally take off. You can also do this without the "sentry" feature just a get in nearest will do. If the plane is placed on the main runway it will not work!
A trick if you do not want the pilots to be out in the open and be shot easily add a "sentry" waypoint inside a house,hanger etc.
Wreckage simulation
-------------------
To simulate a burning wreckage place a fire underneath a wrecked vehicle. It is especially nice in a desert setting at night.
To simulate a semi wrecked tank or a total wreck place a mine(s) underneath in the Editor.
Other
--------
If you don't want people to use vehicles, tanks or planes install wires, sandbags etc. around them. Or put a mine under the tanks in the editor. For Helicopters add several Shilkas without a waypoint. The people won't be able to target them!
As we no in OFP:E you cant get a separate Squad to Mount a vechile that is being driven buy you or another Squad which is a real pain in the ass...
So heres a cool little trick i found....
Place a Empty M2A2 Bradley (Could be any transport vechile),
Then place a Basic Squad behind the Bradley, Set up two waypoints for the Basic Squad as follows GET IN NEAREST, Combat, Line, Open fire Engage at will,
& the second waypoint, SUPPORT, No change, No change, No change,
Make sure that your unit is attleast 2 men strong, & setup a good distance form the Bradley and the Basic squad
Go in to the game & call for medic support, (Status, Medic) then wait for the Basic Squad to arrive in there Bradley, Now after they have moved to your location told you of there arrival and have all dismounted from the Bradley,
(make sure that after they do this that you tell them that you are done) (Status, Done)
Now you and your Squad Mate jump into the Bradley.
Ok now the cool bit!
Switch to Third person view & call for Medic support (Status, Medic) Watch as most of the Basic Squad Mounts the Bradley, When they are in drive of, When you stop the Split Basic squad will Dismount and try to rejoin the rest of there squad. If you give the (Status, Done) and the (Status, Medic) command you can get the squad to move in and around your Bradley as you move http://forums.bistudio.com/oldsmileys/biggrin_o.gif .
A cool way to use this is to Assault through a Enemy Position in the Bradley and let the Split squad Dismount & move back through the Enemy Position to rejoin there Squad Mates.
Have fun http://forums.bistudio.com/oldsmileys/xmas_o.gif http://i29.photobucket.com/albums/c283/Recoill/ofplover.gif
You prick sim0b not only have you spamed all off the OFP:E topics with your useless prattell but you did it to some of the ArmA & OFP forums aswell! May all the bad shit that happenes in the world happen to you! http://forums.bistudio.com/oldsmileys/pistols.gif
http://forums.bistudio.com/oldsmileys/pistols.gif sim0b
tisk, tisk why all the spam?
Maybe he needs his account taken away from him http://forums.bistudio.com/oldsmileys/band.gif
hp7130p
Jan 29 2007, 04:25
" In Map editing you can place a soldier in a guard tower. Zoom in, rotate the soldier facing the direction you want and put him in the V section of the ice cream cone. Do not add a way point or he will climb down..." ZEROTANGO
Actually you can add a waypoint and have them stay there...placement is key!
Same applies to lighthouses, you can have soilders walk up the steps and walk around and have them walk back down.
http://forums.bistudio.com/oldsmileys/welcome.gif
Uther Mortigast
Jan 29 2007, 22:41
I've found an interesting trick of dubious usefulness:
A patrol I created found an imaginary line that they would not cross, no matter how I plotted their route or edited their mode. Usually they'd approach the line and stop, shaking their heads, but sometimes they'd figure out a path that took them 1 km out of the way around the imaginary line. http://forums.bistudio.com/oldsmileys/crazy_o.gif The result was the same if they approached the imaginary line from opposite direction, as well.
I managed to place the patrol of two officers so that they would spawn on opposite sides of this line, and I gave them a waypoint away, and then back over -- just to see what would happen.
As it turned out, the lead officer would walk away very slowly while the second officer stayed behind and watched. When the first officer finally returned, he crossed over the line! The second officer fell back into formation, and the two of them began to jog to the next waypoint.
Unfortunately, the effect doesn't cycle. When they finally return to the line, they just stand there shaking their heads at me. Perhaps, though, I can use this trick of leaving a man behind to make a small patrol on Safe mode actually walk instead of jog.
*shrugs*
hp7130p
Jan 30 2007, 22:07
Sounds like you are near a dock of the sort?
Uther Mortigast
Feb 1 2007, 05:54
Actually, near a fence. I do like the effect of, "Hey, you go ahead and I'll stay here until you get back, then we'll both go off together."
I'll have to mess around with placing waypoints on structures like you mentioned to keep them walking. Thanks for the tip!
Uziyahu--IDF
Jun 1 2007, 16:30
Shouldn't these mission editing tips be in the mission editor thread? It would make them a lot easier to find.
Naxasta showed me once that you can swing the M2 .50 doorgun forward and just below the horizon, then A) Get Out, and it will lock in place.
When you get back in as pilot, you'll see a white dot at the far left of the screen. That's your M2 .50's aim-point. Switch to "Manual Fire" and you now have a Blackhawk that shoots aimed .50 rounds.
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