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Thread: WW4 Modpack 2.5

  1. #41
    Gunnery Sergeant
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    Warszawa - capital of Poland
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    Quote Originally Posted by Sanctuary View Post
    Didn't noticed i had that texture, that's the problem when you have "development folders" everywhere, i lose sometime track of some files
    Well, combining this texture with Army BDU, can give us nicer '80s replacement, don't you think?

    Quote Originally Posted by Sanctuary View Post
    Javelin and Vympel have missiles you can control by moving your launcher around, maybe that's the problem?
    Really?! I don't know about it - that may be the case. (And I had no idea that you can achieve this in OFP, surprise, surprise!)

    A little idea I came upon while playing: don't you think that HMMWV, BRDM and FAV should have crew made from Spec Ops, or Recon soldiers? Especially FAV looks more like 'car for special purposes' than 'armed vehicle for army'. I'm in love with that car

  2. #42
    Yes, controllable missile is an OFP feature, the BIS Carl Gustav use it by example, you can define how much missiles can be controlled in config too, or just disable completely missile control (like for LAW/RPG)

    The vehicles crew are just using the supposedly most numerous corps for convenience as i didn't wanted to assign them to a specific corps.
    But in a mission, you can simply use any troop as the driver/gunner if you want with the moveindriver/moveingunner commands.

  3. #43
    Great job Sanc!!!!
    I re-posted your your post here on my site as well. Here is a pic:


    Anyways again great job and thanks for the update. looking forward to many games playing it!!!!.

  4. #44
    Quote Originally Posted by njmatrix View Post
    Great job Sanc!!!!
    I re-posted your your post here on my site as well.
    Anyways again great job and thanks for the update. looking forward to many games playing it!!!!.
    maybe u can use my shot too

    http://i52.tinypic.com/66jl6s.jpg

    btw. wheres ur site adress?

  5. #45
    Gunnery Sergeant
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    Sep 28 2009
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    Warszawa - capital of Poland
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    Quote Originally Posted by Sanctuary View Post
    Yes, controllable missile is an OFP feature, the BIS Carl Gustav use it by example
    Funny, I play this game since 2006 and never noticed I was always using target lock in CG...

    One bug spotted: FN FAL with optics uses mysteriously WLM 30rd magazine instead 7.62x51 20rd - as I remember it was OK in 2.1.

  6. #46
    Quote Originally Posted by Incubus View Post
    maybe u can use my shot too

    http://i52.tinypic.com/66jl6s.jpg

    btw. wheres ur site adress?
    Free Radicalz

    it's dedicated to everything gaming wise... that is FREE. So if your a cheapskate like me.. lol you will enjoy it. If You have something for me to add let me know I am always looking for stuff and will give you the full credit for finding it. I am always updating it and I have more stuff to add than time to do it so if you don't see it doesn't mean it isn't being added lol. Also updated the post to include the WW4 Banner that is in Santuary's sig and added screenshot by Incubus.



    Last edited by njmatrix; Sep 1 2011 at 15:05.

  7. #47
    thanks guys for the screenshots
    Quote Originally Posted by krzychuzokecia View Post
    Funny, I play this game since 2006 and never noticed I was always using target lock in CG...

    One bug spotted: FN FAL with optics uses mysteriously WLM 30rd magazine instead 7.62x51 20rd - as I remember it was OK in 2.1.
    Not a bug, it's a workaround for an OFP problem, and no it was not OK in 2.1 :

    In OFP range used by the AI are defined in the ammo.

    The problem is that the Everon army marksman weapon (the FNFAL + Optics ) use logically the same ammo as the FN FAL.
    But the point of having the FN FAL + Optics is that it should allow the marksman to shoot from a longer distance with some more chance to hit than with the "naked" FN FAL.

    But by using the same exact ammo, it can't, the AI will use it the same as the naked rifle, meaning that the AI Marksman is not able to take advantage of the optics to get more chances to hit.
    That's how it was in 2.1, the AI Marksman was not as dangerous as it should have been, it was just the same as a Rifleman with a different name and a visually different weapon.

    I solved this problem by allowing 2 magazines to be used, the one the FNFAL is using, and a new one ( WLM 30rd magazine ) that will allow the AI to be more dangerous at range with this weapon.
    In the hand of the player, there's no difference, but in the hand of the AI, this change is really mattering.

    The 30 rounds instead of 20 was just me being too lazy to make a 20 rounds of this "special" magazine at least it gives 10 more chances to the AI to land a hit between the player eyes

    I forgot to mention that i added a new key combination.
    When you are prone, press TURBO + MOVE BACKWARD , it will allow you to elevate your aiming.
    That's great to aim over a slope, a roof border etc... without needing to get back to the crouch stance.
    added to the 1st post
    Last edited by Sanctuary; Sep 1 2011 at 14:55.

  8. #48
    Quote Originally Posted by Sanctuary View Post
    thanks guys for the screenshots

    I forgot to mention that i added a new key combination.
    When you are prone, press TURBO + MOVE BACKWARD , it will allow you to elevate your aiming.
    That's great to aim over a slope, a roof border etc... without needing to get back to the crouch stance.
    added to the 1st post
    That is awesome!

    Got a question: Have you considered expanding the number of grenades that grenadiers carry? It just seems that 6 or so grenades isnt enough. Grenadiers essentially run out of grenades too quickly and then become standard old riflemen.

    Just a thought

  9. #49
    As you mention grenades, it made me remember that i forgot to mention it.

    I have added 2 grenade vests for the 2 kind of grenades launched by GL weapons that you can use for your grenadiers instead of using single grenades.

    Each vest carry 15 grenades, the classnames to add them in crates or in addmagazines are

    WW4_M433Vest
    and
    WW4_VOG25Vest

  10. #50
    Would it be possible to make the AI target helicopters with the light anti-tank weapons in the next versions?

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