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.
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!!!!.
maybe u can use my shot too
Originally Posted by njmatrix
btw. wheres ur site adress?
Funny, I play this game since 2006 and never noticed I was always using target lock in CG...
Originally Posted by Sanctuary
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.
Last edited by njmatrix; Sep 1 2011 at 15:05.
thanks guys for the screenshots
Not a bug, it's a workaround for an OFP problem, and no it was not OK in 2.1 :
Originally Posted by krzychuzokecia
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.
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
Would it be possible to make the AI target helicopters with the light anti-tank weapons in the next versions?