Before you'll release patch, check ammo boxes - looks like they're empty.
They're not empty.
Keep in mind they are ammo boxes, not weapon ones, in OFP terms it means that you'll see the ammo only fitting the rifle you have (you'll see the "take nameoftheammo" action when you approach one), meaning if you go with a M4, you will not see the M249 ammo that are in the ammo box, only the one fitting your M4 depsite there is ammo for M249 in there too.
Or if you approach an ammo crate that has western ammo, while you're carrying an eastern rifle, you'll have access to nothing.
Last edited by Sanctuary; Sep 7 2011 at 16:47.
You could make weapon boxes additionally to the ammo boxes; you could make for example a "rifle box", a "MG box" and perhaps an "AT-Launcher box".
Originally Posted by Sanctuary
I've been using gunnerless versions of the BI vehicles for ages in the mod set my clan plays (basically vanilla OFP with extra anims, ability to carry two rifles, swimming, gunnerless vehicles, flashbangs, Javelins and AN94s in a mod we refer to as FP++).
The gunnerless helicopters make for great MP dogfights, not having to rely on picking up a gunner is really handy. The AI can handle them fine, you'll struggle to notice the difference between a normal AI chopper and a gunnerless one. Shilkas, Vulcans, BMP 2s and Bradleys are also great as gunnerless vehicles. Tanks are not really effective for players because there is a huge parallax error when using 3rd person to aim, but they are useful for reducing the number of AI units in a mission.
I've always wondered if the BI models could be tweaked to put the driver's view onto the main gun axis, allowing a BF2 style one man tank. It's a shame there isn't a mod offering low poly MP optimised vehicles to complement WW4's excellent infantry.
Gun wise I'd really like to see the assault rifle grenade launchers given red dot sights, otherwise I think the range offered by WW4 is very comprehensive.
Last edited by *Zeewolf*; Sep 7 2011 at 22:20.
I knew someone would suggest me that someday
Originally Posted by vektorboson
I'll have to get other my lazyness and try to adds a few weapons crates too.
I'll see if i can improve the GL sight.
ok I added the Lamusoft weapons and default weapons replacement config and now, the ability for you to peak over a hill prone is gone. now when you press turbo and back you just move backwards... what did i screw up? lmao
Unless i missed something, i think the weapon replaced config you're using was for WW4 2.1 , some things have changed in the class CfgMovesMC for WW4 2.5.
So open the config.cpp of WW4 Modpack 2.5 with a text editor and copy the whole CfgMovesMC section, as instructed there :
Then select the same whole section on your edited config.cpp with the weapon replacement, delete it, and paste the one from WW4 2.5
Save the changes, and you should have the new anims working with your config
Originally Posted by njmatrix
arn't u forgot put the weapon to ur back before try climb?
Last edited by Incubus; Sep 8 2011 at 15:22.
Actually not climbing. In 2.5 you can now peak over the crest of hills using turbo.. I mean I used to be able to lol.fixing it soon here.
Originally Posted by Incubus
There's still some little faults in the animations:
When crouching and strafing right, if you push the backwards key, the character first takes a step left before doing so.
The character's stance also gets reset to standing if you go backwards during left or right crouch strafing, unlike it is with left-back, back, and right-back strafing. Same case with crouch sprinting forward.
Animations are also missing correct transitions when a rocket launcher is equiped and the character puts the weapon on pack, both with pistol and rifle animations.
Correct transition also missing when you throw a grenade and put the weapon on back while standing.
Last edited by Rellikki; Sep 11 2011 at 11:40.