I am really astonished by the amount of work you have put into it. I bet it will take some time until I discover all the features you have created. ULTRA Good Job!![]()
I am really astonished by the amount of work you have put into it. I bet it will take some time until I discover all the features you have created. ULTRA Good Job!![]()
Thanks a lot guys for your feedbacks, i must say that i agree with every remarks you've made sofar :
- I don't like the main GUI too, but i may need some help to redo it as i'm not very good at it (BTW you can get rid of it by deleting the "resource.bin" from the Veni Vidi Vici "Dta" folder) ; true that i could find a marble stone to easily replace it ;
- In the Sparta mission, waves can be defeated even if there are still some soldiers around, in fact units are regrouping after retreating and then they attack you again, but mission goals are ticked ;
- Ive got a problem with the persian drum sound, it's obviously too low (in fact i thought i corrected it already, silly me...) ;
- Archers have magazines with only one arrow in it, so that they play the "reload magazine" animation between each shot ; but because of the infamous "not more than ten magazines" maximum, archers have got a script that adds a magazine each time they fire, so that they can have enough arrows (other units don't have this script, should they ?) ; i wil add archers at least ten magazines to see if they stop complaining (but i'm not sure they will) ;
- As i'm playing with the crosshair, i didn't see the need of an optic for the bow (in fact i found it more realistic without...but i'm probably wrong with that) ;
- Yep, you don't know if you're hitting your target with the melee fighting (unless the enemy plays the hit sound), because OFP is simulating an invisible explosion and not a a projectile hit with the strokegun simulation (thus, no puff of blood) : that's why i added a script in some missions where the target is playing an animation each time he is hit (not very brilliant i know, but i suck at animating units), + the very usefull OFPEC blood script which should be added to every mission IMO ;
- Same problem with the "weapon sound" played even if nothing is hit : that's because OFP refuse to play a hit sound (as it does with arrows for example) with the "strokegun" simulation, so that's the only i found to hear a weapon sound...
I'm struggling with a lot of OFP limitations and must find some awkward turn-arounds here and there with the minimal amount of scripts (ie muzzleflash lighting visible at night on the horses/ elephants, "strokegun" simulation limitations, not more than ten magazines but no animation played between shots, no secondary weapon (ie launcher) visible in vehicles so the shields must be integrated to the rider model etc.). OFP isn't really done for melee fighting, but that was fun to try...
Last edited by ProfTournesol; May 19 2012 at 14:18.
I mean local indication. COD got it right with it's hitmarker (icon + sound).target is playing an animation each time he is hit
Animations in OFP are unreliable so let's say: a ball of blood at the end of the sword.
I would like to say that Roman legionnaries used mostly the Gladius Hispaniensis as Legionnaries, and that the Pilum was a throwable weapon.
It would be nice to have some Throwable Javelins or Throwable Spears for the Barbarians, and make them usable by the AI as first weapon before attacking in melee
thank you very much, congratulations has done a great job and made a dream come true and has inspired me to make a mod itself .... forgive my English is bad
wow!!! NICE JOB!!!
I have no word to express my happiness....Yet another great project Prof. Tournesol (and ONLY 140 MB!!!!!!!!!!!!),AWESOME!!!!!!!!!!
btw Is this Your last project?
"A single death is a tragedy; a million deaths is a statistic."
-Joseph Stalin
...
cool stuff going to have a go making a mission
lol AOE has come to armaverse erm ofpverse!!!! kudos on the release!!!