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Thread: Improved unit editor

  1. #51
    you should also have different camo patterns. Like the new one the marines use. Which has to deal with pixels.
    3rd Battalion 75th Infantry Division Rangers
    www.3-75thinf.com
    CPT Thomas

  2. #52
    Master Sergeant
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    Quote Originally Posted by (RaNg3R @ June 28 2003,04:07)
    you should also have different camo patterns. Like the new one the marines use. Which has to deal with pixels.
    You should read the whole post *** ***it should cover allmost every part of the unit selection.




  3. #53
    I do like the whole backpack thing, but it has to be removable, the res soldiers with the backpacks are pretty easy to see when there prone.

  4. #54
    It would be very nice if not only addon makers, but also mission makers could add custom cathegories/classes to the editor. Like equiping a soldier and then saving its as a template that could be used in other missions. Several of these template units could be used to form custom groups, that could also be saved as templates. A great thing would be the ability to export/import templates and exchange them with other people.

    Such a template would contain all nescessary info like equipement, stats or visual aspects (with the possibility to leave some of them as default/random).




  5. #55
    I haven't read any of rangers posts because he hasn't read the whole thread.
    Banned.

  6. #56
    there should be a command to make a unit appear at a point without oodles of scripting like "this unit appear" in a trigger field and in the init you could type something like "unit setinvisible"?

  7. #57
    Nice points, i hope BIS considers some of it.

    Just one thing, from a mission editors point of view, allow a fully configured unit to be copied then pasted and it will appear with the same uniform, loadout, face etc.

    Also you could select the unit to have a random face and random headgear so with ten copy and pastes, you have essentially created an individual squad.

  8. #58

  9. #59
    All good ideas.
    So now we can throw out the ability to use old OFP addons.
    So we can make totaly new ones, and BIS would have to give us a new 3d program to build with.

  10. #60
    Master Sergeant
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    Quote Originally Posted by (Drill Sergeant @ Oct. 15 2003,04:49)
    So now we can throw out the ability to use old OFP addons.
    Not really. You would only have to change the config a little to make it fit the different selections. Much in the same way that people changed their addons from old OFP to RES OFP with own selection folders.

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