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Thread: FFUR-SLX 2007 2.0

  1. #711
    Its says in the PDF readme that Squadleaders and RTO's can call in airsupport but i dont see any option for calling airsupport, only can call artillery... why is that?

    Also the PDF readme says that there is a SP and MP config in the ffsx2007 folder but i've searched the whole folder and there is no SP and MP config.

    And is there a classlist somewhere to be found?
    Last edited by Ville89; Aug 13 2010 at 14:41.

  2. #712
    I installed the mod but it says I need to install the replacement pack... apparently I need something called hotfix 2.01. Anyone got it?

  3. #713
    @Hvehve here is hotfix 2.01 http://www.filefront.com/17253175/Hotfix_2.01.rar try to download FFUR-SLX 2.5 from http://ofp.gamepark.cz/index.php?showthis=10673
    Quid est veritas?

  4. #714
    I have a problem, i have installed FFUR 2.0 then installed 2.5

    and when i click on the launch icon it comes up to install the replacement pack, i do that, but then when i click on the launch icon again it comes up again that i have to install the replacement pack.

    what do i have to do

    help please

  5. #715

    Question about FFUR slx 2007

    I first brought ofp when I was like 12 or 13 and I wasnt terribly good at it, I kept getting stuck on every campaign, was rubbish at commanding a squad and literally spent all my time on it messing around in the mission editior.

    So 8 years later I see a youtube video for ffur slx 85 2008 and I nearly bust a nut I dled it straight away eager to play one of my most cherished games the whole way through for the first time with awesome new graphics and effects.
    Fully patched I started the cold war crisis campaign was fairly impressed up untill the mission where you have to race to the aid of your c.o who has been ambushed as he left morton in his jeep. The apc didn't even make it half way towards the usual combat zone before it was hit by what I am asuming was an rpg three hours l8r after hours of trying to work my way through the broken campaign I gave up and found ffur 2007.

    I was much happier with the modern units and the added effects etc and this older version seemed far more compatable with the bis missions except for the odd evac/support chopper being shot down by tanks on the ground (for which I just switched to ffur euro crisis which was pretty cool making it feel like a big nato operation instead of just an american one) oh and the standard ww2 looking guba

    Im wondering wether or not to switch to ffur SLX 2007 so before I spend however long it takes to dl that bad boy...
    Does it break the bis campaigns hard like 85 version does?
    Is it good for playing user missions? (facile ground and gdce rock with ffur)
    Does guba get a facelift?
    Will I spend hours rolling around on the floor waiting to be healed for a grazed knee?
    Do russian machine gun posts actually aim over the sandbags instead of straight into them?
    Do helos still get smashed out of the sky by cheeky t-90s and m1a2s?
    Will I get a crosshair like in 2007 or not like in fuur85?

    Random question: who on earth does the bmp dwarf all the other tanks in the artic pack?
    Last edited by mrmoon; Dec 9 2010 at 19:05.

  6. #716
    Well to answer my own question.

    Yes Guba gets his much needed face lift although no real imagination was used.
    Yes Russian fixed machine guns now fire over sandbags.
    Yes you get a cross hair.
    You don't always spend hours rolling around on the floor.
    I think helos still get blown out of the sky by tanks causing chaos in certain missions.
    A fair few missions still seem to be broken by ffurs ai changes.

    I really did want to like the latest version of ffur, I loved the over the shoulder 3rd person cam, I loved the amazing new effects, I love the new replacement units and the new units that don't appear in the bis campaigns.
    I love the radio inside vehicles, the smoke and fire, the dragging wounded comrades and various other little touches I really want to love this mod.

    But the AI has been so f**ked around with it makes playing any of the best user missions virtually impossible, trying to play airborne my chopper kept trying to drop me off in the center of the air field right in the middle of the Russian's then on facile ground I made it as far as the mine sweep bit before the scripts broke and nothing happened.
    I'm not sure just how many of the bis missions are broken but due to the fact that it makes user missions (especially the best ones) highly unstable and that it has no custom missions of its own specially made to show off new content I cant really see what this master piece is good for other then messing around in the editor.

    I am currently getting to grips with the mission editor myself doing a few tutorial missions and getting familiar with triggers and scripting system and was hoping to make a few missions intended to be played on this mod but now I can't help wondering how difficult that would be given the instability of the AI etc using ffur 2007 slx.

    So with bitter disappointment I switch back to an older version

  7. #717
    Quote Originally Posted by ddeo View Post
    Bump! Anyone knows the solution for my problem, which I've mention in post above? I still can't get rid of it and I would like to play ofp once again, but I can't.
    I have solution for my problem and I decided to share it. I've got rid of it by editing "SLX_GL3_Settings.sqf" from "@ffsx2007" folder. First thing, which needs to be changed is "SLX_GL3_Path" under "Group Link 3 Settings". Default is "SLX_GL3_Path = {\SLX_GL3\};", so add "//" before this and remove those "//" from "SLX_GL3_Path = {};", which is under it. As the comment above says it disables GL3 entirely. I don't know if it's enough to make it work, because I've also changed those options: "SLX_Alert" to 4 and I've removed "//" from "SLX_Exclude = SLX_Exclude + [];" and "SLX_NoSuppress = 1;"

    Unfortunately disabling entire GL3 disables things like calling artillery and group link wounds and dragging. Still, it can be useful for anybody to accomplish some of the missions. I only wish I could lower view distance of AI (lowering entire view distance in graphic settings doesn't help much).

    Edit: The problem if somebody doesn't know was about weird AI mood, this was making some missions from original ofp unaccomplishable.

    Thanks Sanctuary, I'll change that to original ofp settings and tell about the results. I'm in "After Montigniac" (argh!) mission and enemy AI can see me everywhere.

    Edit2:
    I was able today to finish mission "Montigniac must fall" with GL3 ON. Although I was using the settings I've wrote above I didn't remove whole GL3 (I've left GL3 path option, but I guess while leaving other options game will still work properly). It takes a lot more time for AI to get into the truck after clearing the town and also it takes even longer for AI to move into the forest to finish the mission. I've used modified config this time to have original distance view settings for AI, so maybe that helped me.

    Edit3 Ok after testing this mission 4-5 times with all default GL3 settings ON I finally completed it. AI are acting wierd and it takes a lot time for US soldiers at the end of the mission to move into the forest and finish the mission. Most of time because of Hind they are doing supressive fire instead going into the forest (removing "//" before "SLX_NoSuppress = 1;" doesn't help at all even when i restart entire mission). However it is possible after few tries to accomplish the mission (best possible way is to save the game before Blackhawk comes to LZ). So I guess it should be end of story about this problem, all the solutions are in this post. Hope it will be useful for somebody!
    Last edited by ddeo; Jan 24 2011 at 14:43.

  8. #718
    In the mod config.cpp, you can try to lower
    sensitivity=
    sensitivityEar=
    of the men classes in CfgVehicles to level used in default OFP.

    And for the each CfgAmmo, look into the
    minRange=
    minRangeProbab=
    midRange=
    midRangeProbab=
    maxRange=
    maxRangeProbab=
    And change them to level used in default OFP too.

    (see a default OFP config to compare)

    Should make the AI as nearly blind and deaf as in default OFP and disallow them to shoot you at more than 250/300m, like in default OFP.

  9. #719
    Thanks, this worked. I've edited all the settings You've told me to and I have removed minRange=, minRangeProbab=, midRange=, midRangeProbab=, maxRange=, maxRangeProbab= from additional ffur weapons and replacements to use default settings.

    Edit: Everything is working ok at this moment, but in sunday I'll try to additionaly edit "Range" settings without removing them from new weapon's classes. Thanks again Sanctuary!

    Edit2: Using original "Range" settings without removing them from new weapon's classes doesn't solve the problem. Range settings needs to be removed from those classes to make ffur work compatible with some of the missions (for example it is not possible to finish "FRIENDLY VISIT" from campaign "Retaliation" without tweaking those settings, driver of car will get shot down and player will be not able to exit the vehicle).
    Last edited by ddeo; Jan 25 2011 at 07:49.

  10. #720
    Are helicopters constantly getting shot down because of the tanks view distance, or because of the big aa machine guns they now have?
    And is the squad leader supposed to have the radio?

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