marcus_crassus
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Would someone still have in their position the Everon Runway/Airfield template? If you don't recall, it's a simple mission template that is nothing more than markers set down to mark out the airfield on Everon. (I've found the Malden Runway at OFP.cz, but Everon's is not to be found, not even at the Editing Center). Thanks in advance.
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I'm trying to remember: I recall images of Marines in Grenada in '83 wearing the steel pot helm, and the kevlar vest, and I recall a magazine article in U.S. News and World Report that same year in which was one of their annual what's-new-in-the-military pieces, and on the cover was a pic of a soldier with the M16 A1, and the Kevlar helm. So DayGlow is correct regarding the steel pot.
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Body armor/ kevlar is in absence.....And what's up with that "bed roll" on the U.S./ NATO'S soldiers' backs....
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I posted all this at Operation Flashpoint CZ's forum, if you're experiencing deja vue (sp?): Posted: April 09 2002,16:16 Â Â -------------------------------------------------------------------------------- If this has already been explored, then plz forgive me and ignore my blathering. In OFP 2.0 [or in a "mega-patch"], I should like to see, in no particular order: Increase level of detail: I'm always comparing games, and in terms of attention to detail (and OFP is no slouch believe me), I like Medal of Honor's and Day of Defeat's detail with regard to modelling of hand/arms when holding weapons. I'd like OFP's "bear claws" tweaked, so that is doesn't appear as if the hand and weapon are melted together. And the shooting hand should actually grasp the pistol grip/ stock of the weapon. (I've looked at Day of Defeat's model in MilkShake...and it seems the weapon and hands/arms are modeled together.) Eliminate that sinking feeling: I don't know if this will effect our ability to script units to setPos at a negative Z, i.e. below the ground, but I would hope this bug(?) that allows you to see your weapon sink into the deck when you're prone is tweaked in 2.0. This would perhaps allow my next dream item.... Allow animated/working bipods/tripods: Again, comparing games, I love that a machinegunner (in Day of Defeat) is able to deploy the mg's bipod to provide a more stable shooting platform. (This improvement/correction in animations may lead to an "improved" model of the LAW, where a deploy animation is available, i.e. the soldier drops the front and rear covers, then extends the LAW into its firing configuration....) Â Come on, BIS, let's see this jewel. Iron sights: Speaking of animations, how about a relatively true iron sights view/ animation sequence (Currently we have a rather large sight picture). Right click of the mouse (or your key of choice) and your weapon's sight is brought up to eye level, as seen in the "Infiltration" mod to Unreal Tournament. (All of this is optional for those who don't like there level of "realism" that "real".) I see 2.0 as a single player only upgrade, which still allows us to create custom missions and models/mods for others to play. OFP 2.5/ 3.0 would be a multiplayer only version/upgrade. I think this would lend itself to a more improved online gaming experience.
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What about the ever-present "quicksand"? You can walk, run, and wage war all over the stuff, but don't ever go prone and look down, or your rifle may just get swallowed up.
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You know you have been paying too much ofp when...
marcus_crassus replied to USSoldier11B's topic in GENERAL
You're first thoughts while seeing "Behind Enemy Lines" were of OFP....."Oh no! Six is down!"... -
Thanks for the finds, gents. It seems I was looking at the thing the whole time at one of the hits. I was looking strictly for "Nh-75", so didn't see it under any other designation.
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After hitting a few search engines, e.g. Yahoo, Lycos, Northern Light, and Dog Pile, I'm wondering if someone else was/is able to find a link to some more info on the "Nh-75" variety of RPG as contained in OFP, because I'm at a loss to do so. So far all results pull up a description and picture of the variant of which we are all familiar, that of the RPG-7. Can anyone else find more info about this seemingly non-existent weapon?
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Fixed dynamic range for 1.45 (works with 1.46 too)
marcus_crassus replied to Wright's topic in ADDONS & MODS: COMPLETE
Wright, thank a lot. Works great now. -
Simulated shots from static arty
marcus_crassus replied to TopCover's topic in OFP : MISSION EDITING & SCRIPTING
I'm not sure what you mean when you want arty scripts running, i.e. your side is firing artillery missions, or on the receiving end....But have you checked out the many arty scripts at the Ed Ctr? http://www.ofpeditingcenter.com/coding/artillery.shtml -
Multi platoon command scripts
marcus_crassus replied to Beowulf001's topic in OFP : MISSION EDITING & SCRIPTING
Would you please elaborate a bit on what you mean by "can not reliably command my own armored unit." What do the other tanks not do? I think what's going on, all thought I've yet to see the script(s) is that when you're switching back and forth between units, not all are "unJoining" you. If you recall, the limit is 12 units/soldiers per group, so you may be exceeding that in your attaching/detaching via radio, or somewhere in your scripts your not attaching all the units to you (which would account for your tank units not following your orders--if they aint attached to you, you cannot command them to move "Forward", "Halt", "Target....", etc. Would you attach your script to your next reply; I'd like to take a gander at it. In the meanwhile, have you looked at "Spinor's" Command Engine. There's an incredible amount of scripting in there (genius!!!! that may offer solutions to your problem. Here's the URL: http://www.ofpeditingcenter.com/coding/misc.shtml. Scroll down a bit to find his Command Engine. -
So dynamic range wont work with v1.45
marcus_crassus replied to timmy's topic in ADDONS & MODS: COMPLETE
Patch, me thinks. I even tried renaming DynamicRange.PBO to Sound.PBO....all to no avail. I tried even by just cutting and pasting the m16 sounds I wanted from DynamicRange and re-PBOing the Sound.PBO that way...All I ended up with is silence..... Yeah, patch that baby, plz. -
Perhaps the dudes over at the WW II mod that's being put together..... I'm wondering if anyone's considering the Pacific Theater of WW II. As islands seem to figure prominently in the OFP universe, perhaps it's a great match.
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Problem with "dynamic range" mod
marcus_crassus replied to marcus_crassus's topic in ADDONS & MODS: COMPLETE
Okay, just read Roach's comment in the "Dynamic Range" thread... -
I'm not sure if it's because I've upgraded to 1.45...but I was getting this error at game-start: "No entry ' config.cpp\ cfg Vehicles\ Fountain.anim Period.' " Anyone else getting this? Everything works when I simply delete the config.cpp file.