OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Lenyoga on 20 Oct 2010, 18:28:12
-
So, announcing the death of this add-on pack. Getting this finished properly is just too much work for one person (properly means creating own textures and sounds instead of using those from Half Life 2).
Thanks to everyone who gave me feedback and support, though. It is highly appreciated. Now it's time to get the new project going.
-
New: Youtube video with the HL2 mod!
http://www.youtube.com/watch?v=gfEbvtaSNMU
-
Hi, Lenyoga
A really, really great mod you've got there. I've started making missions using this but there seems to be a slight problem. How could I get soldiers with AT or AA missiles to attack striders? I've tried everything to my knowledge and only the tanks attack striders. It would be a great improvement for my missions if there could be battles between striders and AT soldiers.
Nevertheless, thank you very much for this masterpiece.
Cheers,
-
Thanks very much for the feedback.
I also encountered the problem with the striders, I may have to change the 'armor' or 'armorStructural' variables in the .cpp or the 'threat' values. But right now I'm working on a STALKER mod with ofpman1, and I'm also busy with other stuff, but I'll re-upload as soon as I've fixed it. (If I didn't forget my rapidshare password)
Btw. Let me know if you publish some missions!
-
Okay, I found the error - if 'hit' is above a certain level, soldiers won't use certain weapons any more - I tried using a lower armor rating, while multiplying it (armorhands = 200 and so on) but the Strider was, still, much weaker afterwards, I'll try on until I find a solution.
-
Temporarily, until the config issue is fixed, you could use invisible targets and a script to keep the invisible targets positioned on the striders.
-
@Raptorsaurus That's a great idea. I tried forcing the soldiers using different scripts, but nothing wants to work... and fixing the addon could take some time - as does finding out what my rapidshare username is...
-
Looks interesing!
-
Hi everyone,
Does anyone happen to have the second zip file as it doesn't appear to be on Rapidshare any more?
Cheers in advance
J
-
Huh... they weren't joking - they deleted my files... does anybody know a website where I can upload some files? (about 22 and 48 mb uncompressed)
Thanks.
-
Media Fire ;)
-
JdB from the BI Forums might be willing (http://forums.bistudio.com/showthread.php?t=127336) to provide a mirror at ofpr.info (ofp.gamepark.cz). With a few screenshots, he could probably get a news item out of it.
If you are a modder looking to get news about your work posted or your release hosted...
-
@robertoHrvat @Walter_E_Kurtz Thanks for the information - I think I'll be able to rework it a bit and give it a try around Christmas.
-
Hi,
I was just wondering if there was any update on this add on?
Cheers
J
-
I hate to bring up a topic that some people may have thought was dead, but I got the download from Norton via e-mail the other day so I could host it on my Dropbox account for him.
http://dl.dropbox.com/u/26191070/LEN_HL2.zip
Here's the complete mod in one download package, and it's only about 40 MB big. It's also set up to where all you have to do is place it in your Operation Flashpoint directory and add it to your mod tags!
-
@Hobbesy Thank you very much, again, for your assistance.
@Skyclad There's no update yet, but I might be able to do some improvements on the add-ons within the next months - I'm also working on two other OFP/CWA mods right now, so it could take a while.
-
Hello Lenyoga,
Your Half-Life addons are really astonishing and fun to play with.
There is only one thing that bothered me. Is it possible to make portal gun use bullet simulation instead of grenades?
In its current form it is difficult to make long range teleporting because of high arc trajectory and
mainly because the second teleport gate often spawn at high altutitude making it suicide run. :(
Take care, Icarus
-
@Icarus
Hello,
I tried it with bullet simulation in the beginning, I think, and it worked pretty well on long ranges. The problem was that it did not work on short ranges any more, and the minimum range which allowed a successful use of the portal gun increased with the number of objects on the map. But I guess I could do one thing - change the script which controls the velocity of the grenades.
Thanks for your input, I'll be looking for a way to fix it.
-
Update, everyone;
I changed a few things: The pulse rifles now have a standard reload animation and fire their secondary attack straight, like it should be. The Striders have new armor values, that means soldiers equipped with the RPGs from this addon will fire at them. And finally, the Portal Gun now fires without that typical grenade behavior.
XXX-It'll take some time before it's uploaded somewhere, but it's good to go, basically.-XXX
-- New link's in the top post.
-
Thank you for updating your addons, Lenyoga :good:
Portal gun now really can be used at long ranges. There seems to be some problems with portal gun sound, as it sometimes get into a never ending loop. Other than that, these addons are great!
Icarus
-
Ah yeah, if you're talking about the teleporting 'whoop' sound, I know why that's happening... I tried to make the Portal gun as universally usable as possible, so it will teleport pretty much anything. Even invisible objects, and if they stay on the same location as the other portal, they'll eventually be teleported between those two locations in a never ending loop...
-
So, I effectively updated this monster! For changes, see the first post.
-
Finally, another full update. Many changes have been made (see first post.)
I hope I'm not spamming by noting down each and every update here, if I do so, please notify me.