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Author Topic: Never leaving a man behind  (Read 2660 times)

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Offline Delta Hawk

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Re:Never leaving a man behind
« Reply #15 on: 07 Mar 2003, 23:24:43 »
General Barron, i agree with you more than you know...alot of people do treat this game like a Rambo shooter, but for people who really wants to make a combat simulator, it's bad when it comes to wounds and injurys.  Too bad it can't be like Rainbow 6 were if you're out of the game, you still could be alive...have ONE HELL OF AN HEADACHE, but still be alive. Here, consider this; War isn't about killing the enemy, it's having your best freind kill and you live.  Ofp is a shooter, not a war sim, but it's possible with hard work to make it a war sim.

Offline Kuro

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Re:Never leaving a man behind
« Reply #16 on: 08 Mar 2003, 00:17:22 »
Hallo General Barron,

i agree with you. Therefore my next script (but first i want to finish the Drag Script) will be a resurrection script. In my point of view OFP is at the moment correct: What does not move is a casualty (and it is ok for a shooter). But there are some people who want to make it a combat simulator. Therefore i am going to give the medic an action check for lifesigns. E.g. say all people between damage 1 and 2 are still alive but no longer able to act and going to bleed to death. Therefore if you give them first aid and drag them to a hospital or Doc i am going to resurrect them (maybe with damage 0.5) but they can fight again.
Also with the new campaigns (Resistance) it is possible that buddies gain experience and continue from mission to mission. Therefore a save your pal behaviour brings clear advantages for the player.
And basically we can not blame the mission makers for not making save your pal missions. If the player can not save the pal (he can hide him, but thats all).

Greetings
Kuro

Offline Delta Hawk

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Re:Never leaving a man behind
« Reply #17 on: 10 Mar 2003, 23:03:33 »
Hey kuro, thanx
I really appreaciate what you are doing, it will greatly improve my campain, which is base off the American effort in Colombia against drug production (Yea, a sad thing).  However, in real life, a medic tent is not always common.  Can you make the script to where you can put a casultie on a helicopter and while evacing someone still be able to carry your weapon.  It's more realistic this way.  Example, you get a wounded man in one mission, carry him through to the next mission and at a resupply drop, have him placed in the helicopter?

Offline Kuro

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Re:Never leaving a man behind
« Reply #18 on: 11 Mar 2003, 05:15:52 »
Hallo Delta Hawk,

i really looking forward to your campain.  At the moment the script includes two posibilities: If you have someone in your group and he is not more than 50m away. He will join you for draging the casulity and you run forward with your main weapon on your back. So you have no problem about weapon.
If you are all alone, however, you drop your main weapon when you select Drag, go/run to the casulty and drag him backwards. Later you can pick up your weapon again, of course.
The heli evec if rather easy. I will make a example mission for it. You just have to make a trigger testing the distance between the casulty and the heli. If he is close enough, you have him bord the heli (if he is alive). For alive guys it is the same as normal OFP. You just have a faster way to move them. Instead of crawling themselves.
The dead ones are tricky. The easy way is to delete him. (make just a mark for the missionfile to "recreate" him on the next mission. Another idea is (but i am not sure if its working, to setpos his body really in the heli. Would look great, but i am not sure if it is possible.

Greetings Kuro
P.S. If you need special change of the script for your campaign, please contact me. The script code can do a lot of things.

Offline General Barron

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Re:Never leaving a man behind
« Reply #19 on: 11 Mar 2003, 07:53:58 »
Hey Kuro,

Your script sounds great, and I look forward to seeing it. Isn't "drop weapon" a resistance command/action? If so, would it be possible to make a 1.46 compatible version of the script? There are still cheap people like me who don't have OFPR. I'm starting a mission that would be great for this script. Basically, you're the leader of a Marine Recon squad, and you do a few different jobs in the same mission. You get to choose who to take, and between each, you can train your men. It would be great to be able to save a wounded man and maybe get him back a couple jobs later. :D

Oh, and I have an idea about getting a dead guy in a chopper. How about setdammage him to .9, moveincargo him into the chopper, then setdammage him to whatever he had before. If you did it real quick, would you be able to notice it? It may be worth a try, if you haven't already.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
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Offline Kuro

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Re:Never leaving a man behind
« Reply #20 on: 11 Mar 2003, 12:20:22 »
Hello General Barron,

sorry at the moment the script is only for Resistance, but it should be no problem to make an OFP 1.46 version. I would just remove the weapon instead of droping it and add the weapon again after the dragging. Will not look so good, but does work although.
Is there a variable to determine the OFP Version under which the script is used ? Well, does not matter. Either so or i make two versions. Would you be my Beta tester for OFP 1.46 because i am not 100% sure about all the commands i used are also available in 1.46 but i think there is a work around. Because the script uses very basic things.

Your idea with the dead man is great. I will delete the body, recreate a living version of the exact same soldier. put him in the vehicle. Then kill him again ;D and this all in a split of a second.  Result: I have the dead guy in a "correct" place in the vehicle.

Greetings Kuro
P.S. The Script (OFPR Version) is already available in the Scripting Beta Testing Forum.
(New Script Version will be available on the weekend)
« Last Edit: 11 Mar 2003, 12:21:40 by Kuro »

Offline Delta Hawk

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Re:Never leaving a man behind
« Reply #21 on: 11 Mar 2003, 23:07:44 »
Hey kuro, you're my new best friend :D

This would really help my campain.  It should take about another month.  So this is what i'm looking at, you can still have your weapon, but it's not really there but you get it back.  -50 m, you'll get help and you can put dead bodies in Helicopters.  Sounds great, it will really give it that real life aspect of war.  Gives you something to think about.  Just a few tips though.  oddly soldiers would risk thier lives for a dead body, but most of the time, they would "stack" bodies on each other.  If your read BHD, you'll know what i'm talking about.  The movies BS with the reall thing though. Keep in mind it's somewhat unreal to have bodies neatly packed in Helicopters or vehicals.  For the weapon, can you make a setposition of the weapon like three way slings, how they hang off the chest by the sling.  
         the part that scares me though, jungle combat is close quarters, which would put the men lesser than 20 m from each other.  By what your saying is a clomb of soldiers would be dragging one body?  I don't think i understand, will it just be one helping or more?

Offline General Barron

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Re:Never leaving a man behind
« Reply #22 on: 12 Mar 2003, 10:06:55 »
Kuro,

I would love to beta test your 1.46 version of the script. But a couple quick points: First, about the dead men in the vehicles. If I'm not mistaken, you don't need to delete the body and create a new unit. You can bring a dead body back to life by simply setdammaging it to something below 1. This would seem easier than creating the same type of soldier, because there is no way to find out the type of a unit, as far as I know (in 1.46).

As far as removing weapons, then adding them again: why can't you make them put the weapon on their back? Didn't you say that's what they would do anyway? It would seem easier, because, again, in 1.46 I don't see an easy way of finding out which weapon someone is carrying.

Anyway, just my 2 cents. Let me know when the 1.46 version is ready for testing.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
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Offline Kuro

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Re:Never leaving a man behind
« Reply #23 on: 13 Mar 2003, 02:01:56 »
Hallo General Barron,

thanks for the tip with the setdamage that will make the script far more easier. The Disadvantage about wepon on back is, that you are not able to go prone with your weapon on your back. Therefore you can not drag when you are prone. Or it will look funny, i think you can decide what is the better way after betatesting.
Well if this can not be worked around, i would say i favourite japanese quote "Shigata ga nai" (Nothing we can do about it). I will try to make the best  Drag script for OFP 1.46, if they are limitations/not so much eye candy that the mission maker/player can not live with, he has to update to OFPR, as ask BI friendly for a OFP update.

Greetings
Kuro


Offline General Barron

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Re:Never leaving a man behind
« Reply #24 on: 13 Mar 2003, 08:00:00 »
Kuro,
All sounds great to me. Let me know where I can grab a copy of the 1.46 script to beta test. Even if it doesn't look as great as the resistance version, a 1.46 version would still be far better than nothing. Alas, I suppose I should just break down and buy the darn upgrade, anyway.

Watashi wa dai yasui desu kara, "shigata ganai" yori "okane ganai" no hou ga suki desu.  :'(

I know a little Nihongo myself. Demo, amari jouzukunai desu. :) (I hate writing in romaji. It looks weird!)
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Offline Kuro

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Re:Never leaving a man behind
« Reply #25 on: 15 Mar 2003, 10:40:59 »
Hello,

Barron san no nihongo wa jouzu desu. Gambatte kudasai ! The newest Version of the drag script is available under script beta. I run into some issues first the resurrection of infantry units with setdammage seems to work only sometimes. Furthermore the are no good "Ahh"-Sounds. Should i make a custom sounds (expands the filesize of missions dramatically)? For Blood the Editor AddOn is necessay, so should i make the script with blood or without blood ?

Greetings
Kuro