hcpookie 3770 Posted December 18, 2014 (edited) v1.0 release! Download pook_SSBM_v1.rar from here: http://1drv.ms/1v97cHe /////////////////////////////////////////////////////////////////////////////////////////// SSBM vehicles including: - SCUD with full arm/fire sequence. - 4K51 Rubezh w/ 2x P-15 "Termit" (NATO: SS-N-2 Styx) missiles. - 3K60 Bal w/ 8x 3K60 Kh-35 (NATO: AS-20 Kayak) missiles. - All SSBM vehicles work with Artillery Computer. /////////////////////////////////////////////////////////////////////////////////////////// SCUD with HE and 5kt Nuke warheads. Missile is managed via the Artillery Computer in the same way as GRAD and MLRS rockets. Vehicle resized larger to more realistic dimensions. Vehicles found under a new class "SSBM" to avoid conflicts with the default BIS SCUD. All BIS factions and sides (East, West, Ind) are represented with differing camo variations. This was developed for player-based use, especially in MP games. The HE warhead is standard. The 5kt Nuclear warhead is based on real world capabilities. Artillery Computer ranges were tweaked, so the minimum limits allow the warheads to target "danger close" to the launch vehicle. Max ranges allow the SCUD to reach the entire Chernarus and Takistan maps. Larger maps have not been tested (yet). Nuke script is based on an older EVO Nuke script and may have some MP issues. Further testing in MP games is warranted! The warhead is armed via the action menu. The arming scripts are configured to prevent firing unless the scaffold is fully raised. This should prevent misfires. Scripts may be tuned further. The warhead selection is made via the action menu. Additional warhead types are planned to supplement the HE and 5kt Nuke warheads. There is no provision for re-arming the SCUD launcher after it is fired. The complete cycle of the arming of the SCUD via the action menu takes approximately 1.5 minutes game time. The real life launcher takes at least 40 minutes to 1 hour, but this will not be modelled! To use the SCUD, perform this series of actions from the action menu: 1. Prepare scud launch 2. Select warhead. Select either: - Select Nuclear (5kt) Warhead - Select HE Warhead 3. Erect Launcher. (this raises the launcher to the upright position) 4. Arm Warhead. This will arm the warhead, enabling the Artillery Computer to be used. You can now use the Artillery Computer to fire the missile just like an MLRS/GRAD missile! NOTE: You can select "Cancel" to cancel the launch sequence CLASSNAMES: Found under new vehicle class "SSBM" pook_SCUD_TAK // East - Tak pook_SCUD_INS // East - ChDKZ pook_SCUD_TKINS // East - TAK-Militia pook_SCUD_CDF // West - CDF pook_SCUD_GUE // Independent - NAPA GUE pook_SCUD_TKGUE: // Independent - TAK-Locals pook_4K51_RU // East - RU pook_4K51_TAK // East - Tak pook_4K51_INS // East - ChDKZ pook_4K51_TKINS // East - TAK-Militia pook_4K51_CDF // West - CDF pook_4K51_CDF_IND // Independent - CDF pook_4K51_GUE // Independent - NAPA GUE pook_4K51_TKGUE // Independent - TAK-Locals pook_3K60_RU // East - RU pook_3K60_TAK // East - Tak pook_3K60_INS // East - ChDKZ pook_3K60_TKINS // East - TAK-Militia pook_3K60_CDF // West - CDF pook_3K60_CDF_IND // Independent - CDF pook_3K60_GUE // Independent - NAPA GUE pook_3K60_TKGUE // Independent - TAK-Locals Larger image of the different camo schemes with some of the more popular islands... https://fsm7cg.bn1304.livefilestore.com/y2pUGVYb0KcK0Vjq2d7p2o_XNAT_ZbVeBEmXUugrOWGfSbd7OyZF5TDAHa_hTzzE_IZ-tf3d1GAt3OpCJQUrQ7Ylrcqx5xnNFTyOActHAnT1WcTIJr5MpaROSXNg-m9QgXbw87bKDdpICaJ_aprAMPs5g/scudTex.jpg Edited July 4, 2015 by hcpookie v1 release! Share this post Link to post Share on other sites
islesfan186 83 Posted December 18, 2014 Very cool. Makes the SCUD actually useful as opposed to it being just window dressing Share this post Link to post Share on other sites
bars91 956 Posted December 18, 2014 Can the camo paint have a bit less saturated colors? (this goes to the SAM pack as well) Share this post Link to post Share on other sites
hcpookie 3770 Posted December 18, 2014 (edited) I find textures a challenge. I can try to reduce them but don't expect much with the hassle involved. As they are configured w/ camo1/camo2 etc. hidden selections, changing textures will be quite simple. Edited December 18, 2014 by hcpookie Share this post Link to post Share on other sites
wld427 1705 Posted December 18, 2014 I find textures a challenge. I can try to reduce them but don't expect much with the hassle involved. As they are configured w/ camo1/camo2 etc. hidden selections, changing textures will be quite simple. The issue is not your texture. need to make a new rvmat. it seems the mat is tuned to the old base yellows of takistan. This washes out your changed textures. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 19, 2014 (edited) Scud v0.9 uploaded (see first post). Not sure how well the Nuke will work for MP play, so testing is warranted! :) The HE warhead should work fine. The Nuke warhead is script-driven so it remains to be seen how well it works in MP games... "YMMV" ;) The issue is not your texture. need to make a new rvmat. it seems the mat is tuned to the old base yellows of takistan. This washes out your changed textures. Thanks for that tip! I'll look into it before full 1.0 release. Edited December 19, 2014 by hcpookie Share this post Link to post Share on other sites
cosmic10r 2331 Posted December 19, 2014 Thanks for this. .. Some new mission possibilities ;) Share this post Link to post Share on other sites
hcpookie 3770 Posted May 12, 2015 Updated version is found in the RangeMaster 2.6 update. Adds chemical and CBU warheads as per Real Life capabilities. http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2935152&viewfull=1#post2935152 NOTE: The scripts work great in SP. We haven't tested scripts in MP yet so while they SHOULD work there may be some limitations we'll need to address. Anyone who's played EVO MP before knows that the Nuke script for example only shows for the person who launched it... simply needs some MP testing... darn we have to play the game lol Share this post Link to post Share on other sites
hcpookie 3770 Posted July 4, 2015 v1 release! This should be moved into the "complete" forum topic now. SSBM vehicles including: - SCUD with full arm/fire sequence. - 4K51 Rubezh w/ 2x P-15 "Termit" (NATO: SS-N-2 Styx) missiles. - 3K60 Bal w/ 8x 3K60 Kh-35 (NATO: AS-20 Kayak) missiles. - All SSBM vehicles work with Artillery Computer! Range adjusted to be able to engage targets from about 200m to literally the entire map of Chernarus or Takistan. NOTE that AI will use these for direct-engagement so if you are in a vehicle etc. you may be fired upon by these platforms! Share this post Link to post Share on other sites
kecharles28 197 Posted July 9, 2015 New mod v1.0 available at withSIX. Download now by clicking: Hey hcpookie , you can upload updates or new mods to withSIX yourself now! Make your own promo page, get the power to release your work at your own point of choosing. To learn more, follow this guide. Share this post Link to post Share on other sites
Guest Posted July 9, 2015 Release frontpaged on the Armaholic homepage. SSBM Pack v1.0Rangemaster mod packArma 2Arma 2: Combined Operations compatibility MP patch (ACR lite)Community Base AddonsBritish Armed Forces Expanded mod (BAFX) Share this post Link to post Share on other sites
unipus 11 Posted July 9, 2015 Hi hcpookie, this looks excellent! I realize you said these are designed for player use, but is it possible to trigger the activation stages? These would be awesome to use for SP/Coop missions as targets for Scud-hunter missions and so on, and the urgency of seeing the launch rail elevating would be great... ideally without fear of it deciding to fire at some inappropriate target! Share this post Link to post Share on other sites
islesfan186 83 Posted July 22, 2015 Seem to be getting the classname error when running this with rangemaster v2.9: No entry 'bin\config.bin/CfgVehicleClasses.pook_SSBM_class'. Share this post Link to post Share on other sites
cinv 1 Posted June 11, 2016 Dear all, Please explain how to make enemy AI use these units via arty module? Or any another indirect way of guidance for AI? Share this post Link to post Share on other sites