OxPecker 0 Posted January 31, 2003 OK, I have no addonmaking skills, so I will put up these ideas and you tell me if they are possible with the tools at hand - 1. Gas masks/oxygen masks (for jet pilots, NBC teams etc.), that can be put on and taken off either via an animation or by the same means as NV goggles. If it can be done like NV goggles, you could evern superimpose a new perspective on the player as though he were looking out through the mask (like an optics view). 2. White Phosphorous (willie peter) grenades. A grenade that explodes creating a cloud of white smoke (instant, not like the gradual release from smoke grandes) but also causes shrapnel/incendiary damage. 3. Smoke launchers on vehicles. I believe AKM74 has done this with his BMD, so does this mean all new usermade vehicle with smoke launchers could now have them? How about adding them to exisiting vehicles by scripts? 4. Aimable searchlights (someone else posted this one, can remember who, so I'm not intentionally ripping you off). Like a floodlight or searchlight you could aim, as a static object or maybe on a vehicle. by aim I mean in 3 dimensions, not just swing around like an M2 mg. Share this post Link to post Share on other sites
mattmayhem 0 Posted January 31, 2003 Whille Pete would be awesome, Im not sure if it is possible and if it is it would probably just be a script, I don't think we can make new explosions? Share this post Link to post Share on other sites
OxPecker 0 Posted January 31, 2003 Maybe just a combination of the existing explosion and camcreate a smoke cloud of about the right size? Share this post Link to post Share on other sites
chaztheducky 0 Posted January 31, 2003 the thing that relly cought my eye was the gas mask\o2 masks. those would be awseme Share this post Link to post Share on other sites
Melkor 0 Posted January 31, 2003 Gas masks....I'll give it a try Share this post Link to post Share on other sites
kegetys 2 Posted January 31, 2003 What good would a gasmask do when there is no gas? Share this post Link to post Share on other sites
Melkor 0 Posted January 31, 2003 It wouldn't be too hard, I could modify that burnfire addon to make smoke instead of fire Share this post Link to post Share on other sites
Guest jacobaby Posted January 31, 2003 I am planning to do a WP (white Phosphour) grenade/artillery shell script, or at least look into it. For those that dont know WP sticks to objects and burns through them. Maybe difficult to simulate properly, but as WP is such a major part of arty and personal kit I think It should be attempted. If anybody from the Falklands mod is listening, the commandos used WP grenades decisively in their push to Goose Green, especially against the machine gun posts on Darwin Hill, and in the final assault, where the arty was a major factor in demoralising the Argies in Stanley. I already have a simple script for improving explosions (see my post "Does my bomb look big in this") and I have found a few new tricks which may prove helpful with WP. Let me know if you are interested, maybe we can work something out. TJ Share this post Link to post Share on other sites
Gollum1 0 Posted February 1, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Jan. 31 2003,07:54)</td></tr><tr><td id="QUOTE">What good would a gasmask do when there is no gas? <span id='postcolor'> Exactly. Share this post Link to post Share on other sites
vektorboson 8 Posted February 1, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Jan. 31 2003,06:54)</td></tr><tr><td id="QUOTE">What good would a gasmask do when there is no gas? <span id='postcolor'> Let's make some gas Share this post Link to post Share on other sites
USMC Sniper 0 Posted February 1, 2003 The gas could be done like this: When the bomb explodes, gas comes out of it, naturally. Anyone within a radius of, say, 15 meters is forced into an animation where they cough. Hopefully this could be done without script, but maybe the gas could spread for 5 minutes. And for the gasmask, anyone wearing one will not be affected by the gas. Share this post Link to post Share on other sites
vektorboson 8 Posted February 1, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Feb. 01 2003,23:07)</td></tr><tr><td id="QUOTE">The gas could be done like this: When the bomb explodes, gas comes out of it, naturally. Anyone within a radius of, say, 15 meters is forced into an animation where they cough. Hopefully this could be done without script, but maybe the gas could spread for 5 minutes. And for the gasmask, anyone wearing one will not be affected by the gas.<span id='postcolor'> I cannot think of any other possibility than a script. I would imagine that you need a trigger with radius 15m, a script with drop-particle-effects and of course a script killing everybody without gas mask Share this post Link to post Share on other sites
Major Fubar 0 Posted February 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gollum1 @ Feb. 01 2003,17:07)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Jan. 31 2003,07:54)</td></tr><tr><td id="QUOTE">What good would a gasmask do when there is no gas? <span id='postcolor'> Exactly.<span id='postcolor'> I've said it before and I'll say it again: what good do opening and closing window hatches on the BTR-70 do? What good is the opening/closing cockpit on the F-16 and Mig-29? They make the addon more visually appealing. I think it would be cool to have ABC troops with masks they can take on and off. Also for fighter pilots, so that when they are on the ground/out of their jets, they can take off the mask so you can see their faces. Besides, gas should be piss easy to script. Ox, the searchlight suggestion was mine, I believe Share this post Link to post Share on other sites
vektorboson 8 Posted February 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Feb. 02 2003,04:02)</td></tr><tr><td id="QUOTE">Besides, gas should be piss easy to script.<span id='postcolor'> One small correction: gas is piss easy to script Share this post Link to post Share on other sites
kegetys 2 Posted February 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Feb. 02 2003,05:02)</td></tr><tr><td id="QUOTE">I've said it before and I'll say it again: what good do opening and closing window hatches on the BTR-70 do? What good is the opening/closing cockpit on the F-16 and Mig-29?<span id='postcolor'> Exactly, I think they are rather pointless, just filling the already long action menu with useless stuff. (I do have a openable canopy in my new Hawk, but the canopy needs to be opened before you can get in/out so it makes sense ) Share this post Link to post Share on other sites
maddogx 13 Posted February 2, 2003 What we would really need is scriptable ammunition. Like with vehicles that use events for in-addon-scripts (air targeting warning etc.) there should be event-scripts for certain ammunition types, so for instance you could create gas at the point of impact for gas grenades. Similar for napalm. Perhaps we should suggest this to the BIS team? It would create infinite more possibilities for the community and it would broaden OFPs weapon horizon.... Share this post Link to post Share on other sites
vektorboson 8 Posted February 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MadDogX @ Feb. 02 2003,15:38)</td></tr><tr><td id="QUOTE">What we would really need is scriptable ammunition. Like with vehicles that use events for in-addon-scripts (air targeting warning etc.) there should be event-scripts for certain ammunition types, so for instance you could create gas at the point of impact for gas grenades. Similar for napalm.<span id='postcolor'> I agree with you. I would like to see EventHandlers for Weapons, too. As a scripter you would not have to check if another unit has taken the scripted weapon and transfer the event. Perhaps BIS could implement something like </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class MyWeapon { ... onFired = "_this exec ""\MyWeapon\script.sqs"""; ... } <span id='postcolor'> It wouldn't be an EventHandler that you can add to units/vehicles, but you had your statement. Share this post Link to post Share on other sites