KaRRiLLioN 0 Posted April 6, 2003 quakergamer released an M109 in desert camo several months ago. It's pretty good, although desert camo (by design) is pretty bland. =) I dunno if the new version of Hawk's 2s19 uses them still, but in the versions I have it uses the optics from quaker's M109. Share this post Link to post Share on other sites
miles teg 1 Posted April 6, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KaRRiLLioN @ April 06 2003,21:36)</td></tr><tr><td id="QUOTE">quakergamer released an M109 in desert camo several months ago. Â It's pretty good, although desert camo (by design) is pretty bland. =) I dunno if the new version of Hawk's 2s19 uses them still, but in the versions I have it uses the optics from quaker's M109.<span id='postcolor'> True, but Quakergamers M109 has this HUGE M2 .50 cal machine that is WAY too big and looks really wierd. I'm surprised he hasn't fixed it. The rest of the model however isn't too shabby. I wish hawk could take it and fix it up with the rear support stabilizers that fold down and the moving barrel support... and of coarse that excellent artillery script which he has on both his M109 and on this 2s19 SP artillery. That script is the break-through that I had been waiting for. I just hope someone also makes it for that MLRS rocket launcher that came out awhile back (along with making the rockets unguided instead of guided missiles). Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Viriato 0 Posted April 7, 2003 Just a idea to improve greatly the "automatic" fire mode; -Combine the "detect most known enemy" with this script and make the script recalculate the target pos after each fire volley. The detect most known enemy script could be found here: http://www.ofpec.com/editors/browse.php?browsewhat=2&category=2_6 Combinig this two great scripts you will have an arty scrip in which the A.I. (a spotter) will call true arty fire over the most "visible" enemy unit, you use real arty so your mission could be to take out those guns or cross the line of fire and survive it!! If you kill the spotter, the fire will stop, if you give the 2s19 coordenates for an airstrike and the guns are destroyed the fire will stop. Share this post Link to post Share on other sites
punishment 1 Posted April 7, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (punishment @ April 06 2003,11:47)</td></tr><tr><td id="QUOTE">the version i got is from "jonny lumps" page but it is corrupted different link anyone.<span id='postcolor'> You know its not nice to get ignored Share this post Link to post Share on other sites
munger 25 Posted April 7, 2003 Unfortunately that's the only place it's available from I believe. The link is bad - it keeps randomly cutting off throughout the download, but if you keep trying then eventually you will get the whole file. Â Edit: I must learn to speel. Share this post Link to post Share on other sites
miles teg 1 Posted April 8, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Viriato @ April 07 2003,18:17)</td></tr><tr><td id="QUOTE">Just a idea to improve greatly the "automatic" fire mode; -Combine the "detect most known enemy" with this script and make the script recalculate the target pos after each fire volley. The detect most known enemy script could be found here: http://www.ofpec.com/editors/browse.php?browsewhat=2&category=2_6 Combinig this two great scripts you will have an arty scrip in which the A.I. (a spotter) will call true arty fire over the most "visible" enemy unit, you use real arty so your mission could be to take out those guns or cross the line of fire and survive it!! If you kill the spotter, the fire will stop, if you give the 2s19 coordenates for an airstrike and the guns are destroyed the fire will stop.<span id='postcolor'> Any chance you can modify the arty script with that one you posted and then send it to one of the OFP sites to download? Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Viriato 0 Posted April 8, 2003 I have make a try but it gaves me a f####! cero divided error. I am not a editing guru, if some of the big guys take a look to the script i think that they will implement the two scripts easily. I have found that if you merge the mission on to other map you have precision errors, but overall i found this script VERY promising and, please, some of the Big Artillery guys like Dinger take a look at this and tweak the script a little. Share this post Link to post Share on other sites
Acecube 0 Posted April 8, 2003 Hi folks, I played around with it a while and I now think the accuracy problem comes from different heights of the arty battery and the target!? Besides it's a realy great addon!!!!!! Share this post Link to post Share on other sites
Viriato 0 Posted April 9, 2003 Ahh! the getpos setpos problem! I have found this problem more than once. Getpos gives you the absolute heigth above sea level. Setpos creates heigth above ground level This causes problem on lots of scripts, i know that some people have managed to solve this ( i cheked those scripts but they are pretty obscure for me), so if this is solved, the acuraccy problem should be fixed. Share this post Link to post Share on other sites
Viriato 0 Posted April 9, 2003 If any body want to try, there is a script at http://www.ofpec.com/editors/browse.php?browsewhat=2&category=2_4 The script is called Guided Sam missile script, and the author uses a way to solve this problem (to calculate the real heigth diference between the target and the fire point) Share this post Link to post Share on other sites