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the editing man

New version 2s19 msta

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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.

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</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.  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>

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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.

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</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 sad.gif

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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.  smile.gif

Edit: I must learn to speel. wink.gif

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</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>

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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.

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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!!!!!!

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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.

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